Cleanup.
This commit is contained in:
4
game.go
4
game.go
@@ -368,7 +368,7 @@ 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 && g.hero.Action < MoverActionDying {
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if !target.Hit && g.hero.Action < HeroActionDying {
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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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@@ -380,7 +380,7 @@ func (g *Game) UpdateTargets() {
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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 && g.hero.Action < MoverActionDying {
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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 && g.hero.Action < HeroActionDying {
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g.heroCollisionMask.Clear()
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g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
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8
hero.go
8
hero.go
@@ -68,9 +68,9 @@ type Hero struct {
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func NewHero() *Hero {
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m := &Hero{
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Sprite: ebiten.NewImage(48, 48),
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Maks: ebiten.NewImage(48, 48),
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MaksDest: ebiten.NewImage(48, 48),
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Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Action: HeroActionDefault,
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cycles: 4,
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Angle: 0,
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@@ -139,7 +139,7 @@ func (m *Hero) Update() {
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// one hit death for the hero
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func (m *Hero) SetHit() {
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m.Action = MoverActionDying
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m.Action = HeroActionDying
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m.dyingcount = 0
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m.Angle = 0
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m.cycles = 0
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6
mover.go
6
mover.go
@@ -83,9 +83,9 @@ type Mover struct {
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func NewMover() *Mover {
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m := &Mover{
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Sprite: ebiten.NewImage(48, 48),
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Maks: ebiten.NewImage(48, 48),
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MaksDest: ebiten.NewImage(48, 48),
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Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
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Action: MoverActionDefault,
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cycles: 4,
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Angle: 0,
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