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survive/elements/hero.go

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package elements
import (
"image"
"mover/assets"
"mover/gamedata"
_ "embed"
"image/color"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
const (
MOVER_WIDTH = 48
MOVER_HEIGHT = 48
)
const (
HeroActionDefault = iota
HeroActionDamaged
HeroActionDying
HeroActionExploding
HeroActionDead
HeroActionMax
)
type HeroAction uint
type Hero struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
Angle float64
Pos gamedata.Coordinates
Origin gamedata.Coordinates
Lastpos gamedata.Coordinates
Action HeroAction
cycles int
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Upgrade bool
rotating bool
Toggled bool
Hit bool
Touched bool
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Left bool
dyingcount int
}
func NewHero() *Hero {
m := &Hero{
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Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Action: HeroActionDefault,
cycles: 4,
Angle: 0,
rotating: false,
Toggled: false,
dyingcount: 0,
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Upgrade: true,
}
m.Maks.Fill(color.White)
return m
}
func (m *Hero) ToggleRotate() {
m.rotating = !m.rotating
}
func (m *Hero) SetAngle(a float64) {
m.Angle = a
}
func (m *Hero) SetOrigin(coords gamedata.Coordinates) {
m.Origin = coords
m.Pos = coords
}
func (m *Hero) Draw() {
m.Sprite.Clear()
m.MaksDest.Clear()
idx := (m.cycles / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
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op := &ebiten.DrawImageOptions{}
if m.Left {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(MOVER_WIDTH, 0)
}
switch m.Action {
case HeroActionDefault:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
case HeroActionDying:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
if m.dyingcount >= 31 {
m.cycles = 0
m.Action++
}
case HeroActionExploding:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(48*3, 0, 48*4, 48)).(*ebiten.Image), op)
default:
}
}
func (m *Hero) Update() {
if m.Action == HeroActionDying {
m.dyingcount++
}
m.cycles++
}
// one hit death for the hero
func (m *Hero) SetHit() {
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m.Action = HeroActionDying
m.dyingcount = 0
m.Angle = 0
m.cycles = 0
}
func (m *Hero) ToggleColor() {
//m.Toggled = !m.Toggled
if m.Action == HeroActionDefault {
m.Action = HeroActionDamaged
} else if m.Action == HeroActionDamaged {
m.Action = HeroActionDefault
}
}