Added a rain layer for atmosphere.

This commit is contained in:
2024-11-23 01:13:55 -05:00
parent 253c708d45
commit 63eafe036a
9 changed files with 284 additions and 1 deletions

View File

@@ -30,6 +30,7 @@ const (
Splash ImgAssetName = "Splash"
LaserBeam ImgAssetName = "LaserBeam"
ItemLaser ImgAssetName = "ItemLaser"
RainSplash ImgAssetName = "RainSplash"
)
var (
@@ -69,6 +70,8 @@ var (
laserbeam_img []byte
//go:embed item-laser.png
itemlaser_img []byte
//go:embed rain-splash.png
rainsplash_img []byte
)
func LoadImages() {
@@ -91,6 +94,7 @@ func LoadImages() {
ImageBank[Splash] = LoadImagesFatal(splash_img)
ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
ImageBank[ItemLaser] = LoadImagesFatal(itemlaser_img)
ImageBank[RainSplash] = LoadImagesFatal(rainsplash_img)
}

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assets/rain-splash.png Normal file

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46
elements/raindrop.go Normal file
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@@ -0,0 +1,46 @@
package elements
import (
"image/color"
"math/rand/v2"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type RainDrop struct {
Sprite *ebiten.Image
position gamedata.Coordinates
cycle int
}
func NewRainDrop() *RainDrop {
rd := &RainDrop{
Sprite: ebiten.NewImage(2, 10),
cycle: rand.IntN(30),
}
return rd
}
func (rd *RainDrop) Update() error {
rd.position.Y += 5
rd.cycle++
return nil
}
func (rd *RainDrop) Draw() {
rd.Sprite.Clear()
rd.Sprite.Fill(color.White)
}
func (rd *RainDrop) GetPosition() gamedata.Coordinates {
return rd.position
}
func (rd *RainDrop) SetPosition(pos gamedata.Coordinates) {
rd.position = pos
}
func (rd *RainDrop) Expired() bool {
return rd.cycle > 30
}

58
elements/rainsplash.go Normal file
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@@ -0,0 +1,58 @@
package elements
import (
"image"
"math/rand/v2"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type RainSplash struct {
Sprite *ebiten.Image
position gamedata.Coordinates
cycle int
counter int
}
func NewRainSplash() *RainSplash {
rd := &RainSplash{
Sprite: ebiten.NewImage(10, 4),
cycle: rand.IntN(4),
counter: 0,
}
return rd
}
func (rd *RainSplash) Update() error {
rd.counter++
rd.cycle++
return nil
}
func (rd *RainSplash) Draw() {
rd.Sprite.Clear()
//rd.Sprite.Fill(color.White)
idx := (rd.cycle / 8) % 4
x0 := idx * 10
y0 := 0
x1 := x0 + 10
y1 := 4
rd.Sprite.DrawImage(assets.ImageBank[assets.RainSplash].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
func (rd *RainSplash) GetPosition() gamedata.Coordinates {
return rd.position
}
func (rd *RainSplash) SetPosition(pos gamedata.Coordinates) {
rd.position = pos
}
func (rd *RainSplash) Expired() bool {
return rd.counter > 30
}

View File

@@ -77,6 +77,26 @@ func (sp *Splash) Draw() {
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
}
for i := 0; i < 5; i++ {
percent := float64(5-i) / 5
a := 9.8
time := float64(sp.cycle) / 8
v0 := 10.
dy := 1/2.*a*math.Pow(time-float64(i), 2) - v0*time
dx := -float64(sp.cycle)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-48/2, -48/2)
op.GeoM.Scale(percent, percent)
op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
op.GeoM.Translate(dx, dy)
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
op.GeoM.Translate(-2*dx, 0)
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
}
}
func (sp *Splash) GetPosition() gamedata.Coordinates {

View File

@@ -984,4 +984,5 @@ func (c *Canvas) ResetWeaponDrops() {
c.wpdrops[i] = nil
}
c.wpdrops = c.wpdrops[:0]
c.holster = weapons.NewHolster()
}

