Fireballs and shadows.
This commit is contained in:
BIN
assets/hot.png
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BIN
assets/hot.png
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Binary file not shown.
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After Width: | Height: | Size: 4.3 KiB |
@@ -26,6 +26,7 @@ const (
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WormDamaged ImgAssetName = "WormDamaged"
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Worm ImgAssetName = "WormDefault"
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Cloud ImgAssetName = "Cloud"
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Fireball ImgAssetName = "Fireball"
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)
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var (
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@@ -57,6 +58,8 @@ var (
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wormdefault_img []byte
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//go:embed cloud.png
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cloud_img []byte
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//go:embed hot.png
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fireball_img []byte
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)
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func LoadImages() {
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@@ -75,6 +78,7 @@ func LoadImages() {
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ImageBank[WormDamaged] = LoadImagesFatal(worm_img)
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ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
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ImageBank[Cloud] = LoadImagesFatal(cloud_img)
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ImageBank[Fireball] = LoadImagesFatal(fireball_img)
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}
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@@ -24,4 +24,5 @@ type Enemies interface {
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SetExplosionInitiated()
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Health() int
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MaxHealth() int
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GetAngle() float64
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}
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118
elements/fireball.go
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118
elements/fireball.go
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@@ -0,0 +1,118 @@
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package elements
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import (
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"image"
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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 FireBall struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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angle float64
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velocity float64
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cycle int
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}
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func NewFireBall(angle, velocity float64) *FireBall {
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fb := &FireBall{
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Sprite: ebiten.NewImage(50, 50),
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cycle: 0,
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angle: angle,
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velocity: velocity,
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}
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return fb
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}
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func (fb *FireBall) Update() error {
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fb.position.X += fb.velocity * math.Cos(fb.angle)
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fb.position.Y += fb.velocity * math.Sin(fb.angle)
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fb.cycle++
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return nil
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}
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func (fb *FireBall) Draw() {
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fb.Sprite.Clear()
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//fb.Sprite.Fill(color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff})
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idx := fb.cycle / 8 % 5
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x0 := idx * 50
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x1 := x0 + 50
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y0 := 0
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y1 := 50
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fb.Sprite.DrawImage(assets.ImageBank[assets.Fireball].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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func (fb *FireBall) GetPosition() gamedata.Coordinates {
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return fb.position
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}
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func (fb *FireBall) SetPosition(pos gamedata.Coordinates) {
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fb.position = pos
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}
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func (fb *FireBall) SetTarget(gamedata.Coordinates) {
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}
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func (fb *FireBall) GetAngle() float64 {
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return fb.angle
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}
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func (fb *FireBall) GetVelocity() float64 {
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return fb.velocity
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}
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func (fb *FireBall) GetSprite() *ebiten.Image {
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return fb.Sprite
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}
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func (fb *FireBall) ClearTouched() {
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}
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func (fb *FireBall) ExplosionInitiated() bool {
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return false
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}
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func (fb *FireBall) GetEnemyState() gamedata.EnemyState {
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return gamedata.EnemyStateDefault
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}
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func (fb *FireBall) SetHit() {
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}
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func (fb *FireBall) SetToggle() {
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}
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func (fb *FireBall) IsToggled() bool {
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return false
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}
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func (fb *FireBall) SetTouched() {
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}
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func (fb *FireBall) IsTouched() bool {
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return false
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}
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func (fb *FireBall) SetExplosionInitiated() {
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}
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func (fb *FireBall) Health() int {
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return 0
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}
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func (fb *FireBall) MaxHealth() int {
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return 1
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}
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@@ -171,3 +171,7 @@ func (f *FlyEye) Health() int {
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func (f *FlyEye) MaxHealth() int {
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return 1
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}
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func (f *FlyEye) GetAngle() float64 {
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return 0
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}
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@@ -3,6 +3,7 @@ package elements
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import (
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"image"
