New hero sprite, timer and score added, death added, reset added.
This commit is contained in:
147
game.go
147
game.go
@@ -1,13 +1,16 @@
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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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"math/rand/v2"
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"mover/fonts"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/hajimehoshi/ebiten/v2/text"
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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@@ -17,16 +20,22 @@ const (
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)
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type Game struct {
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collisionMask *ebiten.Image
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projectileMask *ebiten.Image
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collisionMask *ebiten.Image
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projectileMask *ebiten.Image
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heroCollisionMask *ebiten.Image
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heroCollisionCpy *ebiten.Image
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Pos Coordinates
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Paused bool
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initialized bool
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mover *Mover
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gameover bool
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reset bool
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runtime float64
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hero *Hero
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projectiles map[int]*Projectile
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explosion *Explosion
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score int
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counter int
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timer int
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targets []*Mover
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@@ -41,15 +50,31 @@ func (g *Game) Initialize() {
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origin := Coordinates{X: 640 / 2, Y: 480 / 2}
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g.mover = NewMover()
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g.mover.SetOrigin(origin)
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g.mover.ToggleRotate()
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g.hero = NewHero()
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g.hero.SetOrigin(origin)
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g.hero.ToggleRotate()
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g.gameover = false
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g.collisionMask = ebiten.NewImage(screenWidth, screenHeight)
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g.projectileMask = ebiten.NewImage(screenWidth, screenHeight)
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g.heroCollisionMask = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
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g.heroCollisionCpy = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
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g.explosion = NewExplosion()
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g.explosion.SetOrigin(origin)
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g.score = 0
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g.reset = false
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for j := 0; 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[:0]
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g.score = 0
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g.counter = 0
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g.timer = 0
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g.runtime = 0.
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}
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@@ -71,11 +96,12 @@ func (g *Game) Update() error {
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}
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}
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if !g.initialized {
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if !g.initialized || g.reset {
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g.Initialize()
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g.projectiles = make(map[int]*Projectile)
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g.initialized = true
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g.reset = false
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} else {
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g.StepGame()
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}
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@@ -87,19 +113,29 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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g.mover.Draw()
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g.hero.Draw()
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op := &ebiten.DrawImageOptions{}
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/*
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dx := 40 * math.Cos(float64(g.counter)/16)
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dy := 40 * math.Sin(float64(g.counter)/16)
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a := float64(g.counter) / (math.Pi * 2)
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*/
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if !g.gameover {
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g.runtime = float64(g.counter) / 60.
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}
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s := fmt.Sprintf("%02.3f", g.runtime)
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if !g.gameover {
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text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
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text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
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} else {
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if (g.counter/30)%2 == 0 {
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text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
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text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
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}
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}
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op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
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op.GeoM.Rotate(g.mover.Angle)
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op.GeoM.Translate(g.mover.Pos.X, g.mover.Pos.Y)
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screen.DrawImage(g.mover.Sprite, op)
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op.GeoM.Rotate(g.hero.Angle)
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op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
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screen.DrawImage(g.hero.Sprite, op)
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for _, target := range g.targets {
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target.Draw()
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@@ -142,10 +178,13 @@ func (g *Game) CleanupTargets() {
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i++
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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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fmt.Printf("Removing %d elements\n", len(g.targets)-i)
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}*/
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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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g.score += len(g.targets) - i
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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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@@ -160,20 +199,20 @@ func (g *Game) StepGame() {
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g.UpdateHeroPosition()
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g.mover.Update()
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g.hero.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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if !g.gameover {
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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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}
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g.CleanupTargets()
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g.counter++
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@@ -198,8 +237,8 @@ func (g *Game) HandlePulseWaveUpdate() {
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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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dx := target.Pos.X - g.hero.Pos.X
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dy := target.Pos.Y - g.hero.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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@@ -261,9 +300,9 @@ func (g *Game) UpdateProjectiles() {
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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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if !target.Hit && g.hero.Action < MoverActionDying {
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dx := g.hero.Pos.X - target.Pos.X
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dy := g.hero.Pos.Y - target.Pos.Y
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angle := math.Atan2(dy, dx)
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maxspeed := 3.
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@@ -271,6 +310,30 @@ func (g *Game) UpdateTargets() {
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target.Pos.Y += maxspeed * math.Sin(angle)
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}
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//compute collision with hero
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if g.hero.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && g.hero.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && g.hero.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && g.hero.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action < MoverActionDying {
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g.heroCollisionMask.Clear()
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g.heroCollisionMask.DrawImage(g.hero.Sprite, 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((g.hero.Pos.X-target.Pos.X)-MOVER_WIDTH/2, (g.hero.Pos.Y-target.Pos.Y)-MOVER_HEIGHT/2)
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g.heroCollisionMask.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, MOVER_HEIGHT*MOVER_HEIGHT*4)
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g.heroCollisionMask.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 death")
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g.hero.Action = MoverActionDying
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g.gameover = true
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break
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}
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}
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}
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target.Update()
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}
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}
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@@ -284,8 +347,8 @@ func (g *Game) ResetTargetTouches() {
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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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g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle, 5.)
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g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
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}
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}
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@@ -293,14 +356,18 @@ func (g *Game) HandleInput() {
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if len(g.gamepadIDs) > 0 {
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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.SetOrigin(g.hero.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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if inpututil.IsGamepadButtonJustPressed(0, ebiten.GamepadButton9) {
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g.Paused = !g.Paused
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if g.gameover {
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g.reset = true
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} else {
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g.Paused = !g.Paused
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}
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}
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//account for controller sensitivity
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@@ -315,7 +382,7 @@ func (g *Game) HandleInput() {
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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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g.hero.SetAngle(inputangle)
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}
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}
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@@ -324,10 +391,10 @@ func (g *Game) UpdateHeroPosition() {
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inpx := ebiten.GamepadAxisValue(0, 0)
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inpy := ebiten.GamepadAxisValue(0, 1)
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if inpx >= 0.15 || inpx <= -0.15 {
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g.mover.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
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g.hero.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
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}
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if inpy >= 0.15 || inpy <= -0.15 {
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g.mover.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
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g.hero.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
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}
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}
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