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| 8bf6e56398 |
15
.vscode/launch.json
vendored
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@@ -0,0 +1,15 @@
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{
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// Use IntelliSense to learn about possible attributes.
|
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": "survive",
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"type": "go",
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"request": "launch",
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"mode": "auto",
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"program": "main.go"
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}
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]
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}
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|
Before Width: | Height: | Size: 9.7 KiB After Width: | Height: | Size: 9.7 KiB |
63
assets/audiobank.go
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@@ -0,0 +1,63 @@
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package assets
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import (
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"bytes"
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_ "embed"
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"log"
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"github.com/hajimehoshi/ebiten/v2/audio/wav"
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)
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||||
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type SndAssetName string
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const (
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MainLoop SndAssetName = "MainLoop"
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Explode SndAssetName = "Explode"
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sampleRate = 44100
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)
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var (
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SoundBank map[SndAssetName]*wav.Stream
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//go:embed loop.wav
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mainloop_snd []byte
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//go:embed explode.wav
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explode_snd []byte
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//go:embed explode.wav
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Splode []byte
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//go:embed hit.wav
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TargetHit []byte
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//go:embed herodeath.wav
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HeroDeath []byte
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//go:embed shot.wav
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Shot []byte
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//go:embed magic.wav
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Magic []byte
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//go:embed survive.wav
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Survive []byte
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//go:embed pausein.wav
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PauseIn []byte
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//go:embed pauseout.wav
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PauseOut []byte
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//go:embed flare.wav
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Flare []byte
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)
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func LoadSounds() {
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SoundBank = make(map[SndAssetName]*wav.Stream)
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SoundBank[MainLoop] = LoadSoundFatal(sampleRate, mainloop_snd)
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SoundBank[Explode] = LoadSoundFatal(sampleRate, explode_snd)
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}
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func LoadSoundFatal(rate int, obj []byte) *wav.Stream {
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stream, err := wav.DecodeWithSampleRate(rate, bytes.NewReader(obj))
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if err != nil {
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log.Fatal("dead, jim")
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}
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return stream
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}
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BIN
assets/cloud.png
Normal file
|
After Width: | Height: | Size: 4.1 KiB |
BIN
assets/explode.wav
Normal file
BIN
assets/flare.wav
Normal file
|
Before Width: | Height: | Size: 2.0 KiB After Width: | Height: | Size: 2.0 KiB |
|
Before Width: | Height: | Size: 3.4 KiB After Width: | Height: | Size: 3.4 KiB |
|
Before Width: | Height: | Size: 682 B After Width: | Height: | Size: 682 B |
|
Before Width: | Height: | Size: 11 KiB After Width: | Height: | Size: 11 KiB |
|
Before Width: | Height: | Size: 1.3 KiB After Width: | Height: | Size: 1.3 KiB |
|
Before Width: | Height: | Size: 1.8 KiB After Width: | Height: | Size: 1.8 KiB |
BIN
assets/herodeath.wav
Normal file
BIN
assets/hit.wav
Normal file
BIN
assets/hot.png
Normal file
|
After Width: | Height: | Size: 4.3 KiB |
107
assets/imagebank.go
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@@ -0,0 +1,107 @@
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package assets
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import (
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"bytes"
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"image"
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"log"
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_ "embed"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type ImgAssetName string
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const (
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Title ImgAssetName = "Title"
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FlyEyeNormal ImgAssetName = "FlyEyeNormal"
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FlyEyeDamaged ImgAssetName = "FlyEyeDamaged"
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FlyEyeDying ImgAssetName = "FlyEyeDying"
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FlyEyeShadow ImgAssetName = "FlyEyeShadow"
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HeroNormal ImgAssetName = "HeroNormal"
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HeroDying ImgAssetName = "HeroDying"
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TileSet ImgAssetName = "TileSet"
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Altar ImgAssetName = "Altar"
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Weapon ImgAssetName = "Weapon"
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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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Splash ImgAssetName = "Splash"
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LaserBeam ImgAssetName = "LaserBeam"
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ItemLaser ImgAssetName = "ItemLaser"
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RainSplash ImgAssetName = "RainSplash"
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)
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var (
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ImageBank map[ImgAssetName]*ebiten.Image
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//go:embed title.png
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title_img []byte
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//go:embed fly-eye.png
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flyeye_img []byte
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//go:embed fly-eye2.png
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flyeye_img2 []byte
