Refactor to use better interfaces and event callbacks.
This commit is contained in:
@@ -23,7 +23,8 @@ const (
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TileSet ImgAssetName = "TileSet"
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Altar ImgAssetName = "Altar"
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Weapon ImgAssetName = "Weapon"
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Worm ImgAssetName = "Worm"
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WormDamaged ImgAssetName = "WormDamaged"
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Worm ImgAssetName = "WormDefault"
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)
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var (
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@@ -51,6 +52,8 @@ var (
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weapon_img []byte
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//go:embed worm.png
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worm_img []byte
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//go:embed wormdefault.png
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wormdefault_img []byte
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)
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func LoadImages() {
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@@ -66,7 +69,8 @@ func LoadImages() {
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ImageBank[TileSet] = LoadImagesFatal(tileset_img)
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ImageBank[Altar] = LoadImagesFatal(altar_img)
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ImageBank[Weapon] = LoadImagesFatal(weapon_img)
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ImageBank[Worm] = LoadImagesFatal(worm_img)
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ImageBank[WormDamaged] = LoadImagesFatal(worm_img)
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ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
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}
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BIN
assets/worm.png
Normal file
BIN
assets/worm.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 7.2 KiB |
BIN
assets/wormdefault.png
Normal file
BIN
assets/wormdefault.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 8.8 KiB |
@@ -16,6 +16,8 @@ type Boss struct {
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Spawned bool
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Pos gamedata.Coordinates
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Right bool
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Health int
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Touched bool
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damage bool
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cycle int
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Action MoverAction
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@@ -32,6 +34,8 @@ func NewBoss() *Boss {
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hitcount: 0,
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Maks: ebiten.NewImage(96, 96),
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MaskDest: ebiten.NewImage(96, 96),
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Health: 100,
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Touched: false,
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}
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b.Maks.Fill(color.White)
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return b
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@@ -45,6 +49,9 @@ func (b *Boss) Update() {
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b.damageduration = 0
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}
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}
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if b.Action == MoverActionDead {
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b.Spawned = false
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}
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b.cycle++
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}
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@@ -71,15 +78,17 @@ func (b *Boss) Draw() {
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switch b.Action {
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case MoverActionDefault:
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b.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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case MoverActionDamaged:
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if (b.cycle/5)%2 == 0 && b.damage {
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b.MaskDest.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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b.MaskDest.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.Blend = ebiten.BlendSourceAtop
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b.MaskDest.DrawImage(b.Maks, op)
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b.Sprite.DrawImage(b.MaskDest, nil)
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} else {
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b.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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b.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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}
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case MoverActionExploding:
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op.GeoM.Scale(2, 2)
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@@ -95,7 +104,9 @@ func (b *Boss) Draw() {
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func (b *Boss) SetHit() {
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b.hitcount++
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b.damage = true
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if b.hitcount > 10 {
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b.Health--
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if b.Health <= 0 {
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b.Action = MoverActionExploding
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b.cycle = 0
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}
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@@ -107,4 +118,13 @@ func (b *Boss) Reset() {
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b.damageduration = 0
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b.Action = MoverActionDefault
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b.Spawned = false
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b.Health = 100
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}
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func (b *Boss) ToggleColor() {
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if b.Action == MoverActionDefault {
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b.Action = MoverActionDamaged
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} else if b.Action == MoverActionDamaged {
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b.Action = MoverActionDefault
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}
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}
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23
elements/enemies.go
Normal file
23
elements/enemies.go
Normal file
@@ -0,0 +1,23 @@
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package elements
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import (
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type Enemies interface {
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Update() error
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Draw()
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GetPosition() gamedata.Coordinates
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SetPosition(gamedata.Coordinates)
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SetTarget(gamedata.Coordinates)
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GetSprite() *ebiten.Image
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GetEnemyState() gamedata.EnemyState
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SetHit()
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SetToggle()
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IsToggled() bool
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SetTouched()
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ClearTouched()
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IsTouched() bool
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}
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153
elements/flyeye.go
Normal file
153
elements/flyeye.go
Normal file
@@ -0,0 +1,153 @@
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package elements
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import (
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"image"
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"image/color"
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"math"
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"mover/assets"
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type FlyEye struct {
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Sprite *ebiten.Image
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Maks *ebiten.Image
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MaksDest *ebiten.Image
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position gamedata.Coordinates
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target gamedata.Coordinates
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state gamedata.EnemyState
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cycle int
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dyingcount int
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hit bool
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touched bool
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toggle bool
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}
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func NewFlyEye() *FlyEye {
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f := &FlyEye{
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Sprite: ebiten.NewImage(46, 46),
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Maks: ebiten.NewImage(48, 48),
