Added weapon sprite into the mix.
This commit is contained in:
22
game.go
22
game.go
@@ -24,6 +24,7 @@ const (
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)
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var (
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weaponImage *ebiten.Image
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tilesetImage *ebiten.Image
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altarImage *ebiten.Image
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@@ -31,6 +32,8 @@ var (
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tileset_img []byte
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//go:embed altar.png
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altar_img []byte
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//go:embed weapon.png
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weapon_img []byte
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)
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type Game struct {
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@@ -73,6 +76,12 @@ func init() {
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log.Fatal(err)
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}
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altarImage = ebiten.NewImageFromImage(img)
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img, _, err = image.Decode(bytes.NewReader(weapon_img))
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if err != nil {
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log.Fatal(err)
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}
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weaponImage = ebiten.NewImageFromImage(img)
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}
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func (g *Game) Initialize() {
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@@ -167,10 +176,16 @@ func (g *Game) Draw(screen *ebiten.Image) {
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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.hero.Angle)
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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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op.GeoM.Reset()
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op.GeoM.Translate(0, -16)
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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(weaponImage, op)
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for _, target := range g.targets {
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target.Draw()
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@@ -447,11 +462,12 @@ 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.hero.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
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g.hero.Left = inpx < 0
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g.hero.Pos.X += inpx * 5
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}
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if inpy >= 0.15 || inpy <= -0.15 {
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g.hero.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
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g.hero.Pos.Y += inpy * 5
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}
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}
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