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//go:embed fly-eye3.png
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flyeye_img3 []byte
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//go:embed shadow.png
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shadow_img []byte
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//go:embed hero.png
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hero_img []byte
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//go:embed herodeath.png
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herodeath_img []byte
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//go:embed grasstile.png
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tileset_img []byte
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//go:embed altar.png
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altar_img []byte
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//go:embed weapon.png
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weapon_img []byte
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//go:embed worm.png
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worm_img []byte
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//go:embed wormdefault.png
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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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//go:embed splash.png
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splash_img []byte
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//go:embed laserbeam.png
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laserbeam_img []byte
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//go:embed item-laser.png
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itemlaser_img []byte
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//go:embed rain-splash.png
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rainsplash_img []byte
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)
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func LoadImages() {
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ImageBank = make(map[ImgAssetName]*ebiten.Image)
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ImageBank[Title] = LoadImagesFatal(title_img)
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ImageBank[FlyEyeNormal] = LoadImagesFatal(flyeye_img)
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ImageBank[FlyEyeDamaged] = LoadImagesFatal(flyeye_img2)
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ImageBank[FlyEyeDying] = LoadImagesFatal(flyeye_img3)
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ImageBank[FlyEyeShadow] = LoadImagesFatal(shadow_img)
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ImageBank[HeroNormal] = LoadImagesFatal(hero_img)
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ImageBank[HeroDying] = LoadImagesFatal(herodeath_img)
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ImageBank[TileSet] = LoadImagesFatal(tileset_img)
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ImageBank[Altar] = LoadImagesFatal(altar_img)
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ImageBank[Weapon] = LoadImagesFatal(weapon_img)
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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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ImageBank[Splash] = LoadImagesFatal(splash_img)
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ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
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ImageBank[ItemLaser] = LoadImagesFatal(itemlaser_img)
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ImageBank[RainSplash] = LoadImagesFatal(rainsplash_img)
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}
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func LoadImagesFatal(b []byte) *ebiten.Image {
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img, _, err := image.Decode(bytes.NewReader(b))
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if err != nil {
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log.Fatal(err)
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}
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return ebiten.NewImageFromImage(img)
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}
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BIN
assets/item-laser.png
Normal file
|
After Width: | Height: | Size: 232 B |
BIN
assets/laserbeam.png
Normal file
|
After Width: | Height: | Size: 786 B |
BIN
assets/loop.wav
Normal file
BIN
assets/magic.wav
Normal file
BIN
assets/pausein.wav
Normal file
BIN
assets/pauseout.wav
Normal file
BIN
assets/rain-splash.png
Normal file
|
After Width: | Height: | Size: 103 B |
|
Before Width: | Height: | Size: 102 B After Width: | Height: | Size: 102 B |
BIN
assets/shot.wav
Normal file
BIN
assets/splash.png
Normal file
|
After Width: | Height: | Size: 615 B |
BIN
assets/survive.wav
Normal file
BIN
assets/title.png
Normal file
|
After Width: | Height: | Size: 77 KiB |
BIN
assets/weapon.png
Normal file
|
After Width: | Height: | Size: 741 B |
BIN
assets/worm.png
Normal file
|
After Width: | Height: | Size: 7.2 KiB |
BIN
assets/wormdefault.png
Normal file
|
After Width: | Height: | Size: 8.8 KiB |
130
elements/boss.go
Normal file
@@ -0,0 +1,130 @@
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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 Boss struct {
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||||
Sprite *ebiten.Image
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||||
Maks *ebiten.Image
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||||
MaskDest *ebiten.Image
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||||
Spawned bool
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||||
Pos gamedata.Coordinates
|
||||
Right bool
|
||||
Health int
|
||||
Touched bool
|
||||
damage bool
|
||||
cycle int
|
||||
Action MoverAction
|
||||
hitcount int
|
||||
damageduration int
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SplodeInitiated bool
|
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}
|
||||
|
||||
func NewBoss() *Boss {
|
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b := &Boss{
|
||||
Sprite: ebiten.NewImage(96, 96),
|
||||
Spawned: false,
|
||||
Action: MoverActionDefault,
|
||||
hitcount: 0,
|
||||
Maks: ebiten.NewImage(96, 96),
|
||||
MaskDest: ebiten.NewImage(96, 96),
|
||||
Health: 100,
|
||||
Touched: false,
|
||||
}
|
||||
b.Maks.Fill(color.White)
|
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return b
|
||||
}
|
||||
|
||||
func (b *Boss) Update() {
|
||||
if b.damage {
|
||||
b.damageduration++
|
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if b.damageduration > 30 {
|
||||
b.damage = false
|
||||
b.damageduration = 0
|
||||
}
|
||||
}
|
||||
if b.Action == MoverActionDead {
|
||||
b.Spawned = false
|
||||
}
|
||||
b.cycle++
|
||||
}
|
||||
|
||||
func (b *Boss) Draw() {
|
||||
b.Sprite.Clear()
|
||||
b.MaskDest.Clear()
|
||||
|
||||
/*
|
||||
//b.Sprite.Fill(color.RGBA{R: 0xFF, G: 0xFF, B: 0x00, A: 0xFF})
|
||||
vector.DrawFilledCircle(b.Sprite, 48, 48, 48, color.RGBA{R: 0xFF, G: 0xFF, B: 0x00, A: 0xFF}, true)
|
||||
*/
|
||||
|
||||
idx := (b.cycle / 8) % 4
|
||||
x0 := 96 * idx
|
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x1 := x0 + 96
|
||||
y0 := 0
|
||||
y1 := 96
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
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if b.Right {
|
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op.GeoM.Scale(-1, 1)
|
||||
op.GeoM.Translate(MOVER_WIDTH*2, 0)
|
||||
}
|
||||
|
||||
switch b.Action {
|
||||
case MoverActionDefault:
|
||||
b.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
case MoverActionDamaged:
|
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if (b.cycle/5)%2 == 0 && b.damage {
|
||||
b.MaskDest.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
|
||||
b.MaskDest.DrawImage(b.Maks, op)
|
||||
b.Sprite.DrawImage(b.MaskDest, nil)
|
||||
} else {
|
||||
b.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
}
|
||||
case MoverActionExploding:
|
||||
op.GeoM.Scale(2, 2)
|
||||
//op.GeoM.Translate(-48, -48)
|
||||
b.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
if idx == 3 {
|
||||
b.Action++
