Minor tweaks to flygoblin.

This commit is contained in:
2024-11-15 18:40:08 -05:00
parent a4a532edec
commit fd46346346
4 changed files with 236 additions and 36 deletions

View File

@@ -22,4 +22,5 @@ type Enemies interface {
IsTouched() bool IsTouched() bool
ExplosionInitiated() bool ExplosionInitiated() bool
SetExplosionInitiated() SetExplosionInitiated()
Health() int
} }

View File

@@ -161,3 +161,7 @@ func (f *FlyEye) ExplosionInitiated() bool {
func (f *FlyEye) SetExplosionInitiated() { func (f *FlyEye) SetExplosionInitiated() {
f.sploding = true f.sploding = true
} }
func (f *FlyEye) Health() int {
return 0
}

178
elements/flygoblin.go Normal file
View File

@@ -0,0 +1,178 @@
package elements
import (
"image"
"image/color"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type FlyGoblin struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
position gamedata.Coordinates
target gamedata.Coordinates
state gamedata.EnemyState
cycle int
health int
dyingcount int
damageduration int
right bool
hit bool
touched bool
toggle bool
sploding bool
damage bool
}
func NewFlyGoblin() *FlyGoblin {
fg := &FlyGoblin{
Sprite: ebiten.NewImage(96, 96),
Maks: ebiten.NewImage(96, 96),
MaksDest: ebiten.NewImage(96, 96),
health: 100,
damageduration: 0,
}
fg.Maks.Fill(color.White)
return fg
}
func (f *FlyGoblin) Update() error {
if f.damage {
f.damageduration++
if f.damageduration > 30 {
f.damage = false
f.damageduration = 0
}
}
if f.state < gamedata.EnemyStateDying {
dx := f.target.X - f.position.X
dy := f.target.Y - f.position.Y
f.right = dx/48 > 0
f.position.X += dx / 48
f.position.Y += dy / 48
}
f.cycle++
return nil
}
func (f *FlyGoblin) Draw() {
f.Sprite.Clear()
f.MaksDest.Clear()
idx := (f.cycle / 8) % 4
x0 := 96 * idx
x1 := x0 + 96
y0 := 0
y1 := 96
op := &ebiten.DrawImageOptions{}
if f.right {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(MOVER_WIDTH*2, 0)
}
switch f.state {
case gamedata.EnemyStateDefault:
if !f.toggle {
f.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
case gamedata.EnemyStateHit:
if (f.cycle/5)%2 == 0 && f.damage {
f.MaksDest.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
f.MaksDest.DrawImage(f.Maks, op)
f.Sprite.DrawImage(f.MaksDest, nil)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
case gamedata.EnemyStateExploding:
op.GeoM.Scale(2, 2)
//op.GeoM.Translate(-48, -48)
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
if idx == 3 {
f.state = gamedata.EnemyStateDead
}
}
}
func (f *FlyGoblin) GetPosition() gamedata.Coordinates {
return f.position
}
func (f *FlyGoblin) SetPosition(pos gamedata.Coordinates) {
f.position = pos
}
func (f *FlyGoblin) SetTarget(target gamedata.Coordinates) {
f.target = target
}
func (f *FlyGoblin) GetSprite() *ebiten.Image {
return f.Sprite
}
func (f *FlyGoblin) GetEnemyState() gamedata.EnemyState {
return f.state
}
func (f *FlyGoblin) SetHit() {
f.health--
f.damage = true
f.state = gamedata.EnemyStateHit
if f.health <= 0 {
f.state = gamedata.EnemyStateExploding
f.cycle = 0
}
}
func (f *FlyGoblin) SetToggle() {
f.toggle = !f.toggle
if !f.toggle {
f.state = gamedata.EnemyStateDefault
}
}
func (f *FlyGoblin) IsToggled() bool {
return f.toggle
}
func (f *FlyGoblin) SetTouched() {
f.touched = true
}
func (f *FlyGoblin) ClearTouched() {
f.touched = false
}
func (f *FlyGoblin) IsTouched() bool {
return f.touched
}
func (f *FlyGoblin) ExplosionInitiated() bool {
return f.sploding
}
func (f *FlyGoblin) SetExplosionInitiated() {
f.sploding = true
}
func (f *FlyGoblin) Health() int {
return f.health
}