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MaksDest: ebiten.NewImage(48, 48),
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cycle: 0,
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dyingcount: 0,
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hit: false,
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touched: false,
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toggle: false,
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}
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f.Maks.Fill(color.White)
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return f
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}
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func (f *FlyEye) Update() error {
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//close loop on target
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if f.state <= gamedata.EnemyStateHit {
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dx := f.target.X - f.position.X
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dy := f.target.Y - f.position.Y
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if math.Abs(dx) > 3 || math.Abs(dy) > 3 {
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angle := math.Atan2(dy, dx)
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f.position.X += math.Cos(angle) * 3
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f.position.Y += math.Sin(angle) * 3
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}
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}
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if f.state == gamedata.EnemyStateDying {
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f.dyingcount++
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}
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f.cycle++
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return nil
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}
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func (f *FlyEye) Draw() {
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f.Sprite.Clear()
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f.MaksDest.Clear()
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idx := (f.cycle / 8) % 4
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y0 := 0
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y1 := 48
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x0 := 48 * idx
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x1 := x0 + 48
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switch f.state {
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case gamedata.EnemyStateDefault:
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if !f.toggle {
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f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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} else {
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f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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case gamedata.EnemyStateDying:
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//after some condition, set to exploding
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if (f.cycle/5)%2 == 0 {
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f.MaksDest.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.Blend = ebiten.BlendSourceAtop
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f.MaksDest.DrawImage(f.Maks, op)
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f.Sprite.DrawImage(f.MaksDest, nil)
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} else {
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f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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if f.dyingcount >= 31 {
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f.cycle = 0
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f.state = gamedata.EnemyStateExploding
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}
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case gamedata.EnemyStateExploding:
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f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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if idx == 3 {
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f.state = gamedata.EnemyStateDead
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}
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}
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}
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func (f *FlyEye) GetPosition() gamedata.Coordinates {
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return f.position
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}
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func (f *FlyEye) SetTarget(p gamedata.Coordinates) {
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f.target = p
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}
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func (f *FlyEye) GetSprite() *ebiten.Image {
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return f.Sprite
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}
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func (f *FlyEye) SetHit() {
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f.hit = true
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f.state = gamedata.EnemyStateDying
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f.cycle = 0
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}
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func (f *FlyEye) IsTouched() bool {
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return f.touched
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}
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func (f *FlyEye) SetTouched() {
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f.touched = true
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}
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func (f *FlyEye) ClearTouched() {
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f.touched = false
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}
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func (f *FlyEye) SetToggle() {
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f.toggle = !f.toggle
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}
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func (f *FlyEye) IsToggled() bool {
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return f.toggle
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}
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func (f *FlyEye) GetEnemyState() gamedata.EnemyState {
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return f.state
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}
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func (f *FlyEye) SetPosition(p gamedata.Coordinates) {
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f.position = p
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}
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@@ -114,7 +114,7 @@ func (m *Mover) Draw() {
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}
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}
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func (m *Mover) Update() {
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func (m *Mover) Update() error {
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/*
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dx := 0. //40 * math.Cos(float64(m.cycles)/16)
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dy := 0. //40 * math.Sin(float64(m.cycles)/16)
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@@ -130,6 +130,7 @@ func (m *Mover) Update() {
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m.dyingcount++
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}
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m.cycles++
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return nil
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}
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func (m *Mover) SetHit() {
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12
gamedata/enemystates.go
Normal file
12
gamedata/enemystates.go
Normal file
@@ -0,0 +1,12 @@
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package gamedata
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type EnemyState int
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const (
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EnemyStateDefault = iota
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EnemyStateHit
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EnemyStateDying
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EnemyStateExploding
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EnemyStateDead
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EnemyStateMax
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)
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11
gamedata/gameevents.go
Normal file
11
gamedata/gameevents.go
Normal file
@@ -0,0 +1,11 @@
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package gamedata
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type GameEvent int
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const (
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GameEventPlayerDeath = iota
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GameEventCharge
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GameEventNewShot
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GameEventTargetHit
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GameEventExplosion
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)
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12
gamedata/gameinputs.go
Normal file
12
gamedata/gameinputs.go
Normal file
@@ -0,0 +1,12 @@
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package gamedata
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type GameInputs struct {
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XAxis float64
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YAxis float64
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ShotAngle float64
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Shot bool
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Start bool
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Charge bool
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Quit bool