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (b *Boss) SetHit() {
|
||||
b.hitcount++
|
||||
b.damage = true
|
||||
b.Health--
|
||||
|
||||
if b.Health <= 0 {
|
||||
b.Action = MoverActionExploding
|
||||
b.cycle = 0
|
||||
}
|
||||
}
|
||||
|
||||
func (b *Boss) Reset() {
|
||||
b.hitcount = 0
|
||||
b.damage = false
|
||||
b.damageduration = 0
|
||||
b.Action = MoverActionDefault
|
||||
b.Spawned = false
|
||||
b.Health = 100
|
||||
}
|
||||
|
||||
func (b *Boss) ToggleColor() {
|
||||
if b.Action == MoverActionDefault {
|
||||
b.Action = MoverActionDamaged
|
||||
} else if b.Action == MoverActionDamaged {
|
||||
b.Action = MoverActionDefault
|
||||
}
|
||||
}
|
||||
62
elements/cloud.go
Normal file
@@ -0,0 +1,62 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type Cloud struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
angle float64
|
||||
velocity float64
|
||||
Alpha float64
|
||||
}
|
||||
|
||||
func NewCloud(a gamedata.Area, angle, velocity float64) *Cloud {
|
||||
c := &Cloud{
|
||||
Sprite: ebiten.NewImage(a.Width, a.Height),
|
||||
angle: angle, //rand.Float64() * (math.Pi * 2),
|
||||
velocity: velocity,
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func (c *Cloud) Update() error {
|
||||
|
||||
c.position.X += c.velocity * math.Cos(c.angle)
|
||||
c.position.Y += c.velocity * math.Sin(c.angle)
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Cloud) Draw() {
|
||||
c.Sprite.Clear()
|
||||
//c.Sprite.Fill(color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff})
|
||||
//c.Sprite.Fill(color.White)
|
||||
|
||||
cloudsprite := assets.ImageBank[assets.Cloud]
|
||||
|
||||
spritex := cloudsprite.Bounds().Dx()
|
||||
spritey := cloudsprite.Bounds().Dy()
|
||||
|
||||
cloudx := c.Sprite.Bounds().Dx()
|
||||
cloudy := c.Sprite.Bounds().Dy()
|
||||
|
||||
scalex := float64(cloudx) / float64(spritex)
|
||||
scaley := float64(cloudy) / float64(spritey)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Scale(scalex, scaley)
|
||||
c.Sprite.DrawImage(assets.ImageBank[assets.Cloud], op)
|
||||
}
|
||||
|
||||
func (c *Cloud) SetPosition(p gamedata.Coordinates) {
|
||||
c.position = p
|
||||
}
|
||||
|
||||
func (c *Cloud) GetPosition() gamedata.Coordinates {
|
||||
return c.position
|
||||
}
|
||||
28
elements/enemies.go
Normal file
@@ -0,0 +1,28 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type Enemies interface {
|
||||
Update() error
|
||||
Draw()
|
||||
GetPosition() gamedata.Coordinates
|
||||
SetPosition(gamedata.Coordinates)
|
||||
SetTarget(gamedata.Coordinates)
|
||||
GetSprite() *ebiten.Image
|
||||
GetEnemyState() gamedata.EnemyState
|
||||
SetHit()
|
||||
SetToggle()
|
||||
IsToggled() bool
|
||||
SetTouched()
|
||||
ClearTouched()
|
||||
IsTouched() bool
|
||||
ExplosionInitiated() bool
|
||||
SetExplosionInitiated()
|
||||
Health() int
|
||||
MaxHealth() int
|
||||
GetAngle() float64
|
||||
}
|
||||
@@ -1,8 +1,10 @@
|
||||
package main
|
||||
package elements
|
||||
|
||||
import "mover/gamedata"
|
||||
|
||||
type Explosion struct {
|
||||
Radius float64
|
||||
Origin Coordinates
|
||||
Origin gamedata.Coordinates
|
||||
cycle int
|
||||
Active bool
|
||||
}
|
||||
@@ -27,7 +29,7 @@ func (e *Explosion) Update() {
|
||||
|
||||
}
|
||||
|
||||
func (e *Explosion) SetOrigin(origin Coordinates) {
|
||||
func (e *Explosion) SetOrigin(origin gamedata.Coordinates) {
|
||||
e.Origin = origin
|
||||
}
|
||||
|
||||
118
elements/fireball.go
Normal file
@@ -0,0 +1,118 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type FireBall struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
angle float64
|
||||
velocity float64
|
||||
cycle int
|
||||
}
|
||||
|
||||
func NewFireBall(angle, velocity float64) *FireBall {
|
||||
fb := &FireBall{
|
||||
Sprite: ebiten.NewImage(50, 50),
|
||||
cycle: 0,
|
||||
angle: angle,
|
||||
velocity: velocity,
|
||||
}
|
||||
return fb
|
||||
}
|
||||
|
||||
func (fb *FireBall) Update() error {
|
||||
|
||||
fb.position.X += fb.velocity * math.Cos(fb.angle)
|
||||
fb.position.Y += fb.velocity * math.Sin(fb.angle)
|
||||
|
||||
fb.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (fb *FireBall) Draw() {
|
||||
fb.Sprite.Clear()
|
||||
//fb.Sprite.Fill(color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff})
|
||||
|
||||
idx := fb.cycle / 8 % 5
|
||||
x0 := idx * 50
|
||||
x1 := x0 + 50
|
||||
y0 := 0
|
||||
y1 := 50
|
||||
|
||||
fb.Sprite.DrawImage(assets.ImageBank[assets.Fireball].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
}
|
||||
|
||||
func (fb *FireBall) GetPosition() gamedata.Coordinates {
|
||||
return fb.position
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetPosition(pos gamedata.Coordinates) {
|
||||
fb.position = pos
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetTarget(gamedata.Coordinates) {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) GetAngle() float64 {
|
||||
return fb.angle
|
||||
}
|
||||
|
||||
func (fb *FireBall) GetVelocity() float64 {
|
||||
return fb.velocity
|
||||
}
|
||||
|
||||
func (fb *FireBall) GetSprite() *ebiten.Image {
|
||||
return fb.Sprite
|
||||
}
|
||||
|
||||
func (fb *FireBall) ClearTouched() {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) ExplosionInitiated() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (fb *FireBall) GetEnemyState() gamedata.EnemyState {
|
||||
return gamedata.EnemyStateDefault
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetHit() {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetToggle() {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) IsToggled() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetTouched() {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) IsTouched() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
func (fb *FireBall) SetExplosionInitiated() {
|
||||
|
||||
}
|
||||
|
||||
func (fb *FireBall) Health() int {
|
||||
return 0
|
||||
}
|
||||
|
||||
func (fb *FireBall) MaxHealth() int {
|
||||
return 1
|
||||
}
|
||||
180
elements/flyeye.go
Normal file
@@ -0,0 +1,180 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type FlyEye struct {
|
||||
Sprite *ebiten.Image
|
||||
Maks *ebiten.Image
|
||||
MaksDest *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
target gamedata.Coordinates
|
||||
state gamedata.EnemyState
|
||||
cycle int
|
||||
dyingcount int
|
||||
health int
|
||||
hit bool
|
||||
touched bool
|
||||
toggle bool
|
||||
sploding bool
|
||||
}
|
||||
|
||||
func NewFlyEye() *FlyEye {
|
||||
f := &FlyEye{
|
||||
Sprite: ebiten.NewImage(46, 46),
|
||||
Maks: ebiten.NewImage(48, 48),
|
||||
MaksDest: ebiten.NewImage(48, 48),
|
||||
health: 0,
|
||||
cycle: 0,
|
||||
dyingcount: 0,
|
||||
hit: false,
|
||||
touched: false,
|
||||
toggle: false,
|
||||
sploding: false,
|
||||
}
|
||||
f.Maks.Fill(color.White)
|
||||
return f
|
||||
}
|
||||
|
||||
func (f *FlyEye) Update() error {
|
||||
|
||||
//close loop on target
|
||||
if f.state <= gamedata.EnemyStateHit {
|
||||
dx := f.target.X - f.position.X
|
||||
dy := f.target.Y - f.position.Y
|
||||
if math.Abs(dx) > 3 || math.Abs(dy) > 3 {
|
||||
angle := math.Atan2(dy, dx)
|
||||
|
||||
f.position.X += math.Cos(angle) * 3
|
||||
f.position.Y += math.Sin(angle) * 3
|
||||
}
|
||||
}
|
||||
|
||||
if f.state == gamedata.EnemyStateDying {
|
||||
f.dyingcount++
|
||||
}
|
||||
|
||||
f.cycle++
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (f *FlyEye) Draw() {
|
||||
f.Sprite.Clear()
|
||||
f.MaksDest.Clear()
|
||||
|
||||
idx := (f.cycle / 8) % 4
|
||||
|
||||
y0 := 0
|
||||
y1 := 48
|
||||
x0 := 48 * idx
|
||||
x1 := x0 + 48
|
||||
|
||||
switch f.state {
|
||||
case gamedata.EnemyStateDefault:
|
||||
if !f.toggle {
|
||||
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
} else {
|
||||
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
}
|
||||
case gamedata.EnemyStateDying:
|
||||
//after some condition, set to exploding
|
||||
if (f.cycle/5)%2 == 0 {
|
||||
|
||||
f.MaksDest.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
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.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
}
|
||||
if f.dyingcount >= 31 {
|
||||
f.cycle = 0
|
||||
f.state = gamedata.EnemyStateExploding
|
||||
}
|
||||
case gamedata.EnemyStateExploding:
|
||||
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