View File

@@ -4,7 +4,6 @@ import (
"fmt" "fmt"
"image/color" "image/color"
"math" "math"
"math/rand/v2"
"mover/assets" "mover/assets"
"mover/elements" "mover/elements"
"mover/fonts" "mover/fonts"
@@ -24,16 +23,17 @@ type Canvas struct {
eventmap map[gamedata.GameEvent]func() eventmap map[gamedata.GameEvent]func()
initialized bool initialized bool
lastInputs gamedata.GameInputs goblinspawned bool
runtime float64 lastInputs gamedata.GameInputs
counter int runtime float64
score int counter int
hero *elements.Hero score int
charge *elements.Explosion hero *elements.Hero
enemies []elements.Enemies charge *elements.Explosion
projectiles []*elements.Projectile enemies []elements.Enemies
gameover bool projectiles []*elements.Projectile
gameover bool
} }
func NewCanvas(a gamedata.Area) *Canvas { func NewCanvas(a gamedata.Area) *Canvas {
@@ -41,12 +41,13 @@ func NewCanvas(a gamedata.Area) *Canvas {
Sprite: ebiten.NewImage(a.Width, a.Height), Sprite: ebiten.NewImage(a.Width, a.Height),
projectileMask: ebiten.NewImage(a.Width, a.Height), projectileMask: ebiten.NewImage(a.Width, a.Height),
collisionMask: ebiten.NewImage(a.Width, a.Height), collisionMask: ebiten.NewImage(a.Width, a.Height),
heroCollisionMask: ebiten.NewImage(46, 46), heroCollisionMask: ebiten.NewImage(48, 48),
heroCollisionCpy: ebiten.NewImage(46, 46), heroCollisionCpy: ebiten.NewImage(48, 48),
hero: elements.NewHero(), hero: elements.NewHero(),
charge: elements.NewExplosion(), charge: elements.NewExplosion(),
initialized: false, initialized: false,
gameover: false, gameover: false,
goblinspawned: false,
score: 0, score: 0,
runtime: 0., runtime: 0.,
} }
@@ -97,8 +98,16 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
for _, e := range c.enemies { for _, e := range c.enemies {
e.Draw() e.Draw()
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(e.GetPosition().X-46/2, e.GetPosition().Y-46/2) op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
c.Sprite.DrawImage(e.GetSprite(), op) c.Sprite.DrawImage(e.GetSprite(), op)
//do we need a health bar for this enemy?
if e.Health() > 0 {
x0 := e.GetPosition().X - float64(e.GetSprite().Bounds().Dx())
y0 := e.GetPosition().Y - 2/3.*float64(e.GetSprite().Bounds().Dy())
vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), 204, 12, color.Black, true)
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)
}
} }
for _, p := range c.projectiles { for _, p := range c.projectiles {
@@ -140,6 +149,7 @@ func (c *Canvas) Initialize() {
c.score = 0 c.score = 0
c.counter = 0 c.counter = 0
c.runtime = 0. c.runtime = 0.
c.goblinspawned = false
//temporary //temporary
c.hero.Action = elements.HeroActionDefault c.hero.Action = elements.HeroActionDefault
@@ -168,8 +178,8 @@ func (c *Canvas) UpdateHeroPosition() {
func (c *Canvas) ComputeHeroCollisions() { func (c *Canvas) ComputeHeroCollisions() {
for _, e := range c.enemies { for _, e := range c.enemies {
//compute collision with hero //compute collision with hero
if c.hero.Pos.X >= e.GetPosition().X-46/2 && c.hero.Pos.X <= e.GetPosition().X+46/2 && 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 &&
c.hero.Pos.Y >= e.GetPosition().Y-46/2 && c.hero.Pos.Y <= e.GetPosition().Y+46/2 && 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 &&
e.GetEnemyState() < gamedata.EnemyStateDying { e.GetEnemyState() < gamedata.EnemyStateDying {
// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying { // target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
@@ -183,7 +193,7 @@ func (c *Canvas) ComputeHeroCollisions() {
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) 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) c.heroCollisionMask.DrawImage(e.GetSprite(), op)
if c.HasCollided(c.heroCollisionMask, 46*46*4) { if c.HasCollided(c.heroCollisionMask, 48*48*4) {
c.hero.SetHit() c.hero.SetHit()
c.gameover = true c.gameover = true
@@ -341,30 +351,37 @@ func (c *Canvas) UpdateEnemies() {
e.Update() e.Update()
} }
if !c.gameover { if !c.gameover {
//spawn new enemies /*
f := 40000 / (c.counter + 1) //spawn new enemies
f := 40000 / (c.counter + 1)
if c.counter%f == 0 { if c.counter%f == 0 {
newenemy := elements.NewFlyEye() newenemy := elements.NewFlyEye()
x0 := rand.Float64() * 640 x0 := rand.Float64() * 640
y0 := rand.Float64() * 480 y0 := rand.Float64() * 480
quadrant := rand.IntN(3) quadrant := rand.IntN(3)
switch quadrant { switch quadrant {
case 0: case 0:
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48}) newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
case 1: case 1:
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48}) newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
case 2: case 2:
newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0}) newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
case 3: case 3:
newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0}) newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
} }
newenemy.SetTarget(c.hero.Pos) newenemy.SetTarget(c.hero.Pos)
c.enemies = append(c.enemies, newenemy) c.enemies = append(c.enemies, newenemy)
}*/
if !c.goblinspawned {
newfg := elements.NewFlyGoblin()
c.enemies = append(c.enemies, newfg)
c.goblinspawned = true
} }
} }
} }