Cloud layer.

This commit is contained in:
2024-11-16 12:31:22 -05:00
parent fd46346346
commit 1d65d0046e
9 changed files with 214 additions and 12 deletions

BIN
assets/cloud.png Normal file

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After

Width:  |  Height:  |  Size: 4.1 KiB

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@@ -25,6 +25,7 @@ const (
Weapon ImgAssetName = "Weapon"
WormDamaged ImgAssetName = "WormDamaged"
Worm ImgAssetName = "WormDefault"
Cloud ImgAssetName = "Cloud"
)
var (
@@ -54,6 +55,8 @@ var (
worm_img []byte
//go:embed wormdefault.png
wormdefault_img []byte
//go:embed cloud.png
cloud_img []byte
)
func LoadImages() {
@@ -71,6 +74,7 @@ func LoadImages() {
ImageBank[Weapon] = LoadImagesFatal(weapon_img)
ImageBank[WormDamaged] = LoadImagesFatal(worm_img)
ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
ImageBank[Cloud] = LoadImagesFatal(cloud_img)
}

62
elements/cloud.go Normal file
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@@ -0,0 +1,62 @@
package elements
import (
"math"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Cloud struct {
Sprite *ebiten.Image
position gamedata.Coordinates
angle float64
velocity float64
Alpha float64
}
func NewCloud(a gamedata.Area, angle, velocity float64) *Cloud {
c := &Cloud{
Sprite: ebiten.NewImage(a.Width, a.Height),
angle: angle, //rand.Float64() * (math.Pi * 2),
velocity: velocity,
}
return c
}
func (c *Cloud) Update() error {
c.position.X += c.velocity * math.Cos(c.angle)
c.position.Y += c.velocity * math.Sin(c.angle)
return nil
}
func (c *Cloud) Draw() {
c.Sprite.Clear()
//c.Sprite.Fill(color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff})
//c.Sprite.Fill(color.White)
cloudsprite := assets.ImageBank[assets.Cloud]
spritex := cloudsprite.Bounds().Dx()
spritey := cloudsprite.Bounds().Dy()
cloudx := c.Sprite.Bounds().Dx()
cloudy := c.Sprite.Bounds().Dy()
scalex := float64(cloudx) / float64(spritex)
scaley := float64(cloudy) / float64(spritey)
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(scalex, scaley)
c.Sprite.DrawImage(assets.ImageBank[assets.Cloud], op)
}
func (c *Cloud) SetPosition(p gamedata.Coordinates) {
c.position = p
}
func (c *Cloud) GetPosition() gamedata.Coordinates {
return c.position
}

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@@ -23,4 +23,5 @@ type Enemies interface {
ExplosionInitiated() bool
SetExplosionInitiated()
Health() int
MaxHealth() int
}

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@@ -163,5 +163,11 @@ func (f *FlyEye) SetExplosionInitiated() {
}
func (f *FlyEye) Health() int {
//health bars reserved for special enemies, flyeye is a one
//hitter so returning zero ensure no health bar is rendered
return 0
}
func (f *FlyEye) MaxHealth() int {
return 1
}

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@@ -9,6 +9,10 @@ import (
"github.com/hajimehoshi/ebiten/v2"
)
const (
FG_MAXHEALTH = 100
)
type FlyGoblin struct {
Sprite *ebiten.Image
Maks *ebiten.Image
@@ -18,10 +22,8 @@ type FlyGoblin struct {
state gamedata.EnemyState
cycle int
health int
dyingcount int
damageduration int
right bool
hit bool
touched bool
toggle bool
sploding bool
@@ -33,7 +35,7 @@ func NewFlyGoblin() *FlyGoblin {
Sprite: ebiten.NewImage(96, 96),
Maks: ebiten.NewImage(96, 96),
MaksDest: ebiten.NewImage(96, 96),
health: 100,
health: FG_MAXHEALTH,
damageduration: 0,
}
fg.Maks.Fill(color.White)
@@ -176,3 +178,7 @@ func (f *FlyGoblin) SetExplosionInitiated() {
func (f *FlyGoblin) Health() int {
return f.health
}
func (f *FlyGoblin) MaxHealth() int {
return FG_MAXHEALTH
}

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@@ -4,6 +4,7 @@ import (
"fmt"
"image/color"
"math"
"math/rand/v2"
"mover/assets"
"mover/elements"
"mover/fonts"
@@ -50,6 +51,7 @@ func NewCanvas(a gamedata.Area) *Canvas {
goblinspawned: false,
score: 0,
runtime: 0.,
counter: 0,
}
c.eventmap = make(map[gamedata.GameEvent]func())
return c
@@ -70,9 +72,9 @@ func (c *Canvas) Update() error {
c.UpdateCharge()
c.UpdateEnemies()
c.CleanupTargets()
c.counter++
}
c.counter++
return nil
}
@@ -105,7 +107,7 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
if e.Health() > 0 {
x0 := e.GetPosition().X - float64(e.GetSprite().Bounds().Dx())
y0 := e.GetPosition().Y - 2/3.*float64(e.GetSprite().Bounds().Dy())
vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), 204, 12, color.Black, true)
vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), float32(e.MaxHealth())*2+4, 12, color.Black, true)
vector.DrawFilledRect(c.Sprite, float32(x0+2), float32(y0+2), float32(e.Health())*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
}
}
@@ -351,7 +353,8 @@ func (c *Canvas) UpdateEnemies() {
e.Update()
}
if !c.gameover {
/*
if !c.goblinspawned {
//spawn new enemies
f := 40000 / (c.counter + 1)
@@ -376,13 +379,15 @@ func (c *Canvas) UpdateEnemies() {
newenemy.SetTarget(c.hero.Pos)
c.enemies = append(c.enemies, newenemy)
}*/
}
}
if !c.goblinspawned {
if !c.goblinspawned && c.counter > 1200 {
newfg := elements.NewFlyGoblin()
c.enemies = append(c.enemies, newfg)
c.goblinspawned = true
}
}
}