if idx == 3 {
|
||||
f.state = gamedata.EnemyStateDead
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (f *FlyEye) GetPosition() gamedata.Coordinates {
|
||||
return f.position
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetTarget(p gamedata.Coordinates) {
|
||||
f.target = p
|
||||
}
|
||||
|
||||
func (f *FlyEye) GetSprite() *ebiten.Image {
|
||||
return f.Sprite
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetHit() {
|
||||
f.hit = true
|
||||
f.state = gamedata.EnemyStateDying
|
||||
f.cycle = 0
|
||||
f.health--
|
||||
}
|
||||
|
||||
func (f *FlyEye) IsTouched() bool {
|
||||
return f.touched
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetTouched() {
|
||||
f.touched = true
|
||||
}
|
||||
|
||||
func (f *FlyEye) ClearTouched() {
|
||||
f.touched = false
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetToggle() {
|
||||
f.toggle = !f.toggle
|
||||
}
|
||||
|
||||
func (f *FlyEye) IsToggled() bool {
|
||||
return f.toggle
|
||||
}
|
||||
|
||||
func (f *FlyEye) GetEnemyState() gamedata.EnemyState {
|
||||
return f.state
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetPosition(p gamedata.Coordinates) {
|
||||
f.position = p
|
||||
}
|
||||
|
||||
func (f *FlyEye) ExplosionInitiated() bool {
|
||||
return f.sploding
|
||||
}
|
||||
|
||||
func (f *FlyEye) SetExplosionInitiated() {
|
||||
f.sploding = true
|
||||
}
|
||||
|
||||
func (f *FlyEye) Health() int {
|
||||
//health bars reserved for special enemies, flyeye is a one
|
||||
//hitter so returning zero ensure no health bar is rendered
|
||||
return f.health
|
||||
}
|
||||
|
||||
func (f *FlyEye) MaxHealth() int {
|
||||
return 1
|
||||
}
|
||||
|
||||
func (f *FlyEye) GetAngle() float64 {
|
||||
return 0
|
||||
}
|
||||
218
elements/flygoblin.go
Normal file
@@ -0,0 +1,218 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"image/color"
|
||||
"math/rand/v2"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
const (
|
||||
FG_MAXHEALTH = 100
|
||||
)
|
||||
|
||||
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
|
||||
damageduration int
|
||||
right bool
|
||||
touched bool
|
||||
toggle bool
|
||||
sploding bool
|
||||
damage bool
|
||||
called bool
|
||||
deathcallback func()
|
||||
fireballcallback func()
|
||||
}
|
||||
|
||||
func NewFlyGoblin() *FlyGoblin {
|
||||
fg := &FlyGoblin{
|
||||
Sprite: ebiten.NewImage(96, 96),
|
||||
Maks: ebiten.NewImage(96, 96),
|
||||
MaksDest: ebiten.NewImage(96, 96),
|
||||
health: FG_MAXHEALTH,
|
||||
damageduration: 0,
|
||||
called: false,
|
||||
}
|
||||
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
|
||||
|
||||
//10% chance to summon fireball
|
||||
fb := rand.Float64() >= 0.9
|
||||
|
||||
if (f.cycle/8)%4 == 0 && fb {
|
||||
if f.fireballcallback != nil {
|
||||
f.fireballcallback()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if f.state == gamedata.EnemyStateDead && !f.called {
|
||||
f.called = true
|
||||
if f.deathcallback != nil {
|
||||
f.deathcallback()
|
||||
}
|
||||
}
|
||||
|
||||
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
|
||||
}
|
||||
|
||||
func (f *FlyGoblin) MaxHealth() int {
|
||||
return FG_MAXHEALTH
|
||||
}
|
||||
|
||||
func (f *FlyGoblin) SetDeathEvent(somefunc func()) {
|
||||
f.deathcallback = somefunc
|
||||
}
|
||||
|
||||
func (f *FlyGoblin) SetFireballCallback(somefunc func()) {
|
||||
f.fireballcallback = somefunc
|
||||
}
|
||||
|
||||
func (f *FlyGoblin) GetAngle() float64 {
|
||||
return 0
|
||||
}
|
||||
@@ -1,9 +1,9 @@
|
||||
package main
|
||||
package elements
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image"
|
||||
"log"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
_ "embed"
|
||||
"image/color"
|
||||
@@ -12,15 +12,9 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
var (
|
||||
heroImage *ebiten.Image
|
||||
heroDeath *ebiten.Image
|
||||
|
||||
//go:embed hero.png
|
||||
hero_img []byte
|
||||
|
||||
//go:embed herodeath.png
|
||||
herodeath_img []byte
|
||||
const (
|
||||
MOVER_WIDTH = 48
|
||||
MOVER_HEIGHT = 48
|
||||
)
|
||||
|
||||
const (
|
||||
@@ -34,47 +28,37 @@ const (
|
||||
|
||||
type HeroAction uint
|
||||
|
||||
func init() {
|
||||
img, _, err := image.Decode(bytes.NewReader(hero_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
heroImage = ebiten.NewImageFromImage(img)
|
||||
|
||||
img, _, err = image.Decode(bytes.NewReader(herodeath_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
heroDeath = ebiten.NewImageFromImage(img)
|
||||
}
|
||||
|
||||
type Hero struct {
|
||||
Sprite *ebiten.Image
|
||||
Maks *ebiten.Image
|
||||
MaksDest *ebiten.Image
|
||||
Angle float64
|
||||
Pos Coordinates
|
||||
Origin Coordinates
|
||||
Pos gamedata.Coordinates
|
||||
Origin gamedata.Coordinates
|
||||
Lastpos gamedata.Coordinates
|
||||
Action HeroAction
|
||||
cycles int
|
||||
Upgrade bool
|
||||
rotating bool
|
||||
Toggled bool
|
||||
Hit bool
|
||||
Touched bool
|
||||
Left bool
|
||||
dyingcount int
|
||||
}
|
||||
|
||||
func NewHero() *Hero {
|
||||
m := &Hero{
|
||||
Sprite: ebiten.NewImage(48, 48),
|
||||
Maks: ebiten.NewImage(48, 48),
|
||||
MaksDest: ebiten.NewImage(48, 48),
|
||||
Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
Action: HeroActionDefault,
|
||||
cycles: 4,
|
||||
Angle: 0,
|
||||
rotating: false,
|
||||
Toggled: false,
|
||||
dyingcount: 0,
|
||||
Upgrade: true,
|
||||
}
|
||||
|
||||
m.Maks.Fill(color.White)
|
||||
@@ -89,7 +73,7 @@ func (m *Hero) SetAngle(a float64) {
|
||||
m.Angle = a
|
||||
}
|
||||
|
||||
func (m *Hero) SetOrigin(coords Coordinates) {
|
||||
func (m *Hero) SetOrigin(coords gamedata.Coordinates) {
|
||||
m.Origin = coords
|
||||
m.Pos = coords
|
||||
}
|
||||
@@ -105,18 +89,24 @@ func (m *Hero) Draw() {
|
||||
x0 := 48 * idx
|
||||
x1 := x0 + 48
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
if m.Left {
|
||||
op.GeoM.Scale(-1, 1)
|
||||
op.GeoM.Translate(MOVER_WIDTH, 0)
|
||||
}
|
||||
|
||||
switch m.Action {
|
||||
case HeroActionDefault:
|
||||
m.Sprite.DrawImage(heroImage.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.HeroNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
case HeroActionDying:
|
||||
m.Sprite.DrawImage(heroDeath.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
|
||||
if m.dyingcount >= 31 {
|
||||
m.cycles = 0
|
||||
m.Action++
|
||||
}
|
||||
case HeroActionExploding:
|
||||
m.Sprite.DrawImage(heroDeath.SubImage(image.Rect(48*3, 0, 48*4, 48)).(*ebiten.Image), nil)
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(48*3, 0, 48*4, 48)).(*ebiten.Image), op)
|
||||
default:
|
||||
}
|
||||
}
|
||||
@@ -131,7 +121,7 @@ func (m *Hero) Update() {
|
||||
|
||||
// one hit death for the hero
|
||||
func (m *Hero) SetHit() {
|
||||
m.Action = MoverActionDying
|
||||
m.Action = HeroActionDying
|
||||
m.dyingcount = 0
|
||||
m.Angle = 0
|
||||
m.cycles = 0
|
||||
72
elements/laser.go
Normal file
@@ -0,0 +1,72 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type Laser struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
angle float64
|
||||
cycle int
|
||||
firing bool
|
||||
numcycles int
|
||||
}
|
||||
|
||||
func NewLaser(pos gamedata.Coordinates, angle float64) *Laser {
|
||||
l := &Laser{
|
||||
Sprite: ebiten.NewImage(200, 20),
|
||||
angle: angle,
|
||||
cycle: 0,
|
||||
position: pos,
|
||||
firing: false,
|
||||
numcycles: 5,
|
||||
}
|
||||
return l
|
||||
}
|
||||
|
||||
func (l *Laser) Update() error {
|
||||
l.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (l *Laser) Draw() {
|
||||
l.Sprite.Clear()
|
||||
//l.Sprite.Fill(color.White)
|
||||
|
||||
idx := (l.cycle / 4) % l.numcycles
|
||||
x0 := 0
|
||||
y0 := 20 * idx
|
||||
x1 := 200
|
||||
y1 := y0 + 20
|
||||
|
||||
l.Sprite.DrawImage(assets.ImageBank[assets.LaserBeam].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
|
||||
}
|
||||
|
||||
func (l *Laser) GetPosition() gamedata.Coordinates {
|
||||
return l.position
|
||||
}
|
||||
|
||||
func (l *Laser) SetPosition(pos gamedata.Coordinates) {
|
||||
l.position = pos
|
||||
}
|
||||
func (l *Laser) GetAngle() float64 {
|
||||
return l.angle
|
||||
}
|
||||
|
||||
func (l *Laser) SetAngle(a float64) {
|
||||
l.angle = a
|
||||
}
|
||||
|
||||
func (l *Laser) SetFiring(b bool) {
|
||||
l.firing = b
|
||||
}
|
||||
|
||||
func (l *Laser) IsFiring() bool {
|
