Refactor to use better interfaces and event callbacks.
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@@ -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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