Added a rain layer for atmosphere.
This commit is contained in:
@@ -30,6 +30,7 @@ const (
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Splash ImgAssetName = "Splash"
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LaserBeam ImgAssetName = "LaserBeam"
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ItemLaser ImgAssetName = "ItemLaser"
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RainSplash ImgAssetName = "RainSplash"
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)
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var (
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@@ -69,6 +70,8 @@ var (
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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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//go:embed rain-splash.png
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rainsplash_img []byte
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)
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func LoadImages() {
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@@ -91,6 +94,7 @@ func LoadImages() {
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ImageBank[Splash] = LoadImagesFatal(splash_img)
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ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
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ImageBank[ItemLaser] = LoadImagesFatal(itemlaser_img)
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ImageBank[RainSplash] = LoadImagesFatal(rainsplash_img)
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}
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BIN
assets/rain-splash.png
Normal file
BIN
assets/rain-splash.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 103 B |
46
elements/raindrop.go
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46
elements/raindrop.go
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@@ -0,0 +1,46 @@
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package elements
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import (
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"image/color"
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"math/rand/v2"
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type RainDrop struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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cycle int
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}
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func NewRainDrop() *RainDrop {
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rd := &RainDrop{
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Sprite: ebiten.NewImage(2, 10),
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cycle: rand.IntN(30),
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}
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return rd
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}
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func (rd *RainDrop) Update() error {
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rd.position.Y += 5
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rd.cycle++
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return nil
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}
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func (rd *RainDrop) Draw() {
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rd.Sprite.Clear()
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rd.Sprite.Fill(color.White)
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}
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func (rd *RainDrop) GetPosition() gamedata.Coordinates {
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return rd.position
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}
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func (rd *RainDrop) SetPosition(pos gamedata.Coordinates) {
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rd.position = pos
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}
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func (rd *RainDrop) Expired() bool {
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return rd.cycle > 30
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}
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58
elements/rainsplash.go
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58
elements/rainsplash.go
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@@ -0,0 +1,58 @@
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package elements
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import (
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"image"
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"math/rand/v2"
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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 RainSplash struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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cycle int
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counter int
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}
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func NewRainSplash() *RainSplash {
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rd := &RainSplash{
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Sprite: ebiten.NewImage(10, 4),
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cycle: rand.IntN(4),
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counter: 0,
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}
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return rd
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}
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func (rd *RainSplash) Update() error {
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rd.counter++
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rd.cycle++
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return nil
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}
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func (rd *RainSplash) Draw() {
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rd.Sprite.Clear()
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//rd.Sprite.Fill(color.White)
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idx := (rd.cycle / 8) % 4
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x0 := idx * 10
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y0 := 0
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x1 := x0 + 10
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y1 := 4
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rd.Sprite.DrawImage(assets.ImageBank[assets.RainSplash].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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func (rd *RainSplash) GetPosition() gamedata.Coordinates {
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return rd.position
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}
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func (rd *RainSplash) SetPosition(pos gamedata.Coordinates) {
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rd.position = pos
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}
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func (rd *RainSplash) Expired() bool {
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return rd.counter > 30
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}
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@@ -77,6 +77,26 @@ func (sp *Splash) Draw() {
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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}
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for i := 0; i < 5; i++ {
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percent := float64(5-i) / 5
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a := 9.8
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time := float64(sp.cycle) / 8
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v0 := 10.
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dy := 1/2.*a*math.Pow(time-float64(i), 2) - v0*time
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dx := -float64(sp.cycle)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-48/2, -48/2)
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op.GeoM.Scale(percent, percent)
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op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
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op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
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op.GeoM.Translate(dx, dy)
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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op.GeoM.Translate(-2*dx, 0)
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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}
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}
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func (sp *Splash) GetPosition() gamedata.Coordinates {
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@@ -984,4 +984,5 @@ func (c *Canvas) ResetWeaponDrops() {
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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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c.holster = weapons.NewHolster()
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}
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149
gameelement/rainlayer.go
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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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@@ -26,7 +26,7 @@ func NewManager() Manager {
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return Manager{
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Info: gamedata.GameInfo{
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Name: "survive",
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Version: "0.32",
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Version: "0.34",
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Dimensions: gamedata.Area{
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Width: defaultWidth,
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Height: defaultHeight,
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@@ -50,6 +50,11 @@ func NewPrimary() *Primary {
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canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball)
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p.elements = append(p.elements, canvas)
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//rainlayer
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rain := gameelement.NewRainLayer(gamearea)
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rain.Initialize()
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p.elements = append(p.elements, rain)
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//create foreground cloud layer
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clouds := gameelement.NewCloudLayer(gamearea)
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clouds.Initialize()
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Reference in New Issue
Block a user