||||
return l.firing
|
||||
}
|
||||
147
elements/mover.go
Normal file
@@ -0,0 +1,147 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
_ "embed"
|
||||
"image/color"
|
||||
_ "image/png"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
const (
|
||||
MoverActionDefault = iota
|
||||
MoverActionDamaged
|
||||
MoverActionDying
|
||||
MoverActionExploding
|
||||
MoverActionDead
|
||||
MoverActionMax
|
||||
)
|
||||
|
||||
type MoverAction uint
|
||||
|
||||
type Mover struct {
|
||||
Sprite *ebiten.Image
|
||||
Maks *ebiten.Image
|
||||
MaksDest *ebiten.Image
|
||||
Angle float64
|
||||
Pos gamedata.Coordinates
|
||||
Origin gamedata.Coordinates
|
||||
Action MoverAction
|
||||
cycles int
|
||||
rotating bool
|
||||
Toggled bool
|
||||
Hit bool
|
||||
Touched bool
|
||||
SplodeInitiated bool
|
||||
dyingcount int
|
||||
}
|
||||
|
||||
func NewMover() *Mover {
|
||||
m := &Mover{
|
||||
Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
|
||||
Action: MoverActionDefault,
|
||||
cycles: 4,
|
||||
Angle: 0,
|
||||
rotating: false,
|
||||
Toggled: false,
|
||||
dyingcount: 0,
|
||||
SplodeInitiated: false,
|
||||
}
|
||||
|
||||
m.Maks.Fill(color.White)
|
||||
return m
|
||||
}
|
||||
|
||||
func (m *Mover) ToggleRotate() {
|
||||
m.rotating = !m.rotating
|
||||
}
|
||||
|
||||
func (m *Mover) SetAngle(a float64) {
|
||||
m.Angle = a
|
||||
}
|
||||
|
||||
func (m *Mover) SetOrigin(coords gamedata.Coordinates) {
|
||||
m.Origin = coords
|
||||
m.Pos = coords
|
||||
}
|
||||
|
||||
func (m *Mover) Draw() {
|
||||
m.Sprite.Clear()
|
||||
m.MaksDest.Clear()
|
||||
|
||||
idx := (m.cycles / 8) % 4
|
||||
|
||||
y0 := 0
|
||||
y1 := 48
|
||||
x0 := 48 * idx
|
||||
x1 := x0 + 48
|
||||
|
||||
switch m.Action {
|
||||
case MoverActionDefault:
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
case MoverActionDamaged:
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
case MoverActionDying:
|
||||
|
||||
if (m.cycles/5)%2 == 0 {
|
||||
|
||||
m.MaksDest.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceAtop
|
||||
m.MaksDest.DrawImage(m.Maks, op)
|
||||
m.Sprite.DrawImage(m.MaksDest, nil)
|
||||
|
||||
} else {
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
}
|
||||
if m.dyingcount >= 31 {
|
||||
m.cycles = 0
|
||||
m.SetHit()
|
||||
}
|
||||
case MoverActionExploding:
|
||||
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
if idx == 3 {
|
||||
m.SetHit()
|
||||
}
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Mover) Update() error {
|
||||
/*
|
||||
dx := 0. //40 * math.Cos(float64(m.cycles)/16)
|
||||
dy := 0. //40 * math.Sin(float64(m.cycles)/16)
|
||||
|
||||
m.Pos = Coordinates{X: m.Origin.X + dx, Y: m.Origin.Y + dy}
|
||||
*/
|
||||
/*
|
||||
if m.rotating {
|
||||
m.Angle = float64(m.cycles) / (math.Pi * 2)
|
||||
}
|
||||
*/
|
||||
if m.Action == MoverActionDying {
|
||||
m.dyingcount++
|
||||
}
|
||||
m.cycles++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (m *Mover) SetHit() {
|
||||
m.Action++ // = (m.Action + 1) % MoverActionMax
|
||||
}
|
||||
|
||||
func (m *Mover) ToggleColor() {
|
||||
//m.Toggled = !m.Toggled
|
||||
if m.Action == MoverActionDefault {
|
||||
m.Action = MoverActionDamaged
|
||||
} else if m.Action == MoverActionDamaged {
|
||||
m.Action = MoverActionDefault
|
||||
}
|
||||
}
|
||||
@@ -1,14 +1,17 @@
|
||||
package main
|
||||
package elements
|
||||
|
||||
import "math"
|
||||
import (
|
||||
"math"
|
||||
"mover/gamedata"
|
||||
)
|
||||
|
||||
type Projectile struct {
|
||||
Pos Coordinates
|
||||
Pos gamedata.Coordinates
|
||||
Velocity float64
|
||||
a float64
|
||||
}
|
||||
|
||||
func NewProjectile(origin Coordinates, angle, velocity float64) *Projectile {
|
||||
func NewProjectile(origin gamedata.Coordinates, angle, velocity float64) *Projectile {
|
||||
return &Projectile{
|
||||
Velocity: velocity,
|
||||
a: angle,
|
||||
46
elements/raindrop.go
Normal file
@@ -0,0 +1,46 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
"math/rand/v2"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type RainDrop struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
cycle int
|
||||
}
|
||||
|
||||
func NewRainDrop() *RainDrop {
|
||||
rd := &RainDrop{
|
||||
Sprite: ebiten.NewImage(2, 10),
|
||||
cycle: rand.IntN(30),
|
||||
}
|
||||
return rd
|
||||
}
|
||||
|
||||
func (rd *RainDrop) Update() error {
|
||||
rd.position.Y += 5
|
||||
rd.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (rd *RainDrop) Draw() {
|
||||
rd.Sprite.Clear()
|
||||
rd.Sprite.Fill(color.White)
|
||||
}
|
||||
|
||||
func (rd *RainDrop) GetPosition() gamedata.Coordinates {
|
||||
return rd.position
|
||||
}
|
||||
|
||||
func (rd *RainDrop) SetPosition(pos gamedata.Coordinates) {
|
||||
rd.position = pos
|
||||
}
|
||||
|
||||
func (rd *RainDrop) Expired() bool {
|
||||
return rd.cycle > 30
|
||||
}
|
||||
58
elements/rainsplash.go
Normal file
@@ -0,0 +1,58 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"image"
|
||||
"math/rand/v2"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type RainSplash struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
cycle int
|
||||
counter int
|
||||
}
|
||||
|
||||
func NewRainSplash() *RainSplash {
|
||||
rd := &RainSplash{
|
||||
Sprite: ebiten.NewImage(10, 4),
|
||||
cycle: rand.IntN(4),
|
||||
counter: 0,
|
||||
}
|
||||
return rd
|
||||
}
|
||||
|
||||
func (rd *RainSplash) Update() error {
|
||||
rd.counter++
|
||||
rd.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (rd *RainSplash) Draw() {
|
||||
rd.Sprite.Clear()
|
||||
//rd.Sprite.Fill(color.White)
|
||||
|
||||
idx := (rd.cycle / 8) % 4
|
||||
x0 := idx * 10
|
||||
y0 := 0
|
||||
x1 := x0 + 10
|
||||
y1 := 4
|
||||
|
||||
rd.Sprite.DrawImage(assets.ImageBank[assets.RainSplash].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
|
||||
}
|
||||
|
||||
func (rd *RainSplash) GetPosition() gamedata.Coordinates {
|
||||
return rd.position
|
||||
}
|
||||
|
||||
func (rd *RainSplash) SetPosition(pos gamedata.Coordinates) {
|
||||
rd.position = pos
|
||||
}
|
||||
|
||||
func (rd *RainSplash) Expired() bool {
|
||||
return rd.counter > 30
|
||||
}
|
||||
112
elements/splash.go
Normal file
@@ -0,0 +1,112 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
const (
|
||||
SPLASH_DIM = 128
|
||||
SPLASH_ELEMS = 10
|
||||
SPLASH_PRIMARY_SIZE = 46
|
||||
)
|
||||
|
||||
type Splash struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
cycle int
|
||||
opacity float32
|
||||
}
|
||||
|
||||
func NewSplash() *Splash {
|
||||
sp := &Splash{
|
||||
Sprite: ebiten.NewImage(SPLASH_DIM, SPLASH_DIM),
|
||||
cycle: 0,
|
||||
opacity: 1,
|
||||
}
|
||||
return sp
|
||||
}
|
||||
|
||||
func (sp *Splash) Update() error {
|
||||
sp.cycle++
|
||||
|
||||
sp.opacity = sp.opacity - float32(sp.cycle)/(60*60)
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (sp *Splash) Draw() {
|
||||
sp.Sprite.Clear()
|
||||
|
||||
/*
|
||||
for i := SPLASH_ELEMS; i > 0; i-- {
|
||||
|
||||
percent := float64(i) / SPLASH_ELEMS
|
||||
|
||||
dx := 1 / percent * math.Cos(float64(sp.cycle)/(math.Pi*2))
|
||||
dy := -float64(i - SPLASH_ELEMS) //math.Sin(float64(sp.cycle) / (math.Pi * 2))
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-SPLASH_DIM/2, -SPLASH_DIM/2)
|
||||
op.GeoM.Scale(percent, percent)
|
||||
//op.GeoM.Rotate(-(float64(sp.cycle - i*30)) / (math.Pi * 2))
|
||||
op.GeoM.Translate(SPLASH_DIM/2+dx, SPLASH_DIM/2+dy)
|
||||
//op.ColorScale.ScaleAlpha(float32(percent))
|
||||
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
|
||||
}*/
|
||||
|
||||
for i := 0; i < SPLASH_ELEMS; i++ {
|
||||
|
||||
percent := float64(SPLASH_ELEMS-i) / SPLASH_ELEMS
|
||||
|
||||
dy := -float64(i)*4 - float64(sp.cycle)/60
|
||||
dx := 2 / percent * math.Cos(float64(sp.cycle-i*10)/(math.Pi*2))
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-48/2, -48/2)
|
||||
op.GeoM.Scale(percent, percent)
|
||||
op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
|
||||
op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
|
||||
op.GeoM.Translate(dx, dy)
|
||||
|
||||
op.ColorScale.ScaleAlpha(sp.opacity)
|
||||
|
||||
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
|
||||
}
|
||||
|
||||
for i := 0; i < 5; i++ {
|
||||
|
||||
percent := float64(5-i) / 5
|
||||
|
||||
a := 9.8
|
||||
time := float64(sp.cycle) / 8
|
||||
v0 := 10.
