Minor tweaks to flygoblin.
This commit is contained in:
@@ -22,4 +22,5 @@ type Enemies interface {
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IsTouched() bool
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IsTouched() bool
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ExplosionInitiated() bool
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ExplosionInitiated() bool
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SetExplosionInitiated()
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SetExplosionInitiated()
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Health() int
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}
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}
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@@ -161,3 +161,7 @@ func (f *FlyEye) ExplosionInitiated() bool {
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func (f *FlyEye) SetExplosionInitiated() {
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func (f *FlyEye) SetExplosionInitiated() {
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f.sploding = true
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f.sploding = true
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}
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}
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func (f *FlyEye) Health() int {
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return 0
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}
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178
elements/flygoblin.go
Normal file
178
elements/flygoblin.go
Normal file
@@ -0,0 +1,178 @@
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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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"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 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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dyingcount int
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damageduration int
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right bool
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hit 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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}
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func NewFlyGoblin() *FlyGoblin {
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fg := &FlyGoblin{
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Sprite: ebiten.NewImage(96, 96),
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Maks: ebiten.NewImage(96, 96),
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MaksDest: ebiten.NewImage(96, 96),
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health: 100,
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damageduration: 0,
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}
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fg.Maks.Fill(color.White)
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return fg
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}
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func (f *FlyGoblin) Update() error {
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if f.damage {
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f.damageduration++
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if f.damageduration > 30 {
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f.damage = false
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f.damageduration = 0
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}
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}
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if f.state < gamedata.EnemyStateDying {
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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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f.right = dx/48 > 0
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f.position.X += dx / 48
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f.position.Y += dy / 48
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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 *FlyGoblin) 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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x0 := 96 * idx
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x1 := x0 + 96
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y0 := 0
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y1 := 96
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op := &ebiten.DrawImageOptions{}
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if f.right {
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op.GeoM.Scale(-1, 1)
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op.GeoM.Translate(MOVER_WIDTH*2, 0)
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}
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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.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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} else {
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f.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 gamedata.EnemyStateHit:
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if (f.cycle/5)%2 == 0 && f.damage {
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f.MaksDest.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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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.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
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}
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case gamedata.EnemyStateExploding:
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op.GeoM.Scale(2, 2)
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//op.GeoM.Translate(-48, -48)
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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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}
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func (f *FlyGoblin) GetPosition() gamedata.Coordinates {
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return f.position
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}
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func (f *FlyGoblin) SetPosition(pos gamedata.Coordinates) {
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f.position = pos
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}
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func (f *FlyGoblin) SetTarget(target gamedata.Coordinates) {
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f.target = target
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}
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func (f *FlyGoblin) GetSprite() *ebiten.Image {
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return f.Sprite
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}
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func (f *FlyGoblin) GetEnemyState() gamedata.EnemyState {
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return f.state
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}
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func (f *FlyGoblin) SetHit() {
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f.health--
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f.damage = true
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f.state = gamedata.EnemyStateHit
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if f.health <= 0 {
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f.state = gamedata.EnemyStateExploding
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f.cycle = 0
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}
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}
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func (f *FlyGoblin) SetToggle() {
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f.toggle = !f.toggle
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if !f.toggle {
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f.state = gamedata.EnemyStateDefault
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}
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}
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func (f *FlyGoblin) IsToggled() bool {
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return f.toggle
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}
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func (f *FlyGoblin) SetTouched() {
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f.touched = true
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}
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func (f *FlyGoblin) ClearTouched() {
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f.touched = false
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}
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func (f *FlyGoblin) IsTouched() bool {
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return f.touched
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}
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func (f *FlyGoblin) ExplosionInitiated() bool {
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return f.sploding
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}
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func (f *FlyGoblin) SetExplosionInitiated() {
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f.sploding = true
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}
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func (f *FlyGoblin) Health() int {
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return f.health
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}
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@@ -4,7 +4,6 @@ import (
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"fmt"
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"fmt"
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"image/color"
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"image/color"
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"math"
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"math"
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"math/rand/v2"
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"mover/assets"
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"mover/assets"
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"mover/elements"
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"mover/elements"
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"mover/fonts"
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"mover/fonts"
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@@ -25,6 +24,7 @@ type Canvas struct {
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eventmap map[gamedata.GameEvent]func()
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eventmap map[gamedata.GameEvent]func()
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initialized bool
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initialized bool
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goblinspawned bool
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lastInputs gamedata.GameInputs
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lastInputs gamedata.GameInputs
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runtime float64
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runtime float64
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counter int
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counter int
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@@ -41,12 +41,13 @@ func NewCanvas(a gamedata.Area) *Canvas {
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Sprite: ebiten.NewImage(a.Width, a.Height),
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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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projectileMask: ebiten.NewImage(a.Width, a.Height),
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collisionMask: 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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heroCollisionMask: ebiten.NewImage(48, 48),
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heroCollisionCpy: ebiten.NewImage(46, 46),
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heroCollisionCpy: ebiten.NewImage(48, 48),
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hero: elements.NewHero(),
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hero: elements.NewHero(),
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charge: elements.NewExplosion(),
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charge: elements.NewExplosion(),
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initialized: false,
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initialized: false,
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gameover: false,
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gameover: false,
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goblinspawned: false,
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score: 0,
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score: 0,
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runtime: 0.,
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runtime: 0.,
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}
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}
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@@ -97,8 +98,16 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
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for _, e := range c.enemies {
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for _, e := range c.enemies {
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e.Draw()
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e.Draw()
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op := &ebiten.DrawImageOptions{}
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(e.GetPosition().X-46/2, e.GetPosition().Y-46/2)
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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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c.Sprite.DrawImage(e.GetSprite(), op)
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//do we need a health bar for this enemy?
