First commit.

This commit is contained in:
2024-11-05 06:28:08 -05:00
commit c234616fdf
9 changed files with 582 additions and 0 deletions

6
coordinates.go Normal file
View File

@@ -0,0 +1,6 @@
package main
type Coordinates struct {
X float64
Y float64
}

40
explosion.go Normal file
View File

@@ -0,0 +1,40 @@
package main
type Explosion struct {
Radius float64
Origin Coordinates
cycle int
Active bool
}
func NewExplosion() *Explosion {
return &Explosion{
cycle: 1,
Active: false,
}
}
func (e *Explosion) Draw() {
}
func (e *Explosion) Update() {
if e.Active {
e.Radius = float64(e.cycle) / 0.15
e.cycle++
}
}
func (e *Explosion) SetOrigin(origin Coordinates) {
e.Origin = origin
}
func (e *Explosion) ToggleActivate() {
e.Active = !e.Active
}
func (e *Explosion) Reset() {
e.cycle = 1
}

BIN
fly-eye.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 2.0 KiB

BIN
fly-eye2.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 3.4 KiB

BIN
fly-eye3.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 682 B

308
game.go Normal file
View File

@@ -0,0 +1,308 @@
package main
import (
"fmt"
"image/color"
"log"
"math"
"math/rand/v2"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
MOVER_WIDTH = 48
MOVER_HEIGHT = 48
)
type Game struct {
collisionMask *ebiten.Image
projectileMask *ebiten.Image
Pos Coordinates
initialized bool
mover *Mover
projectiles map[int]*Projectile
explosion *Explosion
counter int
targets []*Mover
gamepadIDsBuf []ebiten.GamepadID
gamepadIDs map[ebiten.GamepadID]struct{}
//axes map[ebiten.GamepadID][]string
//pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Initialize() {
origin := Coordinates{X: 640 / 2, Y: 480 / 2}
g.mover = NewMover()
g.mover.SetOrigin(origin)
g.mover.ToggleRotate()
g.collisionMask = ebiten.NewImage(screenWidth, screenHeight)
g.projectileMask = ebiten.NewImage(screenWidth, screenHeight)
/* single target
g.target = NewMover()
g.target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
*/
//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: 640 / 2, Y: 480 / 2}, 0., 5.))
g.explosion = NewExplosion()
g.explosion.SetOrigin(origin)
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
for _, id := range g.gamepadIDsBuf {
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d", id)
delete(g.gamepadIDs, id)
}
}
//handle gamepad input
inpx := ebiten.GamepadAxisValue(0, 0)
inpy := ebiten.GamepadAxisValue(0, 1)
if inpx >= 0.15 || inpx <= -0.15 {
g.mover.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
}
if inpy >= 0.15 || inpy <= -0.15 {
g.mover.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
}
if !g.initialized {
g.Initialize()
g.projectiles = make(map[int]*Projectile)
g.initialized = true
} else {
if len(g.gamepadIDs) > 0 {
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
maxButton := ebiten.GamepadButton(ebiten.GamepadButtonCount(0))
for b := ebiten.GamepadButton(0); b < maxButton; b++ {
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
if !g.explosion.Active {
g.explosion.SetOrigin(g.mover.Pos)
g.explosion.Reset()
g.explosion.ToggleActivate()
}
}
}
if yaxis <= 0.09 && yaxis >= -0.09 {
yaxis = 0
}
if xaxis <= 0.09 && xaxis >= -0.09 {
xaxis = 0
}
inputangle := math.Atan2(yaxis, xaxis)
g.mover.SetAngle(inputangle)
}
/*
for id := range g.gamepadIDs {
xaxis := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal)
yaxis := ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical)
inputangle := math.Atan2(yaxis, xaxis)
g.mover.SetAngle(inputangle)
}
*/
g.mover.Update()
g.explosion.Update()
for _, target := range g.targets {
if !target.Hit {
dx := g.mover.Pos.X - target.Pos.X
dy := g.mover.Pos.Y - target.Pos.Y
//dist := math.Sqrt(dx*dx + dy + dy)
angle := math.Atan2(dy, dx)
maxspeed := 3.
target.Pos.X += maxspeed * math.Cos(angle)
target.Pos.Y += maxspeed * math.Sin(angle)
}
target.Update()
}
for k, p := range g.projectiles {
//for i := 0; i < len(g.projectiles); i++ {
// g.projectiles[i].Update()
p.Update()