|
||||
dy := 1/2.*a*math.Pow(time-float64(i), 2) - v0*time
|
||||
dx := -float64(sp.cycle)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-48/2, -48/2)
|
||||
op.GeoM.Scale(percent, percent)
|
||||
op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
|
||||
op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
|
||||
op.GeoM.Translate(dx, dy)
|
||||
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
|
||||
op.GeoM.Translate(-2*dx, 0)
|
||||
sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
|
||||
}
|
||||
}
|
||||
|
||||
func (sp *Splash) GetPosition() gamedata.Coordinates {
|
||||
return sp.position
|
||||
}
|
||||
|
||||
func (sp *Splash) SetPosition(pos gamedata.Coordinates) {
|
||||
sp.position = pos
|
||||
}
|
||||
|
||||
func (sp *Splash) GetAlpha() float32 {
|
||||
return sp.opacity
|
||||
}
|
||||
66
elements/weapondrop.go
Normal file
@@ -0,0 +1,66 @@
|
||||
package elements
|
||||
|
||||
import (
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type WeaponDrop struct {
|
||||
Sprite *ebiten.Image
|
||||
position gamedata.Coordinates
|
||||
weapontype gamedata.WeaponType
|
||||
cycle int
|
||||
collected bool
|
||||
}
|
||||
|
||||
func NewWeaponDrop(wt gamedata.WeaponType) *WeaponDrop {
|
||||
wp := &WeaponDrop{
|
||||
Sprite: ebiten.NewImage(32, 32),
|
||||
weapontype: wt,
|
||||
cycle: 0,
|
||||
collected: false,
|
||||
}
|
||||
return wp
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) SetPosition(pos gamedata.Coordinates) {
|
||||
wp.position = pos
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) GetPosition() gamedata.Coordinates {
|
||||
return wp.position
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) GetWeaponType() gamedata.WeaponType {
|
||||
return wp.weapontype
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) Update() error {
|
||||
wp.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) Draw() {
|
||||
wp.Sprite.Clear()
|
||||
|
||||
dy := 2 * math.Sin(float64(wp.cycle)/(math.Pi*2))
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(0, dy)
|
||||
|
||||
switch wp.weapontype {
|
||||
case gamedata.WeaponTypeLaser:
|
||||
wp.Sprite.DrawImage(assets.ImageBank[assets.ItemLaser], op)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) SetCollected(c bool) {
|
||||
wp.collected = c
|
||||
}
|
||||
|
||||
func (wp *WeaponDrop) IsCollected() bool {
|
||||
return wp.collected
|
||||
}
|
||||
@@ -12,13 +12,14 @@ import (
|
||||
)
|
||||
|
||||
const (
|
||||
FontDPI = 72
|
||||
FontSizeStandard = 16
|
||||
FontSizeLarge = 24
|
||||
FontSizeBig = 60
|
||||
FontSizeArcade = 12
|
||||
FontSizeArcadeBig = 40
|
||||
FontSizeArcadeHuge = 80
|
||||
FontDPI = 72
|
||||
FontSizeStandard = 16
|
||||
FontSizeLarge = 24
|
||||
FontSizeBig = 60
|
||||
FontSizeArcadeSmall = 8
|
||||
FontSizeArcade = 12
|
||||
FontSizeArcadeBig = 40
|
||||
FontSizeArcadeHuge = 80
|
||||
)
|
||||
|
||||
type FontStruct struct {
|
||||
@@ -29,6 +30,7 @@ type FontStruct struct {
|
||||
Arcade font.Face
|
||||
ArcadeLarge font.Face
|
||||
ArcadeHuge font.Face
|
||||
ArcadeSmall font.Face
|
||||
}
|
||||
|
||||
var (
|
||||
@@ -82,4 +84,5 @@ func init() {
|
||||
SurviveFont.Arcade = GetFaceFatal(fnt3, FontDPI, FontSizeArcade)
|
||||
SurviveFont.ArcadeLarge = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeBig)
|
||||
SurviveFont.ArcadeHuge = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeHuge)
|
||||
SurviveFont.ArcadeSmall = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeSmall)
|
||||
}
|
||||
|
||||
487
game.go
@@ -1,487 +0,0 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"log"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"mover/fonts"
|
||||
|
||||
_ "embed"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
"github.com/hajimehoshi/ebiten/v2/text"
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
const (
|
||||
MOVER_WIDTH = 48
|
||||
MOVER_HEIGHT = 48
|
||||
)
|
||||
|
||||
var (
|
||||
tilesetImage *ebiten.Image
|
||||
altarImage *ebiten.Image
|
||||
|
||||
//go:embed grasstile.png
|
||||
tileset_img []byte
|
||||
//go:embed altar.png
|
||||
altar_img []byte
|
||||
)
|
||||
|
||||
type Game struct {
|
||||
background *ebiten.Image
|
||||
collisionMask *ebiten.Image
|
||||
projectileMask *ebiten.Image
|
||||
heroCollisionMask *ebiten.Image
|
||||
heroCollisionCpy *ebiten.Image
|
||||
|
||||
Pos Coordinates
|
||||
Paused bool
|
||||
initialized bool
|
||||
gameover bool
|
||||
reset bool
|
||||
runtime float64
|
||||
hero *Hero
|
||||
projectiles map[int]*Projectile
|
||||
explosion *Explosion
|
||||
|
||||
score int
|
||||
counter int
|
||||
timer int
|
||||
targets []*Mover
|
||||
|
||||
gamepadIDsBuf []ebiten.GamepadID
|
||||
gamepadIDs map[ebiten.GamepadID]struct{}
|
||||
//axes map[ebiten.GamepadID][]string
|
||||
//pressedButtons map[ebiten.GamepadID][]string
|
||||
}
|
||||
|
||||
func init() {
|
||||
img, _, err := image.Decode(bytes.NewReader(tileset_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
tilesetImage = ebiten.NewImageFromImage(img)
|
||||
|
||||
img, _, err = image.Decode(bytes.NewReader(altar_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
altarImage = ebiten.NewImageFromImage(img)
|
||||
}
|
||||
|
||||
func (g *Game) Initialize() {
|
||||
|
||||
origin := Coordinates{X: 640 / 2, Y: 480 / 2}
|
||||
|
||||
g.ConstructBackground()
|
||||
g.hero = NewHero()
|
||||
g.hero.SetOrigin(origin)
|
||||
g.hero.ToggleRotate()
|
||||
|
||||
g.gameover = false
|
||||
|
||||
g.collisionMask = ebiten.NewImage(screenWidth, screenHeight)
|
||||
g.projectileMask = ebiten.NewImage(screenWidth, screenHeight)
|
||||
g.heroCollisionMask = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
|
||||
g.heroCollisionCpy = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
|
||||
|
||||
g.explosion = NewExplosion()
|
||||
g.explosion.SetOrigin(origin)
|
||||
g.score = 0
|
||||
g.reset = false
|
||||
|
||||
//clean up all targets
|
||||
for j := 0; j < len(g.targets); j++ {
|
||||
g.targets[j] = nil
|
||||
}
|
||||
g.targets = g.targets[:0]
|
||||
|
||||
g.score = 0
|
||||
g.counter = 0
|
||||
g.timer = 0
|
||||
g.runtime = 0.
|
||||
|
||||
g.projectiles = make(map[int]*Projectile)
|
||||
g.initialized = true
|
||||
g.reset = false
|
||||
|
||||
}
|
||||
|
||||
func (g *Game) Update() error {
|
||||
|
||||
if g.gamepadIDs == nil {
|
||||
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
|
||||
}
|
||||
|
||||
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
|
||||
for _, id := range g.gamepadIDsBuf {
|
||||
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
|
||||
g.gamepadIDs[id] = struct{}{}
|
||||
}
|
||||
for id := range g.gamepadIDs {
|
||||
if inpututil.IsGamepadJustDisconnected(id) {
|
||||
log.Printf("gamepad disconnected: id: %d", id)
|
||||
delete(g.gamepadIDs, id)
|
||||
}
|
||||
}
|
||||
|
||||
if !g.initialized || g.reset {
|
||||
g.Initialize()
|
||||
} else {
|
||||
g.StepGame()
|
||||
}
|
||||
|
||||
g.timer++
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) Draw(screen *ebiten.Image) {
|
||||
|
||||
screen.Clear()
|
||||
screen.DrawImage(g.background, nil)
|
||||
|
||||
g.hero.Draw()
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
|
||||
if !g.gameover {
|
||||
g.runtime = float64(g.counter) / 60.
