Added weapon drops and collection. New laser item asset.
This commit is contained in:
@@ -29,6 +29,7 @@ const (
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Fireball ImgAssetName = "Fireball"
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Fireball ImgAssetName = "Fireball"
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Splash ImgAssetName = "Splash"
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Splash ImgAssetName = "Splash"
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LaserBeam ImgAssetName = "LaserBeam"
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LaserBeam ImgAssetName = "LaserBeam"
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ItemLaser ImgAssetName = "ItemLaser"
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)
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)
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var (
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var (
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@@ -66,6 +67,8 @@ var (
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splash_img []byte
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splash_img []byte
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//go:embed laserbeam.png
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//go:embed laserbeam.png
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laserbeam_img []byte
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laserbeam_img []byte
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//go:embed item-laser.png
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itemlaser_img []byte
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)
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)
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func LoadImages() {
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func LoadImages() {
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@@ -87,6 +90,7 @@ func LoadImages() {
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ImageBank[Fireball] = LoadImagesFatal(fireball_img)
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ImageBank[Fireball] = LoadImagesFatal(fireball_img)
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ImageBank[Splash] = LoadImagesFatal(splash_img)
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ImageBank[Splash] = LoadImagesFatal(splash_img)
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ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
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ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
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ImageBank[ItemLaser] = LoadImagesFatal(itemlaser_img)
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}
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}
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BIN
assets/item-laser.png
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BIN
assets/item-laser.png
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Binary file not shown.
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After Width: | Height: | Size: 232 B |
66
elements/weapondrop.go
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66
elements/weapondrop.go
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@@ -0,0 +1,66 @@
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package elements
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import (
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"math"
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"mover/assets"
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type WeaponDrop struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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weapontype gamedata.WeaponType
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cycle int
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collected bool
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}
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func NewWeaponDrop(wt gamedata.WeaponType) *WeaponDrop {
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wp := &WeaponDrop{
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Sprite: ebiten.NewImage(32, 32),
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weapontype: wt,
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cycle: 0,
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collected: false,
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}
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return wp
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}
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func (wp *WeaponDrop) SetPosition(pos gamedata.Coordinates) {
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wp.position = pos
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}
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func (wp *WeaponDrop) GetPosition() gamedata.Coordinates {
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return wp.position
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}
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func (wp *WeaponDrop) GetWeaponType() gamedata.WeaponType {
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return wp.weapontype
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}
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func (wp *WeaponDrop) Update() error {
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wp.cycle++
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return nil
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}
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func (wp *WeaponDrop) Draw() {
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wp.Sprite.Clear()
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dy := 2 * math.Sin(float64(wp.cycle)/(math.Pi*2))
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(0, dy)
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switch wp.weapontype {
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case gamedata.WeaponTypeLaser:
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wp.Sprite.DrawImage(assets.ImageBank[assets.ItemLaser], op)
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}
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}
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func (wp *WeaponDrop) SetCollected(c bool) {
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wp.collected = c
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}
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func (wp *WeaponDrop) IsCollected() bool {
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return wp.collected
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}
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@@ -35,6 +35,7 @@ type Canvas struct {
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counter int
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counter int
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score int
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score int
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splashes []*elements.Splash
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splashes []*elements.Splash
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wpdrops []*elements.WeaponDrop
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hero *elements.Hero
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hero *elements.Hero
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charge *elements.Explosion
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charge *elements.Explosion
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goblin *elements.FlyGoblin
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goblin *elements.FlyGoblin
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@@ -82,6 +83,7 @@ func (c *Canvas) Update() error {
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c.Initialize()
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c.Initialize()
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} else {
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} else {
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c.UpdateHero()
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c.UpdateHero()
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c.UpdateWeaponDrops()
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c.UpdateWeapons()
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c.UpdateWeapons()
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c.UpdateProjectiles()
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c.UpdateProjectiles()
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c.UpdateCharge()
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c.UpdateCharge()
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@@ -90,6 +92,7 @@ func (c *Canvas) Update() error {
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c.CleanupTargets()
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c.CleanupTargets()
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c.UpdateSplashes()
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c.UpdateSplashes()
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c.CleanSplashes()
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c.CleanSplashes()
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c.CleanupDrops()
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c.counter++
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c.counter++
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}
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}
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@@ -135,6 +138,14 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
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}
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}
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}
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}
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//draw weapon drops
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for _, drop := range c.wpdrops {
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drop.Draw()
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2, drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2)
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c.Sprite.DrawImage(drop.Sprite, op)
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}
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//draw enemies
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//draw enemies
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for _, e := range c.enemies {
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for _, e := range c.enemies {
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e.Draw()
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e.Draw()
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@@ -212,6 +223,7 @@ func (c *Canvas) Initialize() {
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c.InitializeHero()
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c.InitializeHero()
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c.CleanSplashes()
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c.CleanSplashes()
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c.ResetWeaponDrops()
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c.enemies = c.enemies[:0]