109
gameelement/cloudlayer.go Normal file
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@@ -0,0 +1,109 @@
package gameelement
import (
"math"
"math/rand/v2"
"mover/elements"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type CloudLayer struct {
Sprite *ebiten.Image
clouds []*elements.Cloud
dimensions gamedata.Area
cycle int
}
func NewCloudLayer(a gamedata.Area) *CloudLayer {
c := &CloudLayer{
Sprite: ebiten.NewImage(a.Width, a.Height),
cycle: 0,
dimensions: a,
}
return c
}
func (c *CloudLayer) SetInputs(gamedata.GameInputs) {
}
func (c *CloudLayer) Update() error {
c.cycle++
for _, cloud := range c.clouds {
cloud.Update()
cpos := cloud.GetPosition()
if cpos.X > float64(c.dimensions.Width)+float64(cloud.Sprite.Bounds().Dx()) {
dx := -float64(cloud.Sprite.Bounds().Dx())
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
}
if cpos.X < -float64(cloud.Sprite.Bounds().Dx()) {
dx := float64(c.dimensions.Width + cloud.Sprite.Bounds().Dx())
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
}
if cpos.Y > float64(c.dimensions.Height)+float64(cloud.Sprite.Bounds().Dy()) {
dy := -float64(cloud.Sprite.Bounds().Dy())
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
}
if cpos.Y < -float64(cloud.Sprite.Bounds().Dy()) {
dy := float64(c.dimensions.Height + cloud.Sprite.Bounds().Dy())
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
}
}
return nil
}
func (c *CloudLayer) Draw(drawimg *ebiten.Image) {
c.Sprite.Clear()
for _, cloud := range c.clouds {
cloud.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(cloud.GetPosition().X, cloud.GetPosition().Y)
op.ColorScale.ScaleAlpha(float32(cloud.Alpha))
c.Sprite.DrawImage(cloud.Sprite, op)
}
drawimg.DrawImage(c.Sprite, nil)
}
func (c *CloudLayer) Initialize() {
//cull previous cloud layer
for i := 0; i < len(c.clouds); i++ {
c.clouds[i] = nil
}
c.clouds = c.clouds[:0]
numclouds := rand.IntN(20)
angle := rand.Float64() * math.Pi * 2
for i := 0; i < numclouds; i++ {
a := gamedata.Area{
Height: rand.IntN(c.dimensions.Width/2) + 1,
Width: rand.IntN(c.dimensions.Height/2) + 1,
}
velocity := rand.Float64() * 3
//velocity := 0.
newcloud := elements.NewCloud(a, angle, velocity)
newcloud.Alpha = rand.Float64() / 2
newcloud.SetPosition(gamedata.Coordinates{
X: rand.Float64() * float64(c.dimensions.Width),
Y: rand.Float64() * float64(c.dimensions.Height),
})
c.clouds = append(c.clouds, newcloud)
}
}
func (c *CloudLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
}

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@@ -32,19 +32,28 @@ func NewPrimary() *Primary {
musicInitialized: false,
}
gamearea := gamedata.Area{Width: 640, Height: 480}
//initialize our layer map
p.gameevents = make(map[gamedata.GameEvent]bool)
p.elements = append(p.elements, gameelement.NewBackground(gamedata.Area{Width: 640, Height: 480}))
//create background layer
p.elements = append(p.elements, gameelement.NewBackground(gamearea))
canvas := gameelement.NewCanvas(gamedata.Area{Width: 640, Height: 480})
//create canvas (game) layer
canvas := gameelement.NewCanvas(gamearea)
canvas.RegisterEvents(gamedata.GameEventPlayerDeath, p.EventHandlerPlayerDeath)
canvas.RegisterEvents(gamedata.GameEventCharge, p.EventHandlerCharge)
canvas.RegisterEvents(gamedata.GameEventNewShot, p.EventHandlerNewShot)
canvas.RegisterEvents(gamedata.GameEventTargetHit, p.EventHandlerTargetHit)
canvas.RegisterEvents(gamedata.GameEventExplosion, p.EventHandlerExplosion)
p.elements = append(p.elements, canvas)
//create foreground cloud layer
clouds := gameelement.NewCloudLayer(gamearea)
clouds.Initialize()
p.elements = append(p.elements, clouds)
return p
}