|
||||
}
|
||||
|
||||
s := fmt.Sprintf("%02.3f", g.runtime)
|
||||
if !g.gameover {
|
||||
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
} else {
|
||||
if (g.counter/30)%2 == 0 {
|
||||
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
}
|
||||
}
|
||||
|
||||
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
|
||||
op.GeoM.Rotate(g.hero.Angle)
|
||||
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
|
||||
screen.DrawImage(g.hero.Sprite, op)
|
||||
|
||||
for _, target := range g.targets {
|
||||
target.Draw()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
|
||||
op.GeoM.Rotate(target.Angle)
|
||||
op.GeoM.Translate(target.Pos.X, target.Pos.Y)
|
||||
screen.DrawImage(target.Sprite, op)
|
||||
}
|
||||
|
||||
g.projectileMask.Clear()
|
||||
|
||||
//ebitenutil.DrawCircle()
|
||||
for _, p := range g.projectiles {
|
||||
//vector.DrawFilledCircle(screen, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
|
||||
vector.DrawFilledCircle(g.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
|
||||
}
|
||||
|
||||
screen.DrawImage(g.projectileMask, nil)
|
||||
|
||||
vector.StrokeCircle(screen, float32(g.explosion.Origin.X), float32(g.explosion.Origin.Y), float32(g.explosion.Radius), 3, color.White, true)
|
||||
|
||||
/*for _, gamepad ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
|
||||
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))*/
|
||||
|
||||
}
|
||||
|
||||
func (g *Game) Layout(width, height int) (int, int) {
|
||||
return screenWidth, screenHeight
|
||||
}
|
||||
|
||||
func (g *Game) CleanupTargets() {
|
||||
// remove dead targets by 1) iterating over all targets
|
||||
i := 0
|
||||
for _, target := range g.targets {
|
||||
//moving valid targets to the front of the slice
|
||||
if target.Action < MoverActionDead {
|
||||
g.targets[i] = target
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
//then culling the last elements of the slice
|
||||
if len(g.targets)-i > 0 {
|
||||
// fmt.Printf("Removing %d elements\n", len(g.targets)-i)
|
||||
g.score += len(g.targets) - i
|
||||
}
|
||||
|
||||
for j := i; j < len(g.targets); j++ {
|
||||
g.targets[j] = nil
|
||||
}
|
||||
g.targets = g.targets[:i]
|
||||
}
|
||||
|
||||
func (g *Game) StepGame() {
|
||||
|
||||
g.HandleInput()
|
||||
|
||||
if !g.Paused {
|
||||
|
||||
g.hero.Update()
|
||||
g.explosion.Update()
|
||||
|
||||
g.UpdateTargets()
|
||||
g.UpdateProjectiles()
|
||||
|
||||
if !g.gameover {
|
||||
g.UpdateHeroPosition()
|
||||
//append new projectiles
|
||||
g.AppendProjectiles()
|
||||
//add new target with increasing frequency
|
||||
g.SpawnEnemies()
|
||||
//handle pulsewave updates
|
||||
g.HandlePulseWaveUpdate()
|
||||
}
|
||||
|
||||
g.CleanupTargets()
|
||||
g.counter++
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) SpawnEnemies() {
|
||||
f := 40000 / (g.counter + 1)
|
||||
if g.counter%f == 0 {
|
||||
g.targets = append(g.targets, NewMover())
|
||||
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: x0, Y: -MOVER_HEIGHT})
|
||||
case 1:
|
||||
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: x0, Y: screenHeight + MOVER_HEIGHT})
|
||||
case 2:
|
||||
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: -MOVER_WIDTH, Y: y0})
|
||||
case 3:
|
||||
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: screenWidth + x0, Y: y0})
|
||||
default:
|
||||
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: x0, Y: y0})
|
||||
fmt.Println("WTF " + string(quadrant))
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) HandlePulseWaveUpdate() {
|
||||
if g.explosion.Active {
|
||||
if g.explosion.Radius > math.Sqrt(640*640+480*480) {
|
||||
g.explosion.ToggleActivate()
|
||||
g.explosion.Reset()
|
||||
g.ResetTargetTouches()
|
||||
}
|
||||
|
||||
//check collisions
|
||||
for _, target := range g.targets {
|
||||
dx := target.Pos.X - g.hero.Pos.X
|
||||
dy := target.Pos.Y - g.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 && target.Action <= MoverActionDamaged && !target.Touched {
|
||||
target.ToggleColor()
|
||||
target.Touched = true
|
||||
//target.SetHit()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateProjectiles() {
|
||||
for k, p := range g.projectiles {
|
||||
|
||||
//for i := 0; i < len(g.projectiles); i++ {
|
||||
// g.projectiles[i].Update()
|
||||
p.Update()
|
||||
|
||||
//if g.projectiles[i].Pos.X < 5 || g.projectiles[i].Pos.X > 635 || g.projectiles[i].Pos.Y < 5 || g.projectiles[i].Pos.Y > 475 {
|
||||
if p.Pos.X < 5 || p.Pos.X > 635 || p.Pos.Y < 5 || p.Pos.Y > 475 {
|
||||
p.Velocity = 0
|
||||
delete(g.projectiles, k)
|
||||
}
|
||||
|
||||
//compute projectile collisions
|
||||
for _, target := range g.targets {
|
||||
//first, boundary check
|
||||
if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action == MoverActionDamaged {
|
||||
//fmt.Println("potential collision")
|
||||
|
||||
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
|
||||
//there's definitely room for optimization here
|
||||
g.collisionMask.Clear()
|
||||
g.collisionMask.DrawImage(g.projectileMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
|
||||
g.collisionMask.DrawImage(target.Sprite, op)
|
||||
|
||||
//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
|
||||
var pixels []byte = make([]byte, screenWidth*screenHeight*4)
|
||||
g.collisionMask.ReadPixels(pixels)
|
||||
for i := 0; i < len(pixels); i = i + 4 {
|
||||
if pixels[i+3] != 0 {
|
||||
//fmt.Println("pixel collision")
|
||||
delete(g.projectiles, k)
|
||||
//target.ToggleColor()
|
||||
target.SetHit()
|
||||
//target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
|
||||
target.Hit = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateTargets() {
|
||||
for _, target := range g.targets {
|
||||
|
||||
if !target.Hit && g.hero.Action < MoverActionDying {
|
||||
dx := g.hero.Pos.X - target.Pos.X
|
||||
dy := g.hero.Pos.Y - target.Pos.Y
|
||||
angle := math.Atan2(dy, dx)
|
||||
|
||||
//maxspeed := (float64(g.counter) + 1.) / 1000.
|
||||
maxspeed := 2.9
|
||||
target.Pos.X += maxspeed * math.Cos(angle)
|
||||
target.Pos.Y += maxspeed * math.Sin(angle)
|
||||
}
|
||||
|
||||
//compute collision with hero
|
||||
if g.hero.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && g.hero.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && g.hero.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && g.hero.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action < MoverActionDying && g.hero.Action < MoverActionDying {
|
||||
g.heroCollisionMask.Clear()
|
||||
g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate((g.hero.Pos.X-target.Pos.X)-MOVER_WIDTH/2, (g.hero.Pos.Y-target.Pos.Y)-MOVER_HEIGHT/2)
|
||||
g.heroCollisionMask.DrawImage(target.Sprite, op)
|
||||
|
||||
//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
|
||||
var pixels []byte = make([]byte, MOVER_HEIGHT*MOVER_HEIGHT*4)
|
||||
g.heroCollisionMask.ReadPixels(pixels)
|
||||
for i := 0; i < len(pixels); i = i + 4 {
|
||||
if pixels[i+3] != 0 {
|
||||
//fmt.Println("pixel death")
|
||||
g.hero.SetHit()
|
||||
g.gameover = true
|
||||
break
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
target.Update()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) ResetTargetTouches() {
|
||||
for _, t := range g.targets {
|
||||
t.Touched = false
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) AppendProjectiles() {
|
||||
if g.counter%14 == 0 && ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
|
||||
|
||||
g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle, 5.)