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Reset bool
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}
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83
gameelement/background.go
Normal file
83
gameelement/background.go
Normal file
@@ -0,0 +1,83 @@
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package gameelement
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import (
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"image"
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"math/rand/v2"
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"mover/assets"
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type Background struct {
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Sprite *ebiten.Image
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initialized bool
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}
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func NewBackground(a gamedata.Area) *Background {
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b := &Background{
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Sprite: ebiten.NewImage(a.Width, a.Height),
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initialized: false,
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}
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return b
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}
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func (b *Background) SetInputs(gamedata.GameInputs) {
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}
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func (b *Background) Update() error {
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if !b.initialized {
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b.Initialize()
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} else {
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}
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return nil
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}
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func (b *Background) Draw(drawimg *ebiten.Image) {
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//all the stuff before
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op := &ebiten.DrawImageOptions{}
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drawimg.DrawImage(b.Sprite, op)
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}
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func (b *Background) Initialize() {
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b.ConstructBackground()
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b.initialized = true
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}
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func (b *Background) ConstructBackground() {
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BLOCK_SIZE := 32
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for i := 0; i < b.Sprite.Bounds().Dx()/BLOCK_SIZE; i++ {
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for j := 0; j < b.Sprite.Bounds().Dy()/BLOCK_SIZE; j++ {
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//select random tile in x and y from tileset
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idx_y := rand.IntN(256 / BLOCK_SIZE)
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idx_x := rand.IntN(256 / BLOCK_SIZE)
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x0 := BLOCK_SIZE * idx_x
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y0 := BLOCK_SIZE * idx_y
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x1 := x0 + BLOCK_SIZE
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y1 := y0 + BLOCK_SIZE
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//translate for grid element we're painting
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(float64(i*BLOCK_SIZE), float64(j*BLOCK_SIZE))
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b.Sprite.DrawImage(assets.ImageBank[assets.TileSet].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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}
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}
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ax := float64(rand.IntN(b.Sprite.Bounds().Dx()/BLOCK_SIZE) * BLOCK_SIZE)
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ay := float64(rand.IntN(b.Sprite.Bounds().Dy()/BLOCK_SIZE) * BLOCK_SIZE)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(ax, ay)
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b.Sprite.DrawImage(assets.ImageBank[assets.Altar], op)
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}
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func (b *Background) RegisterEvents(e gamedata.GameEvent, f func()) {
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|
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}
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403
gameelement/canvas.go
Normal file
403
gameelement/canvas.go
Normal file
@@ -0,0 +1,403 @@
|
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package gameelement
|
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|
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import (
|
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"fmt"
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"image/color"
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"math"
|
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"math/rand/v2"
|
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"mover/assets"
|
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"mover/elements"
|
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"mover/fonts"
|
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"mover/gamedata"
|
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|
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"github.com/hajimehoshi/ebiten/v2"
|
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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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type Canvas struct {
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Sprite *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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|
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eventmap map[gamedata.GameEvent]func()
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|
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initialized bool
|
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lastInputs gamedata.GameInputs
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runtime float64
|
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counter int
|
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score int
|
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hero *elements.Hero
|
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charge *elements.Explosion
|
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enemies []elements.Enemies
|
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projectiles []*elements.Projectile
|
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gameover bool
|
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}
|
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|
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func NewCanvas(a gamedata.Area) *Canvas {
|
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c := &Canvas{
|
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Sprite: ebiten.NewImage(a.Width, a.Height),
|
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projectileMask: ebiten.NewImage(a.Width, a.Height),
|
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collisionMask: ebiten.NewImage(a.Width, a.Height),
|
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heroCollisionMask: ebiten.NewImage(46, 46),
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heroCollisionCpy: ebiten.NewImage(46, 46),
|
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hero: elements.NewHero(),
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charge: elements.NewExplosion(),
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initialized: false,
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gameover: false,
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score: 0,
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runtime: 0.,
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||||
}
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||||
c.eventmap = make(map[gamedata.GameEvent]func())
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return c
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}
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||||
|
||||
func (c *Canvas) SetInputs(gi gamedata.GameInputs) {
|
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c.lastInputs = gi
|
||||
}
|
||||
|
||||
func (c *Canvas) Update() error {
|
||||
if !c.initialized {
|
||||
c.Initialize()
|
||||
} else {
|
||||
//update positions()
|
||||
//hero first
|
||||
c.UpdateHero()
|
||||
c.UpdateProjectiles()
|
||||
c.UpdateCharge()
|
||||
c.UpdateEnemies()
|
||||
c.CleanupTargets()
|
||||
|
||||
}
|
||||
c.counter++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Canvas) Draw(drawimg *ebiten.Image) {
|
||||
c.Sprite.Clear()
|
||||
c.projectileMask.Clear()
|
||||
|
||||
//vector.DrawFilledCircle(c.Sprite, float32(c.hero.Pos.X), float32(c.hero.Pos.Y), 100, color.White, true)
|
||||
|
||||
c.hero.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(c.hero.Pos.X-48/2, c.hero.Pos.Y-48/2)
|
||||
c.Sprite.DrawImage(c.hero.Sprite, op)
|
||||
|
||||
if !c.gameover {
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(0, -16)
|
||||
op.GeoM.Rotate(c.lastInputs.ShotAngle)
|
||||
op.GeoM.Translate(c.hero.Pos.X, c.hero.Pos.Y)
|
||||
c.Sprite.DrawImage(assets.ImageBank[assets.Weapon], op)
|
||||
}
|
||||
|
||||
for _, e := range c.enemies {
|
||||
e.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(e.GetPosition().X-46/2, e.GetPosition().Y-46/2)
|
||||
c.Sprite.DrawImage(e.GetSprite(), op)
|
||||
}
|
||||
|
||||
for _, p := range c.projectiles {
|
||||
//drawimg.DrawImage()
|
||||
vector.DrawFilledCircle(c.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
|
||||
}
|
||||
|
||||
c.Sprite.DrawImage(c.projectileMask, nil)
|
||||
|
||||
vector.StrokeCircle(c.Sprite, float32(c.charge.Origin.X), float32(c.charge.Origin.Y), float32(c.charge.Radius), 3, color.White, true)
|
||||
|
||||
if !c.gameover {
|
||||
c.runtime = float64(c.counter) / 60.
