Added a rain layer for atmosphere.
This commit is contained in:
149
gameelement/rainlayer.go
Normal file
149
gameelement/rainlayer.go
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@@ -0,0 +1,149 @@
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package gameelement
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import (
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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 RainLayer struct {
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Sprite *ebiten.Image
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lastInputs gamedata.GameInputs
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raindrops []*elements.RainDrop
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nextsplashes []gamedata.Coordinates
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rainsplashes []*elements.RainSplash
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dimensions gamedata.Area
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cycle int
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}
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func NewRainLayer(a gamedata.Area) *RainLayer {
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rl := &RainLayer{
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Sprite: ebiten.NewImage(a.Width, a.Height),
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dimensions: a,
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}
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for i := 0; i < 50; i++ {
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nrd := elements.NewRainDrop()
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nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
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rl.raindrops = append(rl.raindrops, nrd)
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}
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for i := 0; i < 50; i++ {
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nrd := elements.NewRainSplash()
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nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
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rl.rainsplashes = append(rl.rainsplashes, nrd)
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}
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return rl
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}
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func (r *RainLayer) SetInputs(inputs gamedata.GameInputs) {
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r.lastInputs = inputs
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}
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func (r *RainLayer) Update() error {
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r.UpdateDrops()
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r.UpdateSplashes()
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r.cycle++
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return nil
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}
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func (r *RainLayer) Draw(drawimg *ebiten.Image) {
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r.Sprite.Clear()
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for _, drop := range r.raindrops {
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drop.Draw()
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
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op.ColorScale.ScaleAlpha(0.5)
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r.Sprite.DrawImage(drop.Sprite, op)
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}
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for _, drop := range r.rainsplashes {
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drop.Draw()
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
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op.ColorScale.ScaleAlpha(0.5)
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r.Sprite.DrawImage(drop.Sprite, op)
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}
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drawimg.DrawImage(r.Sprite, nil)
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}
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func (r *RainLayer) Initialize() {
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}
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func (r *RainLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
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}
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func (r *RainLayer) UpdateDrops() {
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i := 0
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for _, drop := range r.raindrops {
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drop.Update()
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if !drop.Expired() {
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r.raindrops[i] = drop
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i++
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} else {
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r.nextsplashes = append(r.nextsplashes, drop.GetPosition())
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}
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}
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var j int = i
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var newdrops int = 0
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for ; j < len(r.raindrops); j++ {
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r.raindrops[j] = nil
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}
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newdrops = len(r.raindrops) - i
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r.raindrops = r.raindrops[:i]
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for k := 0; k < newdrops; k++ {
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nrd := elements.NewRainDrop()
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nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
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r.raindrops = append(r.raindrops, nrd)
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}
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}
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func (r *RainLayer) UpdateSplashes() {
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i := 0
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for _, drop := range r.rainsplashes {
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drop.Update()
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if !drop.Expired() {
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r.rainsplashes[i] = drop
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i++
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}
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}
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var j int = i
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//var newdrops int = 0
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for ; j < len(r.rainsplashes); j++ {
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r.rainsplashes[j] = nil
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}
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//newdrops = len(r.rainsplashes) - i
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r.rainsplashes = r.rainsplashes[:i]
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/*
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for k := 0; k < newdrops; k++ {
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nrd := elements.NewRainSplash()
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nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
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r.rainsplashes = append(r.rainsplashes, nrd)
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}*/
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for _, splashloc := range r.nextsplashes {
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nrd := elements.NewRainSplash()
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nrd.SetPosition(splashloc)
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r.rainsplashes = append(r.rainsplashes, nrd)
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}
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r.nextsplashes = r.nextsplashes[:0]
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}
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