Refactor to use better interfaces and event callbacks.
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153
elements/flyeye.go
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153
elements/flyeye.go
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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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