|
||||
}
|
||||
s := fmt.Sprintf("%02.3f", c.runtime)
|
||||
if !c.gameover {
|
||||
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
} else {
|
||||
if (c.counter/30)%2 == 0 {
|
||||
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
}
|
||||
|
||||
text.Draw(c.Sprite, "PRESS START TO TRY AGAIN", fonts.SurviveFont.Arcade, 640/2-150, 480/2, color.White)
|
||||
}
|
||||
|
||||
//op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
drawimg.DrawImage(c.Sprite, op)
|
||||
}
|
||||
|
||||
func (c *Canvas) Initialize() {
|
||||
|
||||
c.InitializeHero()
|
||||
c.enemies = c.enemies[:0]
|
||||
c.gameover = false
|
||||
c.initialized = true
|
||||
c.score = 0
|
||||
c.counter = 0
|
||||
c.runtime = 0.
|
||||
|
||||
//temporary
|
||||
c.hero.Action = elements.HeroActionDefault
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateHero() {
|
||||
c.hero.Update()
|
||||
if !c.gameover {
|
||||
c.UpdateHeroPosition()
|
||||
c.ComputeHeroCollisions()
|
||||
c.AddProjectiles()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateHeroPosition() {
|
||||
if c.lastInputs.XAxis >= 0.15 || c.lastInputs.XAxis <= -0.15 {
|
||||
c.hero.Left = c.lastInputs.XAxis < 0
|
||||
c.hero.Pos.X += c.lastInputs.XAxis * 5
|
||||
}
|
||||
|
||||
if c.lastInputs.YAxis >= 0.15 || c.lastInputs.YAxis <= -0.15 {
|
||||
c.hero.Pos.Y += c.lastInputs.YAxis * 5
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) ComputeHeroCollisions() {
|
||||
for _, e := range c.enemies {
|
||||
//compute collision with hero
|
||||
if c.hero.Pos.X >= e.GetPosition().X-46/2 && c.hero.Pos.X <= e.GetPosition().X+46/2 &&
|
||||
c.hero.Pos.Y >= e.GetPosition().Y-46/2 && c.hero.Pos.Y <= e.GetPosition().Y+46/2 &&
|
||||
e.GetEnemyState() < gamedata.EnemyStateDying {
|
||||
|
||||
// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
|
||||
|
||||
c.heroCollisionMask.Clear()
|
||||
c.heroCollisionMask.DrawImage(c.hero.Sprite, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate((c.hero.Pos.X-e.GetPosition().X)-float64(e.GetSprite().Bounds().Dx())/2, (c.hero.Pos.Y-e.GetPosition().Y)-float64(e.GetSprite().Bounds().Dy())/2)
|
||||
c.heroCollisionMask.DrawImage(e.GetSprite(), op)
|
||||
|
||||
if c.HasCollided(c.heroCollisionMask, 46*46*4) {
|
||||
c.hero.SetHit()
|
||||
c.gameover = true
|
||||
|
||||
if c.eventmap[gamedata.GameEventPlayerDeath] != nil {
|
||||
c.eventmap[gamedata.GameEventPlayerDeath]()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) AddProjectiles() {
|
||||
|
||||
//add new projectiles
|
||||
if c.lastInputs.Shot && c.counter%14 == 0 {
|
||||
loc := gamedata.Coordinates{
|
||||
X: c.hero.Pos.X,
|
||||
Y: c.hero.Pos.Y,
|
||||
}
|
||||
angle := c.lastInputs.ShotAngle
|
||||
velocity := 5.
