Cleanup, new alternating pulse mechanic.
This commit is contained in:
312
game.go
312
game.go
@@ -1,7 +1,6 @@
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package main
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import (
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"fmt"
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"image/color"
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"log"
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"math"
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@@ -47,12 +46,6 @@ func (g *Game) Initialize() {
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g.collisionMask = ebiten.NewImage(screenWidth, screenHeight)
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g.projectileMask = ebiten.NewImage(screenWidth, screenHeight)
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/* single target
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g.target = NewMover()
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g.target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
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*/
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//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: 640 / 2, Y: 480 / 2}, 0., 5.))
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g.explosion = NewExplosion()
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g.explosion.SetOrigin(origin)
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@@ -93,146 +86,7 @@ func (g *Game) Update() error {
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g.projectiles = make(map[int]*Projectile)
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g.initialized = true
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} else {
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if len(g.gamepadIDs) > 0 {
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xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
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yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
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for b := ebiten.GamepadButton(0); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
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if !g.explosion.Active {
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g.explosion.SetOrigin(g.mover.Pos)
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g.explosion.Reset()
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g.explosion.ToggleActivate()
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}
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}
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}
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if yaxis <= 0.09 && yaxis >= -0.09 {
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yaxis = 0
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}
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if xaxis <= 0.09 && xaxis >= -0.09 {
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xaxis = 0
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}
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inputangle := math.Atan2(yaxis, xaxis)
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g.mover.SetAngle(inputangle)
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}
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/*
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for id := range g.gamepadIDs {
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xaxis := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal)
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yaxis := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical)
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inputangle := math.Atan2(yaxis, xaxis)
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g.mover.SetAngle(inputangle)
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}
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*/
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g.mover.Update()
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g.explosion.Update()
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for _, target := range g.targets {
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if !target.Hit {
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dx := g.mover.Pos.X - target.Pos.X
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dy := g.mover.Pos.Y - target.Pos.Y
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//dist := math.Sqrt(dx*dx + dy + dy)
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angle := math.Atan2(dy, dx)
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maxspeed := 3.
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target.Pos.X += maxspeed * math.Cos(angle)
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target.Pos.Y += maxspeed * math.Sin(angle)
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}
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target.Update()
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}
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for k, p := range g.projectiles {
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//for i := 0; i < len(g.projectiles); i++ {
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// g.projectiles[i].Update()
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p.Update()
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//if g.projectiles[i].Pos.X < 5 || g.projectiles[i].Pos.X > 635 || g.projectiles[i].Pos.Y < 5 || g.projectiles[i].Pos.Y > 475 {
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if p.Pos.X < 5 || p.Pos.X > 635 || p.Pos.Y < 5 || p.Pos.Y > 475 {
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p.Velocity = 0
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delete(g.projectiles, k)
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}
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//compute collisions
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for _, target := range g.targets {
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//first, boundary check
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if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action == MoverActionDamaged {
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fmt.Println("potential collision")
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g.collisionMask.Clear()
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g.collisionMask.DrawImage(g.projectileMask, nil)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.Blend = ebiten.BlendSourceIn
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op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
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g.collisionMask.DrawImage(target.Sprite, op)
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//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
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var pixels []byte = make([]byte, screenWidth*screenHeight*4)
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g.collisionMask.ReadPixels(pixels)
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for i := 0; i < len(pixels); i = i + 4 {
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if pixels[i+3] != 0 {
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fmt.Println("pixel collision")
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delete(g.projectiles, k)
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//target.ToggleColor()
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target.SetHit()
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//target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
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target.Hit = true
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break
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}
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}
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}
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}
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}
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//append new projectiles
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if g.counter%14 == 0 {
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//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.))
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//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.))
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g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.)
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g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.)