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"image/color"
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"math/rand/v2"
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"mover/assets"
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"mover/gamedata"
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@@ -14,20 +15,23 @@ const (
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)
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type FlyGoblin 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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health int
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damageduration int
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right bool
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touched bool
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toggle bool
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sploding bool
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damage bool
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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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health int
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damageduration int
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right bool
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touched bool
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toggle bool
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sploding bool
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damage bool
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called bool
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deathcallback func()
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fireballcallback func()
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}
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func NewFlyGoblin() *FlyGoblin {
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@@ -37,6 +41,7 @@ func NewFlyGoblin() *FlyGoblin {
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MaksDest: ebiten.NewImage(96, 96),
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health: FG_MAXHEALTH,
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damageduration: 0,
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called: false,
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}
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fg.Maks.Fill(color.White)
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return fg
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@@ -61,6 +66,22 @@ func (f *FlyGoblin) Update() error {
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f.position.X += dx / 48
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f.position.Y += dy / 48
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//10% chance to summon fireball
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fb := rand.Float64() >= 0.9
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if (f.cycle/8)%4 == 0 && fb {
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if f.fireballcallback != nil {
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f.fireballcallback()
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}
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}
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}
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if f.state == gamedata.EnemyStateDead && !f.called {
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f.called = true
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if f.deathcallback != nil {
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f.deathcallback()
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}
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}
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f.cycle++
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@@ -107,6 +128,7 @@ func (f *FlyGoblin) Draw() {
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f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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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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@@ -182,3 +204,15 @@ func (f *FlyGoblin) Health() int {
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func (f *FlyGoblin) MaxHealth() int {
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return FG_MAXHEALTH
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}
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func (f *FlyGoblin) SetDeathEvent(somefunc func()) {
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f.deathcallback = somefunc
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}
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func (f *FlyGoblin) SetFireballCallback(somefunc func()) {
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f.fireballcallback = somefunc
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}
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func (f *FlyGoblin) GetAngle() float64 {
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return 0
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}
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@@ -26,12 +26,14 @@ type Canvas struct {
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initialized bool
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goblinspawned bool
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goblindead 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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goblin *elements.FlyGoblin
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enemies []elements.Enemies
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projectiles []*elements.Projectile
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gameover bool
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@@ -49,6 +51,7 @@ func NewCanvas(a gamedata.Area) *Canvas {
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initialized: false,
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gameover: false,
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goblinspawned: false,
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goblindead: false,
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score: 0,
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runtime: 0.,
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counter: 0,
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@@ -97,10 +100,35 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
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c.Sprite.DrawImage(assets.ImageBank[assets.Weapon], op)
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}
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for _, es := range c.enemies {
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if es.GetEnemyState() < gamedata.EnemyStateExploding {
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dx := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dx()) / 2
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dy := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dy()) / 2
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sx := float64(es.GetSprite().Bounds().Dx()) / 48
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sy := float64(es.GetSprite().Bounds().Dy()) / 48
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-dx, -dy)
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op.GeoM.Scale(sx, sy)
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op.GeoM.Translate(es.GetPosition().X, es.GetPosition().Y+float64(es.GetSprite().Bounds().Dx())/2)
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c.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
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}
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}
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for _, e := range c.enemies {
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e.Draw()
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xshift := float64(e.GetSprite().Bounds().Dx() / 2)
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yshift := float64(e.GetSprite().Bounds().Dy() / 2)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
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op.GeoM.Translate(-xshift, -yshift)
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op.GeoM.Rotate(e.GetAngle())
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op.GeoM.Translate(e.GetPosition().X, e.GetPosition().Y)
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//op := &ebiten.DrawImageOptions{}
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//op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
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c.Sprite.DrawImage(e.GetSprite(), op)
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//do we need a health bar for this enemy?
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@@ -152,6 +180,7 @@ func (c *Canvas) Initialize() {
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c.counter = 0
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c.runtime = 0.