//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 {
if p.Pos.X < 5 || p.Pos.X > 635 || p.Pos.Y < 5 || p.Pos.Y > 475 {
p.Velocity = 0
delete(g.projectiles, k)
}
//compute collisions
for _, target := range g.targets {
//first, boundary check
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 {
fmt.Println("potential collision")
g.collisionMask.Clear()
g.collisionMask.DrawImage(g.projectileMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
g.collisionMask.DrawImage(target.Sprite, op)
//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
var pixels []byte = make([]byte, screenWidth*screenHeight*4)
g.collisionMask.ReadPixels(pixels)
for i := 0; i < len(pixels); i = i + 4 {
if pixels[i+3] != 0 {
fmt.Println("pixel collision")
delete(g.projectiles, k)
//target.ToggleColor()
target.SetHit()
//target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
target.Hit = true
break
}
}
}
}
}
//append new projectiles
if g.counter%14 == 0 {
//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.))
//g.projectiles = append(g.projectiles, NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.))
g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.)
g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.)
}
//add new target with increasing frequency
f := 40000 / (g.counter + 1)
if g.counter%f == 0 {
g.targets = append(g.targets, NewMover())
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
}
//handle explosion updates
if g.explosion.Active {
if g.explosion.Radius > math.Sqrt(640*640+480*480) {
g.explosion.ToggleActivate()
g.explosion.Reset()
}
//check collisions
for _, target := range g.targets {
dx := target.Pos.X - g.mover.Pos.X
dy := target.Pos.Y - g.mover.Pos.Y
r := math.Sqrt(dx*dx + dy*dy)
if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 && target.Action <= MoverActionDefault {
//target.ToggleColor()
target.SetHit()
}
}
}
g.counter++
}
g.CleanupTargets()
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
g.mover.Draw()
op := &ebiten.DrawImageOptions{}
/*
dx := 40 * math.Cos(float64(g.counter)/16)
dy := 40 * math.Sin(float64(g.counter)/16)
a := float64(g.counter) / (math.Pi * 2)
*/
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Rotate(g.mover.Angle)
op.GeoM.Translate(g.mover.Pos.X, g.mover.Pos.Y)
screen.DrawImage(g.mover.Sprite, op)
for _, target := range g.targets {
target.Draw()
op.GeoM.Reset()
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Rotate(target.Angle)
op.GeoM.Translate(target.Pos.X, target.Pos.Y)
screen.DrawImage(target.Sprite, op)
}
g.projectileMask.Clear()
//ebitenutil.DrawCircle()
for _, p := range g.projectiles {
//vector.DrawFilledCircle(screen, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
vector.DrawFilledCircle(g.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
}
screen.DrawImage(g.projectileMask, nil)
vector.StrokeCircle(screen, float32(g.explosion.Origin.X), float32(g.explosion.Origin.Y), float32(g.explosion.Radius), 3, color.White, true)
/*for _, gamepad ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))*/
}
func (g *Game) Layout(width, height int) (int, int) {
return screenWidth, screenHeight
}
func (g *Game) CleanupTargets() {
// remove dead targets by 1) iterating over all targets
i := 0
for _, target := range g.targets {
//moving valid targets to the front of the slice
if target.Action < MoverActionDead {
g.targets[i] = target
i++
}
}
//then culling the last elements of the slice
if len(g.targets)-i > 0 {
fmt.Printf("Removing %d elements\n", len(g.targets)-i)
}
for j := i; j < len(g.targets); j++ {
g.targets[j] = nil
}
g.targets = g.targets[:i]
}

29
main.go Normal file
View File

@@ -0,0 +1,29 @@
package main
import (
"fmt"
"log"
"github.com/hajimehoshi/ebiten/v2"
)
const (
screenWidth = 640
screenHeight = 480
)
func main() {
ver := "Mover Test v0.05"
fmt.Println(ver)
moverGame := &Game{}
ebiten.SetWindowSize(screenWidth*1.5, screenHeight*1.5)
ebiten.SetWindowTitle(ver)
if err := ebiten.RunGame(moverGame); err != nil {
log.Fatal(err)
}
}