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}
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//add new target with increasing frequency
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f := 40000 / (g.counter + 1)
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if g.counter%f == 0 {
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g.targets = append(g.targets, NewMover())
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g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
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}
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//handle explosion updates
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if g.explosion.Active {
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if g.explosion.Radius > math.Sqrt(640*640+480*480) {
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g.explosion.ToggleActivate()
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g.explosion.Reset()
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}
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//check collisions
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for _, target := range g.targets {
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dx := target.Pos.X - g.mover.Pos.X
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dy := target.Pos.Y - g.mover.Pos.Y
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r := math.Sqrt(dx*dx + dy*dy)
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if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 && target.Action <= MoverActionDefault {
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//target.ToggleColor()
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target.SetHit()
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}
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}
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}
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g.counter++
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g.StepGame()
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}
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g.CleanupTargets()
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@@ -298,11 +152,171 @@ func (g *Game) CleanupTargets() {
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}
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}
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//then culling the last elements of the slice
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if len(g.targets)-i > 0 {
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/*if len(g.targets)-i > 0 {
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fmt.Printf("Removing %d elements\n", len(g.targets)-i)
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}
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}*/
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for j := i; j < len(g.targets); j++ {
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g.targets[j] = nil
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}
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g.targets = g.targets[:i]
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}
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func (g *Game) StepGame() {
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g.HandleInput()
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g.mover.Update()
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g.explosion.Update()
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g.UpdateTargets()
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g.UpdateProjectiles()
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//append new projectiles
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g.AppendProjectiles()
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//add new target with increasing frequency
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g.AddNewTargets()
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//handle pulsewave updates
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g.HandlePulseWaveUpdate()
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g.counter++
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}
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func (g *Game) AddNewTargets() {
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f := 40000 / (g.counter + 1)
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if g.counter%f == 0 {
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g.targets = append(g.targets, NewMover())
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g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
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}
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}
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func (g *Game) HandlePulseWaveUpdate() {
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if g.explosion.Active {
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if g.explosion.Radius > math.Sqrt(640*640+480*480) {
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g.explosion.ToggleActivate()
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g.explosion.Reset()
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g.ResetTargetTouches()
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}
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//check collisions
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for _, target := range g.targets {
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dx := target.Pos.X - g.mover.Pos.X
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dy := target.Pos.Y - g.mover.Pos.Y
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r := math.Sqrt(dx*dx + dy*dy)
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if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 && target.Action <= MoverActionDamaged && !target.Touched {
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target.ToggleColor()
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target.Touched = true
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//target.SetHit()
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}
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}
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}
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}
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func (g *Game) UpdateProjectiles() {
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for k, p := range g.projectiles {
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//for i := 0; i < len(g.projectiles); i++ {
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// g.projectiles[i].Update()
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p.Update()
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//if g.projectiles[i].Pos.X < 5 || g.projectiles[i].Pos.X > 635 || g.projectiles[i].Pos.Y < 5 || g.projectiles[i].Pos.Y > 475 {
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if p.Pos.X < 5 || p.Pos.X > 635 || p.Pos.Y < 5 || p.Pos.Y > 475 {
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p.Velocity = 0
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delete(g.projectiles, k)
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}
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//compute projectile collisions
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for _, target := range g.targets {
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//first, boundary check
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if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action == MoverActionDamaged {
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//fmt.Println("potential collision")
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g.collisionMask.Clear()
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g.collisionMask.DrawImage(g.projectileMask, nil)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.Blend = ebiten.BlendSourceIn
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op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
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g.collisionMask.DrawImage(target.Sprite, op)
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//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
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var pixels []byte = make([]byte, screenWidth*screenHeight*4)
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g.collisionMask.ReadPixels(pixels)
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for i := 0; i < len(pixels); i = i + 4 {
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if pixels[i+3] != 0 {
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//fmt.Println("pixel collision")
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delete(g.projectiles, k)
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//target.ToggleColor()
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target.SetHit()
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//target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
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target.Hit = true
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break
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}
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}
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}
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}
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}
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}
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func (g *Game) UpdateTargets() {
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for _, target := range g.targets {
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if !target.Hit {
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dx := g.mover.Pos.X - target.Pos.X
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dy := g.mover.Pos.Y - target.Pos.Y
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angle := math.Atan2(dy, dx)
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maxspeed := 3.
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target.Pos.X += maxspeed * math.Cos(angle)
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target.Pos.Y += maxspeed * math.Sin(angle)
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}
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target.Update()
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}
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}
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func (g *Game) ResetTargetTouches() {
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for _, t := range g.targets {
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t.Touched = false
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}
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}
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func (g *Game) AppendProjectiles() {
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if g.counter%14 == 0 && ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
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g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.)
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g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.)
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}
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}
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func (g *Game) HandleInput() {
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if len(g.gamepadIDs) > 0 {
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maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
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for b := ebiten.GamepadButton(0); b < maxButton; b++ {
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if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton11) {
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if !g.explosion.Active {
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g.explosion.SetOrigin(g.mover.Pos)
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g.explosion.Reset()
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g.explosion.ToggleActivate()
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}
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}
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}
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//account for controller sensitivity
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xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
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yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
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if yaxis <= 0.09 && yaxis >= -0.09 {
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yaxis = 0
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}
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if xaxis <= 0.09 && xaxis >= -0.09 {
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xaxis = 0
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}
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inputangle := math.Atan2(yaxis, xaxis)
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g.mover.SetAngle(inputangle)
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}
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}
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8
mover.go
8
mover.go
@@ -68,6 +68,7 @@ type Mover struct {
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rotating bool
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Toggled bool
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Hit bool
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Touched bool
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dyingcount int
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}
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@@ -164,5 +165,10 @@ func (m *Mover) SetHit() {
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}
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func (m *Mover) ToggleColor() {
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m.Toggled = !m.Toggled
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//m.Toggled = !m.Toggled
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if m.Action == MoverActionDefault {
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m.Action = MoverActionDamaged
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} else if m.Action == MoverActionDamaged {
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m.Action = MoverActionDefault
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}
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}
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Reference in New Issue
Block a user