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