|
||||
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle, velocity))
|
||||
|
||||
if c.hero.Upgrade {
|
||||
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle+math.Pi, velocity))
|
||||
}
|
||||
|
||||
if c.eventmap[gamedata.GameEventNewShot] != nil {
|
||||
c.eventmap[gamedata.GameEventNewShot]()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) InitializeHero() {
|
||||
//recenter the hero
|
||||
pos := gamedata.Coordinates{
|
||||
X: float64(c.Sprite.Bounds().Dx() / 2),
|
||||
Y: float64(c.Sprite.Bounds().Dy() / 2),
|
||||
}
|
||||
c.hero.SetOrigin(pos)
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateProjectiles() {
|
||||
i := 0
|
||||
for _, p := range c.projectiles {
|
||||
p.Update()
|
||||
|
||||
projectilevalid := true
|
||||
|
||||
if p.Pos.X < -640/2 || p.Pos.X > 1.5*640 || p.Pos.Y < -480/2 || p.Pos.Y > 1.5*480 {
|
||||
projectilevalid = false
|
||||
}
|
||||
|
||||
for _, e := range c.enemies {
|
||||
if p.Pos.X >= e.GetPosition().X-48/2 && p.Pos.X <= e.GetPosition().X+48/2 &&
|
||||
p.Pos.Y >= e.GetPosition().Y-48/2 && p.Pos.Y <= e.GetPosition().Y+48/2 &&
|
||||
e.IsToggled() && e.GetEnemyState() < gamedata.EnemyStateDying {
|
||||
c.collisionMask.Clear()
|
||||
c.collisionMask.DrawImage(c.projectileMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
|
||||
c.collisionMask.DrawImage(e.GetSprite(), op)
|
||||
|
||||
if c.HasCollided(c.collisionMask, 640*480*4) {
|
||||
//fmt.Println("pixel collision")
|
||||
//delete(g.projectiles, k)
|
||||
projectilevalid = false
|
||||
//target.ToggleColor()
|
||||
e.SetHit()
|
||||
//target.SetOrigin(gamedata.Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
|
||||
//target.Hit = true
|
||||
|
||||
/*player := audioContext.NewPlayerFromBytes(assets.TargetHit)
|
||||
player.Play()*/
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if projectilevalid {
|
||||
c.projectiles[i] = p
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
for j := i; j < len(c.projectiles); j++ {
|
||||
c.projectiles[j] = nil
|
||||
}
|
||||
c.projectiles = c.projectiles[:i]
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateCharge() {
|
||||
|
||||
if c.lastInputs.Charge && !c.charge.Active && !c.gameover {
|
||||
c.charge.SetOrigin(c.hero.Pos)
|
||||
c.charge.Reset()
|
||||
c.charge.ToggleActivate()
|
||||
|
||||
if c.eventmap[gamedata.GameEventCharge] != nil {
|
||||
c.eventmap[gamedata.GameEventCharge]()
|
||||
}
|
||||
}
|
||||
|
||||
c.charge.Update()
|
||||
if c.charge.Active {
|
||||
if c.charge.Radius > math.Sqrt(640*640+480*480) {
|
||||
c.charge.ToggleActivate()
|
||||
c.charge.Reset()
|
||||
c.ResetTargetTouches()
|
||||
}
|
||||
|
||||
for _, e := range c.enemies {
|
||||
dx := e.GetPosition().X - c.hero.Pos.X
|
||||
dy := e.GetPosition().Y - c.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= c.charge.Radius-5 && r <= c.charge.Radius+5 &&
|
||||
!e.IsTouched() && e.GetEnemyState() <= gamedata.EnemyStateHit {
|
||||
e.SetToggle()
|
||||
e.SetTouched()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) ResetTargetTouches() {
|
||||
for _, e := range c.enemies {
|
||||
e.ClearTouched()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateEnemies() {
|
||||
//update existing enemies
|
||||
for _, e := range c.enemies {
|
||||
if !c.gameover {
|
||||
e.SetTarget(c.hero.Pos)
|
||||
} else {
|
||||
e.SetTarget(e.GetPosition())
|
||||
}
|
||||
|
||||
e.Update()
|
||||
}
|
||||
if !c.gameover {
|
||||
//spawn new enemies
|
||||
f := 40000 / (c.counter + 1)
|
||||
|
||||
if c.counter%f == 0 {
|
||||
newenemy := elements.NewFlyEye()
|
||||
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
|
||||
case 1:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
|
||||
case 2:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
|
||||
case 3:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
|
||||
}
|
||||
|
||||
newenemy.SetTarget(c.hero.Pos)
|
||||