149
gameelement/rainlayer.go Normal file
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@@ -0,0 +1,149 @@
package gameelement
import (
"math/rand/v2"
"mover/elements"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type RainLayer struct {
Sprite *ebiten.Image
lastInputs gamedata.GameInputs
raindrops []*elements.RainDrop
nextsplashes []gamedata.Coordinates
rainsplashes []*elements.RainSplash
dimensions gamedata.Area
cycle int
}
func NewRainLayer(a gamedata.Area) *RainLayer {
rl := &RainLayer{
Sprite: ebiten.NewImage(a.Width, a.Height),
dimensions: a,
}
for i := 0; i < 50; i++ {
nrd := elements.NewRainDrop()
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
rl.raindrops = append(rl.raindrops, nrd)
}
for i := 0; i < 50; i++ {
nrd := elements.NewRainSplash()
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
rl.rainsplashes = append(rl.rainsplashes, nrd)
}
return rl
}
func (r *RainLayer) SetInputs(inputs gamedata.GameInputs) {
r.lastInputs = inputs
}
func (r *RainLayer) Update() error {
r.UpdateDrops()
r.UpdateSplashes()
r.cycle++
return nil
}
func (r *RainLayer) Draw(drawimg *ebiten.Image) {
r.Sprite.Clear()
for _, drop := range r.raindrops {
drop.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
op.ColorScale.ScaleAlpha(0.5)
r.Sprite.DrawImage(drop.Sprite, op)
}
for _, drop := range r.rainsplashes {
drop.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
op.ColorScale.ScaleAlpha(0.5)
r.Sprite.DrawImage(drop.Sprite, op)
}
drawimg.DrawImage(r.Sprite, nil)
}
func (r *RainLayer) Initialize() {
}
func (r *RainLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
}
func (r *RainLayer) UpdateDrops() {
i := 0
for _, drop := range r.raindrops {
drop.Update()
if !drop.Expired() {
r.raindrops[i] = drop
i++
} else {
r.nextsplashes = append(r.nextsplashes, drop.GetPosition())
}
}
var j int = i
var newdrops int = 0
for ; j < len(r.raindrops); j++ {
r.raindrops[j] = nil
}
newdrops = len(r.raindrops) - i
r.raindrops = r.raindrops[:i]
for k := 0; k < newdrops; k++ {
nrd := elements.NewRainDrop()
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
r.raindrops = append(r.raindrops, nrd)
}
}
func (r *RainLayer) UpdateSplashes() {
i := 0
for _, drop := range r.rainsplashes {
drop.Update()
if !drop.Expired() {
r.rainsplashes[i] = drop
i++
}
}
var j int = i
//var newdrops int = 0
for ; j < len(r.rainsplashes); j++ {
r.rainsplashes[j] = nil
}
//newdrops = len(r.rainsplashes) - i
r.rainsplashes = r.rainsplashes[:i]
/*
for k := 0; k < newdrops; k++ {
nrd := elements.NewRainSplash()
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
r.rainsplashes = append(r.rainsplashes, nrd)
}*/
for _, splashloc := range r.nextsplashes {
nrd := elements.NewRainSplash()
nrd.SetPosition(splashloc)
r.rainsplashes = append(r.rainsplashes, nrd)
}
r.nextsplashes = r.nextsplashes[:0]
}

View File

@@ -26,7 +26,7 @@ func NewManager() Manager {
return Manager{
Info: gamedata.GameInfo{
Name: "survive",
Version: "0.32",
Version: "0.34",
Dimensions: gamedata.Area{
Width: defaultWidth,
Height: defaultHeight,

View File

@@ -50,6 +50,11 @@ func NewPrimary() *Primary {
canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball)
p.elements = append(p.elements, canvas)
//rainlayer
rain := gameelement.NewRainLayer(gamearea)
rain.Initialize()
p.elements = append(p.elements, rain)
//create foreground cloud layer
clouds := gameelement.NewCloudLayer(gamearea)
clouds.Initialize()