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c.goblinspawned = false
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c.goblindead = false
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//temporary
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c.hero.Action = elements.HeroActionDefault
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@@ -354,43 +383,70 @@ func (c *Canvas) UpdateEnemies() {
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}
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if !c.gameover {
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if !c.goblinspawned {
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//spawn new enemies
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f := 40000 / (c.counter + 1)
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if c.counter%f == 0 {
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newenemy := elements.NewFlyEye()
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x0 := rand.Float64() * 640
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y0 := rand.Float64() * 480
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quadrant := rand.IntN(3)
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switch quadrant {
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case 0:
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newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
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case 1:
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newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
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case 2:
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newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
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case 3:
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newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
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}
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newenemy.SetTarget(c.hero.Pos)
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c.enemies = append(c.enemies, newenemy)
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}
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if !c.goblinspawned || c.goblindead {
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c.SpawnFlyEyes()
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}
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if !c.goblinspawned && c.counter > 1200 {
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newfg := elements.NewFlyGoblin()
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c.enemies = append(c.enemies, newfg)
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c.goblinspawned = true
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if !c.goblinspawned { //&& c.counter > 1200 && !c.goblindead {
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c.SpawnGoblin()
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}
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}
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}
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func (c *Canvas) SpawnFlyEyes() {
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//spawn new enemies
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f := 40000 / (c.counter + 1)
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if c.counter%f == 0 {
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newenemy := elements.NewFlyEye()
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x0 := rand.Float64() * 640
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y0 := rand.Float64() * 480
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quadrant := rand.IntN(3)
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switch quadrant {
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case 0:
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newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
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case 1:
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newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
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case 2:
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newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
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case 3:
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newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
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}
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newenemy.SetTarget(c.hero.Pos)
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c.enemies = append(c.enemies, newenemy)
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}
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}
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func (c *Canvas) SpawnGoblin() {
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newfg := elements.NewFlyGoblin()
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newfg.SetDeathEvent(c.GoblinDeathEvent)
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newfg.SetFireballCallback(c.GoblinFireballEvent)
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x0 := rand.Float64() * 640
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y0 := rand.Float64() * 480
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quadrant := rand.IntN(3)
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switch quadrant {
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case 0:
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newfg.SetPosition(gamedata.Coordinates{X: x0, Y: -96})
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case 1:
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newfg.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
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case 2:
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newfg.SetPosition(gamedata.Coordinates{X: -96, Y: y0})
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case 3:
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newfg.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
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}
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c.goblin = newfg
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c.enemies = append(c.enemies, newfg)
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c.goblinspawned = true
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}
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func (c *Canvas) HasCollided(mask *ebiten.Image, size int) bool {
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var result bool = false
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var pixels []byte = make([]byte, size)
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@@ -430,3 +486,27 @@ func (c *Canvas) CleanupTargets() {
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}
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c.enemies = c.enemies[:i]
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}
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func (c *Canvas) GoblinDeathEvent() {
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c.goblindead = true
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c.goblinspawned = false
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c.score += 10
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}
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func (c *Canvas) GoblinFireballEvent() {
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if !c.gameover {
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velocity := 8.
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dx := c.hero.Pos.X - c.goblin.GetPosition().X
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dy := c.hero.Pos.Y - c.goblin.GetPosition().Y
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angle := math.Atan2(dy, dx)
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//add some randomness to the angle
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arand := rand.Float64() * math.Pi / 3
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newfb := elements.NewFireBall(angle+arand, velocity)
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newfb.SetPosition(c.goblin.GetPosition())
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c.enemies = append(c.enemies, newfb)
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}
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}
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@@ -26,7 +26,7 @@ func NewManager() Manager {
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return Manager{
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Info: gamedata.GameInfo{
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Name: "survive",
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Version: "0.26",
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Version: "0.30",
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Dimensions: gamedata.Area{
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Width: defaultWidth,
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Height: defaultHeight,
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Block a user