|
||||
c.enemies = append(c.enemies, newenemy)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) HasCollided(mask *ebiten.Image, size int) bool {
|
||||
var result bool = false
|
||||
var pixels []byte = make([]byte, size)
|
||||
mask.ReadPixels(pixels)
|
||||
for i := 0; i < len(pixels); i = i + 4 {
|
||||
if pixels[i+3] != 0 {
|
||||
result = true
|
||||
break
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func (c *Canvas) RegisterEvents(e gamedata.GameEvent, f func()) {
|
||||
c.eventmap[e] = f
|
||||
}
|
||||
|
||||
func (c *Canvas) CleanupTargets() {
|
||||
// remove dead targets by iterating over all targets
|
||||
i := 0
|
||||
for _, e := range c.enemies {
|
||||
//moving valid targets to the front of the slice
|
||||
if e.GetEnemyState() < elements.MoverActionDead {
|
||||
c.enemies[i] = e
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
//then culling the last elements of the slice, and conveniently we can update
|
||||
//our base score with the number of elements removed (bonuses calculated elsewhere)
|
||||
if len(c.enemies)-i > 0 {
|
||||
c.score += len(c.enemies) - i
|
||||
}
|
||||
|
||||
for j := i; j < len(c.enemies); j++ {
|
||||
c.enemies[j] = nil
|
||||
}
|
||||
c.enemies = c.enemies[:i]
|
||||
}
|
||||
15
gameelement/gameelement.go
Normal file
15
gameelement/gameelement.go
Normal file
@@ -0,0 +1,15 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type GameElement interface {
|
||||
SetInputs(gamedata.GameInputs)
|
||||
Update() error
|
||||
Draw(drawimg *ebiten.Image)
|
||||
Initialize()
|
||||
RegisterEvents(e gamedata.GameEvent, f func())
|
||||
}
|
||||
3
main.go
3
main.go
@@ -35,6 +35,7 @@ func loadScreens(m *screenmanager.Manager) {
|
||||
assets.LoadImages()
|
||||
assets.LoadSounds()
|
||||
m.AddScene(screens.NewStartScreen())
|
||||
m.AddScene(screens.NewGame())
|
||||
//m.AddScene(screens.NewGame())
|
||||
m.AddScene(screens.NewPrimary())
|
||||
m.ResetScenes()
|
||||
}
|
||||
|
||||
@@ -62,6 +62,7 @@ func NewGame() *Game {
|
||||
musicInitialized: false,
|
||||
boss: elements.NewBoss(),
|
||||
}
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
@@ -195,6 +196,14 @@ func (g *Game) Draw(screen *ebiten.Image) {
|
||||
op.GeoM.Translate(-MOVER_WIDTH, -MOVER_HEIGHT)
|
||||
op.GeoM.Translate(g.boss.Pos.X, g.boss.Pos.Y)
|
||||
screen.DrawImage(g.boss.Sprite, op)
|
||||
|
||||
//text.Draw(screen, fmt.Sprintf("%d", g.boss.Health), fonts.SurviveFont.Arcade, 100, 50, color.White)
|
||||
|
||||
//boss health bar
|
||||
x0 := g.boss.Pos.X - 96
|
||||
y0 := g.boss.Pos.Y - 60
|
||||
vector.DrawFilledRect(screen, float32(x0), float32(y0), 204, 12, color.Black, true)
|
||||
vector.DrawFilledRect(screen, float32(x0+2), float32(y0+2), float32(g.boss.Health)*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
|
||||
}
|
||||
|
||||
g.projectileMask.Clear()
|
||||
@@ -280,14 +289,15 @@ func (g *Game) StepGame() {
|
||||
//append new projectiles
|
||||
g.AppendProjectiles()
|
||||
|
||||
//add new target with increasing frequency
|
||||
g.SpawnEnemies()
|
||||
|
||||
//handle pulsewave updates
|
||||
g.HandlePulseWaveUpdate()
|
||||
|
||||
if !g.boss.Spawned && g.counter > 600 {
|
||||
g.SpawnBoss()
|
||||
if !g.boss.Spawned {
|
||||
//add new target with increasing frequency
|
||||
g.SpawnEnemies()
|
||||
if g.counter > 2000 {
|
||||
g.SpawnBoss()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -346,6 +356,20 @@ func (g *Game) HandlePulseWaveUpdate() {
|
||||
//target.SetHit()
|
||||
}
|
||||
}
|
||||
|
||||
//check for boss
|
||||
if g.boss.Spawned {
|
||||
dx := g.boss.Pos.X - g.hero.Pos.X
|
||||
dy := g.boss.Pos.Y - g.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= g.explosion.Radius-40 && r <= g.explosion.Radius+40 &&
|
||||
g.boss.Action <= elements.MoverActionDamaged && !g.boss.Touched {
|
||||
g.boss.ToggleColor()
|
||||
g.boss.Touched = true
|
||||