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c.enemies = c.enemies[:0]
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c.gameover = false
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c.gameover = false
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c.initialized = true
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c.initialized = true
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@@ -536,6 +548,16 @@ func (c *Canvas) CleanupTargets() {
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// remove dead targets by iterating over all targets
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// remove dead targets by iterating over all targets
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i := 0
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i := 0
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for _, e := range c.enemies {
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for _, e := range c.enemies {
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//compute odds for dropping an item on dead enemies
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if e.GetEnemyState() == elements.MoverActionDead {
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if rand.Float64() > 0.98 {
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drop := elements.NewWeaponDrop(gamedata.WeaponTypeLaser)
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drop.SetPosition(e.GetPosition())
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c.wpdrops = append(c.wpdrops, drop)
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}
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}
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//moving valid targets to the front of the slice
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//moving valid targets to the front of the slice
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if e.GetEnemyState() < elements.MoverActionDead &&
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if e.GetEnemyState() < elements.MoverActionDead &&
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!(e.GetPosition().X < -640*2 || e.GetPosition().X > 640*2 ||
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!(e.GetPosition().X < -640*2 || e.GetPosition().X > 640*2 ||
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@@ -847,7 +869,7 @@ func (c *Canvas) LaserAttempt4() {
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}
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}
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//fmt.Printf("%f \n", a)
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//fmt.Printf("%f \n", a)
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if d <= 50 && e.GetEnemyState() <= gamedata.EnemyStateHit {
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if d <= float64(e.GetSprite().Bounds().Dx()) && e.GetEnemyState() <= gamedata.EnemyStateHit {
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if IsPixelColliding(c.laserMask, e.GetSprite(),
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if IsPixelColliding(c.laserMask, e.GetSprite(),
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image.Pt(0, 0),
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image.Pt(0, 0),
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@@ -890,6 +912,22 @@ func (c *Canvas) CleanSplashes() {
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c.splashes = c.splashes[:i]
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c.splashes = c.splashes[:i]
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}
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}
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func (c *Canvas) CleanupDrops() {
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i := 0
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for _, drop := range c.wpdrops {
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if !drop.IsCollected() {
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c.wpdrops[i] = drop
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i++
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}
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}
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for j := i; j < len(c.wpdrops); j++ {
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c.wpdrops[j] = nil
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}
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c.wpdrops = c.wpdrops[:i]
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}
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func (c *Canvas) UpdateWeapons() {
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func (c *Canvas) UpdateWeapons() {
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if !c.gameover {
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if !c.gameover {
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//check for weapon inputs
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//check for weapon inputs
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@@ -909,3 +947,41 @@ func (c *Canvas) UpdateWeapons() {
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}
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}
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}
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}
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func (c *Canvas) UpdateWeaponDrops() {
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//do we have any drops? let's calculate the chances
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//
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for _, drop := range c.wpdrops {
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drop.Update()
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//has the hero collided with any? add to holster
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//boundary box collision check
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if c.hero.Pos.X >= drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2 &&
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c.hero.Pos.X <= drop.GetPosition().X+float64(drop.Sprite.Bounds().Dx())/2 &&
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c.hero.Pos.Y >= drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2 &&
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c.hero.Pos.Y <= drop.GetPosition().Y+float64(drop.Sprite.Bounds().Dy())/2 {
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//fmt.Println("hero trying to pick up weapon maybe")
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if IsPixelColliding(
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c.hero.Sprite,
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drop.Sprite,
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image.Pt(int(c.hero.Pos.X), int(c.hero.Pos.Y)),
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image.Pt(int(drop.GetPosition().X), int(drop.GetPosition().Y)),
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) {
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fmt.Println("weapon acquired")
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drop.SetCollected(true)
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c.holster.AddWeapon(weapons.NewLaser())
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}
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}
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}
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}
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func (c *Canvas) ResetWeaponDrops() {
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for i := range c.wpdrops {
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c.wpdrops[i] = nil
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}
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c.wpdrops = c.wpdrops[:0]
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}
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@@ -26,7 +26,7 @@ func NewManager() Manager {
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return Manager{
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return Manager{
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Info: gamedata.GameInfo{
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Info: gamedata.GameInfo{
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Name: "survive",
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Name: "survive",
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Version: "0.30",
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Version: "0.32",
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Dimensions: gamedata.Area{
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Dimensions: gamedata.Area{
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Width: defaultWidth,
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Width: defaultWidth,
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Height: defaultHeight,
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Height: defaultHeight,
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@@ -13,7 +13,7 @@ func NewHolster() *Holster {
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activewp: gamedata.WeaponTypeGun,
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activewp: gamedata.WeaponTypeGun,
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}
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}
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holster.AddWeapon(NewGun())
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holster.AddWeapon(NewGun())
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holster.AddWeapon(NewLaser())
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//holster.AddWeapon(NewLaser())
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return holster
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return holster
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}
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}
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@@ -46,8 +46,9 @@ func (h *Holster) CycleWeapon() {
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}
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}
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//keep searching until we find the next weapon that exists
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//keep searching until we find the next weapon that exists
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var nextwp gamedata.WeaponType = h.activewp
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for ok := false; !ok; {
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for ok := false; !ok; {
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nextwp := (h.activewp + 1) % gamedata.WeaponTypeMax
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nextwp = (nextwp + 1) % gamedata.WeaponTypeMax
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_, ok = h.guns[nextwp]
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_, ok = h.guns[nextwp]
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if ok {
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if ok {
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h.activewp = nextwp
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h.activewp = nextwp
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