168
mover.go Normal file
View File

@@ -0,0 +1,168 @@
package main
import (
"bytes"
"image"
"log"
_ "embed"
"image/color"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
var (
flyeyeImage *ebiten.Image
flyeyeImage2 *ebiten.Image
flyeyeImage3 *ebiten.Image
//go:embed fly-eye.png
flyeye_img []byte
//go:embed fly-eye2.png
flyeye_img2 []byte
//go:embed fly-eye3.png
flyeye_img3 []byte
)
const (
MoverActionDefault = iota
MoverActionDamaged
MoverActionDying
MoverActionExploding
MoverActionDead
MoverActionMax
)
type MoverAction uint
func init() {
img, _, err := image.Decode(bytes.NewReader(flyeye_img))
if err != nil {
log.Fatal(err)
}
flyeyeImage = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(flyeye_img2))
if err != nil {
log.Fatal(err)
}
flyeyeImage2 = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(flyeye_img3))
if err != nil {
log.Fatal(err)
}
flyeyeImage3 = ebiten.NewImageFromImage(img)
}
type Mover struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
Angle float64
Pos Coordinates
Origin Coordinates
Action MoverAction
cycles int
rotating bool
Toggled bool
Hit bool
dyingcount int
}
func NewMover() *Mover {
m := &Mover{
Sprite: ebiten.NewImage(48, 48),
Maks: ebiten.NewImage(48, 48),
MaksDest: ebiten.NewImage(48, 48),
Action: MoverActionDefault,
cycles: 4,
Angle: 0,
rotating: false,
Toggled: false,
dyingcount: 0,
}
m.Maks.Fill(color.White)
return m
}
func (m *Mover) ToggleRotate() {
m.rotating = !m.rotating
}
func (m *Mover) SetAngle(a float64) {
m.Angle = a
}
func (m *Mover) SetOrigin(coords Coordinates) {
m.Origin = coords
m.Pos = coords
}
func (m *Mover) Draw() {
m.Sprite.Clear()
m.MaksDest.Clear()
idx := (m.cycles / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
switch m.Action {
case MoverActionDefault:
m.Sprite.DrawImage(flyeyeImage.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDamaged:
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDying:
m.dyingcount++
if (m.cycles/5)%2 == 0 {
m.MaksDest.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
m.MaksDest.DrawImage(m.Maks, op)
m.Sprite.DrawImage(m.MaksDest, nil)
} else {
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
if m.dyingcount > 60 {
m.cycles = 0
m.SetHit()
}
case MoverActionExploding:
m.Sprite.DrawImage(flyeyeImage3.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
if idx == 3 {
m.SetHit()
}
default:
}
}
func (m *Mover) Update() {
/*
dx := 0. //40 * math.Cos(float64(m.cycles)/16)
dy := 0. //40 * math.Sin(float64(m.cycles)/16)
m.Pos = Coordinates{X: m.Origin.X + dx, Y: m.Origin.Y + dy}
*/
/*
if m.rotating {
m.Angle = float64(m.cycles) / (math.Pi * 2)
}
*/
m.cycles++
}
func (m *Mover) SetHit() {
m.Action++ // = (m.Action + 1) % MoverActionMax
}
func (m *Mover) ToggleColor() {
m.Toggled = !m.Toggled
}

31
projectile.go Normal file
View File

@@ -0,0 +1,31 @@
package main
import "math"
type Projectile struct {
Pos Coordinates
Velocity float64
a float64
}
func NewProjectile(origin Coordinates, angle, velocity float64) *Projectile {
return &Projectile{
Velocity: velocity,
a: angle,
Pos: origin,
}
}
func (p *Projectile) Update() {
dx := p.Velocity * math.Cos(p.a)
dy := p.Velocity * math.Sin(p.a)
p.Pos.X += dx
p.Pos.Y += dy
}
func (p *Projectile) Draw() {
}