//target.SetHit()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -393,10 +417,10 @@ func (g *Game) UpdateProjectiles() {
|
||||
}
|
||||
}
|
||||
|
||||
//boss check first, boundary check
|
||||
//boss check: first, boundary check
|
||||
if p.Pos.X >= g.boss.Pos.X-MOVER_WIDTH && p.Pos.X <= g.boss.Pos.X+MOVER_WIDTH &&
|
||||
p.Pos.Y >= g.boss.Pos.Y-MOVER_HEIGHT && p.Pos.Y <= g.boss.Pos.Y+MOVER_HEIGHT &&
|
||||
g.boss.Action < elements.MoverActionDying {
|
||||
g.boss.Action == elements.MoverActionDamaged {
|
||||
//fmt.Println("potential collision")
|
||||
|
||||
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
|
||||
@@ -476,6 +500,7 @@ func (g *Game) ResetTargetTouches() {
|
||||
for _, t := range g.targets {
|
||||
t.Touched = false
|
||||
}
|
||||
g.boss.Touched = false
|
||||
}
|
||||
|
||||
func (g *Game) AppendProjectiles() {
|
||||
@@ -636,6 +661,7 @@ func (g *Game) UpdateBoss() {
|
||||
g.boss.Update()
|
||||
|
||||
if g.boss.Action == elements.MoverActionExploding && !g.boss.SplodeInitiated {
|
||||
g.score += 10
|
||||
player := audioContext.NewPlayerFromBytes(assets.Splode)
|
||||
player.Play()
|
||||
g.boss.SplodeInitiated = true
|
||||
@@ -697,3 +723,7 @@ func (g *Game) HasCollided(mask *ebiten.Image, size int) bool {
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func (g *Game) SetInputs(gamedata.GameInputs) {
|
||||
|
||||
}
|
||||
|
||||
227
screens/primary.go
Normal file
227
screens/primary.go
Normal file
@@ -0,0 +1,227 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
"mover/gameelement"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/audio"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
)
|
||||
|
||||
type Primary struct {
|
||||
events map[ScreenManagerEvent]func()
|
||||
dimensions gamedata.Area
|
||||
elements []gameelement.GameElement
|
||||
gameevents map[gamedata.GameEvent]bool
|
||||
|
||||
paused bool
|
||||
gameover bool
|
||||
musicInitialized bool
|
||||
|
||||
audioplayer *audio.Player
|
||||
}
|
||||
|
||||
func NewPrimary() *Primary {
|
||||
p := &Primary{
|
||||
events: make(map[ScreenManagerEvent]func()),
|
||||
paused: false,
|
||||
gameover: false,
|
||||
musicInitialized: false,
|
||||
}
|
||||
|
||||
p.gameevents = make(map[gamedata.GameEvent]bool)
|
||||
|
||||
p.elements = append(p.elements, gameelement.NewBackground(gamedata.Area{Width: 640, Height: 480}))
|
||||
|
||||
canvas := gameelement.NewCanvas(gamedata.Area{Width: 640, Height: 480})
|
||||
canvas.RegisterEvents(gamedata.GameEventPlayerDeath, p.EventHandlerPlayerDeath)
|
||||
canvas.RegisterEvents(gamedata.GameEventCharge, p.EventHandlerCharge)
|
||||
canvas.RegisterEvents(gamedata.GameEventNewShot, p.EventHandlerNewShot)
|
||||
canvas.RegisterEvents(gamedata.GameEventTargetHit, p.EventHandlerTargetHit)
|
||||
canvas.RegisterEvents(gamedata.GameEventExplosion, p.EventHandlerExplosion)
|
||||
|
||||
p.elements = append(p.elements, canvas)
|
||||
|
||||
return p
|
||||
}
|
||||
|
||||
func (p *Primary) Update() error {
|
||||
|
||||
if !p.musicInitialized {
|
||||
s := audio.NewInfiniteLoop(assets.SoundBank[assets.MainLoop], assets.SoundBank[assets.MainLoop].Length())
|
||||
p.audioplayer, _ = audioContext.NewPlayer(s)
|
||||
p.audioplayer.Play()
|
||||
p.musicInitialized = true
|
||||
}
|
||||
|
||||
//collect all inputs
|
||||
inputs := p.CollectInputs()
|
||||
if inputs.Quit {
|
||||
p.events[EventEndgame]()
|
||||
}
|
||||
|
||||
if inputs.Reset {
|
||||
p.Reset()
|
||||
}
|
||||
|
||||
p.ProcessEventAudio()
|
||||
|
||||
if inputs.Start {
|
||||
if p.gameover {
|
||||
p.Reset()
|
||||
} else {
|
||||
p.TogglePause()
|
||||
}
|
||||
}
|
||||
|
||||
//primary game loop, for each element pass along the inputs
|
||||
//and process its update logic
|
||||
if !p.paused {
|
||||
for _, ge := range p.elements {
|
||||
ge.SetInputs(inputs)
|
||||
ge.Update()
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (p *Primary) Draw(screen *ebiten.Image) {