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if e.Health() > 0 {
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x0 := e.GetPosition().X - float64(e.GetSprite().Bounds().Dx())
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y0 := e.GetPosition().Y - 2/3.*float64(e.GetSprite().Bounds().Dy())
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vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), 204, 12, color.Black, true)
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vector.DrawFilledRect(c.Sprite, float32(x0+2), float32(y0+2), float32(e.Health())*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
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}
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}
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}
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for _, p := range c.projectiles {
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for _, p := range c.projectiles {
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@@ -140,6 +149,7 @@ func (c *Canvas) Initialize() {
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c.score = 0
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c.score = 0
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c.counter = 0
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c.counter = 0
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c.runtime = 0.
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c.runtime = 0.
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c.goblinspawned = false
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//temporary
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//temporary
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c.hero.Action = elements.HeroActionDefault
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c.hero.Action = elements.HeroActionDefault
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@@ -168,8 +178,8 @@ func (c *Canvas) UpdateHeroPosition() {
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func (c *Canvas) ComputeHeroCollisions() {
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func (c *Canvas) ComputeHeroCollisions() {
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for _, e := range c.enemies {
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for _, e := range c.enemies {
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//compute collision with hero
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//compute collision with hero
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if c.hero.Pos.X >= e.GetPosition().X-46/2 && c.hero.Pos.X <= e.GetPosition().X+46/2 &&
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if c.hero.Pos.X >= e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2 && c.hero.Pos.X <= e.GetPosition().X+float64(e.GetSprite().Bounds().Dx())/2 &&
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c.hero.Pos.Y >= e.GetPosition().Y-46/2 && c.hero.Pos.Y <= e.GetPosition().Y+46/2 &&
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c.hero.Pos.Y >= e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2 && c.hero.Pos.Y <= e.GetPosition().Y+float64(e.GetSprite().Bounds().Dy())/2 &&
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e.GetEnemyState() < gamedata.EnemyStateDying {
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e.GetEnemyState() < gamedata.EnemyStateDying {
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// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
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// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
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@@ -183,7 +193,7 @@ func (c *Canvas) ComputeHeroCollisions() {
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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)
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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)
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c.heroCollisionMask.DrawImage(e.GetSprite(), op)
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c.heroCollisionMask.DrawImage(e.GetSprite(), op)
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if c.HasCollided(c.heroCollisionMask, 46*46*4) {
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if c.HasCollided(c.heroCollisionMask, 48*48*4) {
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c.hero.SetHit()
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c.hero.SetHit()
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c.gameover = true
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c.gameover = true
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@@ -341,6 +351,7 @@ func (c *Canvas) UpdateEnemies() {
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e.Update()
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e.Update()
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}
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}
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if !c.gameover {
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if !c.gameover {
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/*
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//spawn new enemies
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//spawn new enemies
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f := 40000 / (c.counter + 1)
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f := 40000 / (c.counter + 1)
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@@ -365,6 +376,12 @@ func (c *Canvas) UpdateEnemies() {
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newenemy.SetTarget(c.hero.Pos)
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newenemy.SetTarget(c.hero.Pos)
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c.enemies = append(c.enemies, newenemy)
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c.enemies = append(c.enemies, newenemy)
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}*/
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if !c.goblinspawned {
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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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}
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}
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}
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}
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}
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}
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Reference in New Issue
Block a user