|
||||
//here we simply call each game elements draw function
|
||||
//as a layer on top of each other
|
||||
for _, ge := range p.elements {
|
||||
ge.Draw(screen)
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) SetEventHandler(e ScreenManagerEvent, f func()) {
|
||||
p.events[e] = f
|
||||
}
|
||||
|
||||
func (p *Primary) SetDimensions(a gamedata.Area) {
|
||||
p.dimensions = a
|
||||
}
|
||||
|
||||
func (p *Primary) CollectInputs() gamedata.GameInputs {
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||
p.events[EventEndgame]()
|
||||
}
|
||||
|
||||
gi := gamedata.GameInputs{}
|
||||
|
||||
//axes
|
||||
inpx := ebiten.GamepadAxisValue(0, 0)
|
||||
inpy := ebiten.GamepadAxisValue(0, 1)
|
||||
|
||||
//handle wasd input
|
||||
if ebiten.IsKeyPressed(ebiten.KeyD) {
|
||||
inpx = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyA) {
|
||||
inpx = -1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyS) {
|
||||
inpy = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyW) {
|
||||
inpy = -1
|
||||
}
|
||||
|
||||
gi.XAxis = inpx
|
||||
gi.YAxis = inpy
|
||||
|
||||
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
|
||||
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
|
||||
|
||||
if yaxis <= 0.09 && yaxis >= -0.09 {
|
||||
yaxis = 0
|
||||
}
|
||||
if xaxis <= 0.09 && xaxis >= -0.09 {
|
||||
xaxis = 0
|
||||
}
|
||||
|
||||
gi.ShotAngle = math.Atan2(yaxis, xaxis)
|
||||
|
||||
gi.Charge = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick)
|
||||
gi.Start = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight)
|
||||
gi.Shot = ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight)
|
||||
gi.Quit = inpututil.IsKeyJustPressed(ebiten.KeyQ)
|
||||
gi.Reset = inpututil.IsKeyJustPressed(ebiten.KeyR)
|
||||
|
||||
return gi
|
||||
}
|
||||
|
||||
func (p *Primary) TogglePause() {
|
||||
p.paused = !p.paused
|
||||
var player *audio.Player
|
||||
if p.paused {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseIn)
|
||||
p.audioplayer.Pause()
|
||||
} else {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseOut)
|
||||
p.audioplayer.Play()
|
||||
}
|
||||
player.Play()
|
||||
}
|
||||
|
||||
func (p *Primary) Reset() {
|
||||
p.paused = false
|
||||
p.gameover = false
|
||||
|
||||
for _, ge := range p.elements {
|
||||
ge.Initialize()
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) ProcessEventAudio() {
|
||||
for event, occurred := range p.gameevents {
|
||||
if occurred {
|
||||
p.PlayAudio(event)
|
||||
p.gameevents[event] = false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) PlayAudio(e gamedata.GameEvent) {
|
||||
switch e {
|
||||
case gamedata.GameEventPlayerDeath:
|
||||
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
|
||||
player.Play()
|
||||
case gamedata.GameEventCharge:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Magic)
|
||||
player.Play()
|
||||
case gamedata.GameEventNewShot:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Shot)
|
||||
player.Play()
|
||||
case gamedata.GameEventTargetHit:
|
||||
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
|
||||
player.Play()
|
||||
case gamedata.GameEventExplosion:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Splode)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerPlayerDeath() {
|
||||
p.gameevents[gamedata.GameEventPlayerDeath] = true
|
||||
p.gameover = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerCharge() {
|
||||
p.gameevents[gamedata.GameEventCharge] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerNewShot() {
|
||||
p.gameevents[gamedata.GameEventNewShot] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerTargetHit() {
|
||||
p.gameevents[gamedata.GameEventTargetHit] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerExplosion() {
|
||||
p.gameevents[gamedata.GameEventExplosion] = true
|
||||
}
|
||||
Reference in New Issue
Block a user