|
||||
g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) HandleInput() {
|
||||
if len(g.gamepadIDs) > 0 {
|
||||
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton11) {
|
||||
if !g.explosion.Active && !g.gameover {
|
||||
g.explosion.SetOrigin(g.hero.Pos)
|
||||
g.explosion.Reset()
|
||||
g.explosion.ToggleActivate()
|
||||
}
|
||||
}
|
||||
|
||||
if inpututil.IsGamepadButtonJustPressed(0, ebiten.GamepadButton9) {
|
||||
if g.gameover {
|
||||
g.reset = true
|
||||
} else {
|
||||
g.Paused = !g.Paused
|
||||
}
|
||||
}
|
||||
|
||||
//account for controller sensitivity
|
||||
if !g.gameover {
|
||||
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
|
||||
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
|
||||
|
||||
if yaxis <= 0.09 && yaxis >= -0.09 {
|
||||
yaxis = 0
|
||||
}
|
||||
if xaxis <= 0.09 && xaxis >= -0.09 {
|
||||
xaxis = 0
|
||||
}
|
||||
|
||||
inputangle := math.Atan2(yaxis, xaxis)
|
||||
g.hero.SetAngle(inputangle)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateHeroPosition() {
|
||||
//handle gamepad input
|
||||
inpx := ebiten.GamepadAxisValue(0, 0)
|
||||
inpy := ebiten.GamepadAxisValue(0, 1)
|
||||
if inpx >= 0.15 || inpx <= -0.15 {
|
||||
g.hero.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
|
||||
}
|
||||
|
||||
if inpy >= 0.15 || inpy <= -0.15 {
|
||||
g.hero.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) ConstructBackground() {
|
||||
g.background = ebiten.NewImage(screenWidth, screenHeight)
|
||||
BLOCK_SIZE := 32
|
||||
|
||||
for i := 0; i < 640/16; i++ {
|
||||
for j := 0; j < 480/16; j++ {
|
||||
|
||||
//select random tile in x and y from tileset
|
||||
idx_y := rand.IntN(256 / BLOCK_SIZE)
|
||||
idx_x := rand.IntN(256 / BLOCK_SIZE)
|
||||
|
||||
x0 := BLOCK_SIZE * idx_x
|
||||
y0 := BLOCK_SIZE * idx_y
|
||||
x1 := x0 + BLOCK_SIZE
|
||||
y1 := y0 + BLOCK_SIZE
|
||||
|
||||
//translate for grid element we're painting
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(float64(i)*16, float64(j)*16)
|
||||
g.background.DrawImage(tilesetImage.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
}
|
||||
}
|
||||
|
||||
ax := float64(rand.IntN(640/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
ay := float64(rand.IntN(480/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(ax, ay)
|
||||
g.background.DrawImage(altarImage, op)
|
||||
}
|
||||
@@ -1,4 +1,4 @@
|
||||
package main
|
||||
package gamedata
|
||||
|
||||
type Coordinates struct {
|
||||
X float64
|
||||
12
gamedata/enemystates.go
Normal file
@@ -0,0 +1,12 @@
|
||||
package gamedata
|
||||
|
||||
type EnemyState int
|
||||
|
||||
const (
|
||||
EnemyStateDefault = iota
|
||||
EnemyStateHit
|
||||
EnemyStateDying
|
||||
EnemyStateExploding
|
||||
EnemyStateDead
|
||||
EnemyStateMax
|
||||
)
|
||||
12
gamedata/gameevents.go
Normal file
@@ -0,0 +1,12 @@
|
||||
package gamedata
|
||||
|
||||
type GameEvent int
|
||||
|
||||
const (
|
||||
GameEventPlayerDeath = iota
|
||||
GameEventCharge
|
||||
GameEventNewShot
|
||||
GameEventTargetHit
|
||||
GameEventExplosion
|
||||
GameEventFireball
|
||||
)
|
||||
16
gamedata/gameinfo.go
Normal file
@@ -0,0 +1,16 @@
|
||||
package gamedata
|
||||
|
||||
type Area struct {
|
||||
Width int
|
||||
Height int
|
||||
}
|
||||
|
||||
func (a *Area) Area() int {
|
||||
return a.Height * a.Width
|
||||
}
|
||||
|
||||
type GameInfo struct {
|
||||
Name string
|
||||
Version string
|
||||
Dimensions Area
|
||||
}
|
||||
13
gamedata/gameinputs.go
Normal file
@@ -0,0 +1,13 @@
|
||||
package gamedata
|
||||
|
||||
type GameInputs struct {
|
||||
XAxis float64
|
||||
YAxis float64
|
||||
ShotAngle float64
|
||||
Shot bool
|
||||
Start bool
|
||||
Charge bool
|
||||
Quit bool
|
||||
Reset bool
|
||||
CycleWeapon bool
|
||||
}
|
||||
9
gamedata/weapontype.go
Normal file
@@ -0,0 +1,9 @@
|
||||
package gamedata
|
||||
|
||||
type WeaponType int
|
||||
|
||||
const (
|
||||
WeaponTypeGun = iota
|
||||
WeaponTypeLaser
|
||||
WeaponTypeMax
|
||||
)
|
||||
83
gameelement/background.go
Normal file
@@ -0,0 +1,83 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"image"
|
||||
"math/rand/v2"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type Background struct {
|
||||
Sprite *ebiten.Image
|
||||
initialized bool
|
||||
}
|
||||
|
||||
func NewBackground(a gamedata.Area) *Background {
|
||||
b := &Background{
|
||||
Sprite: ebiten.NewImage(a.Width, a.Height),
|
||||
initialized: false,
|
||||
}
|
||||
return b
|
||||
}
|
||||
|
||||
func (b *Background) SetInputs(gamedata.GameInputs) {
|
||||
|
||||
}
|
||||
|
||||
func (b *Background) Update() error {
|
||||
|
||||
if !b.initialized {
|
||||
b.Initialize()
|
||||
} else {
|
||||
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (b *Background) Draw(drawimg *ebiten.Image) {
|
||||
//all the stuff before
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
drawimg.DrawImage(b.Sprite, op)
|
||||
}
|
||||
|
||||
func (b *Background) Initialize() {
|
||||
b.ConstructBackground()
|
||||
b.initialized = true
|
||||
}
|
||||
|
||||
func (b *Background) ConstructBackground() {
|
||||
BLOCK_SIZE := 32
|
||||
|
||||
for i := 0; i < b.Sprite.Bounds().Dx()/BLOCK_SIZE; i++ {
|
||||
for j := 0; j < b.Sprite.Bounds().Dy()/BLOCK_SIZE; j++ {
|
||||
|
||||
//select random tile in x and y from tileset
|
||||
idx_y := rand.IntN(256 / BLOCK_SIZE)
|
||||
idx_x := rand.IntN(256 / BLOCK_SIZE)
|
||||
|
||||
x0 := BLOCK_SIZE * idx_x
|
||||
y0 := BLOCK_SIZE * idx_y
|
||||
x1 := x0 + BLOCK_SIZE
|
||||
y1 := y0 + BLOCK_SIZE
|
||||
|
||||
//translate for grid element we're painting
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(float64(i*BLOCK_SIZE), float64(j*BLOCK_SIZE))
|
||||
b.Sprite.DrawImage(assets.ImageBank[assets.TileSet].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
}
|
||||
}
|
||||
|
||||
ax := float64(rand.IntN(b.Sprite.Bounds().Dx()/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
ay := float64(rand.IntN(b.Sprite.Bounds().Dy()/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(ax, ay)
|
||||
b.Sprite.DrawImage(assets.ImageBank[assets.Altar], op)
|
||||
}
|
||||
|
||||
func (b *Background) RegisterEvents(e gamedata.GameEvent, f func()) {
|
||||
|
||||
}
|
||||
988
gameelement/canvas.go
Normal file
@@ -0,0 +1,988 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"mover/assets"
|
||||
"mover/elements"
|
||||
"mover/fonts"
|
||||
"mover/gamedata"
|
||||
"mover/weapons"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/text"
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
type Canvas struct {
|
||||
Sprite *ebiten.Image
|
||||
collisionMask *ebiten.Image
|
||||
projectileMask *ebiten.Image
|
||||
laserMask *ebiten.Image
|
||||
heroCollisionMask *ebiten.Image
|
||||
heroCollisionCpy *ebiten.Image
|
||||
|
||||
eventmap map[gamedata.GameEvent]func()
|
||||
|
||||
initialized bool
|
||||
goblinspawned bool
|
||||
goblindead bool
|
||||
lastInputs gamedata.GameInputs
|
||||
runtime float64
|
||||
counter int
|
||||
score int
|
||||
splashes []*elements.Splash
|
||||
wpdrops []*elements.WeaponDrop
|
||||
hero *elements.Hero
|
||||
charge *elements.Explosion
|
||||
goblin *elements.FlyGoblin
|
||||
enemies []elements.Enemies
|
||||
projectiles []*elements.Projectile
|
||||
laser *elements.Laser
|
||||
gameover bool
|
||||
|
||||
lasercoords []gamedata.Coordinates
|
||||
holster *weapons.Holster
|
||||
}
|
||||
|
||||
func NewCanvas(a gamedata.Area) *Canvas {
|
||||
c := &Canvas{
|
||||
Sprite: ebiten.NewImage(a.Width, a.Height),
|
||||
projectileMask: ebiten.NewImage(a.Width, a.Height),
|
||||
collisionMask: ebiten.NewImage(a.Width, a.Height),
|
||||
laserMask: ebiten.NewImage(a.Width, a.Height),
|
||||
heroCollisionMask: ebiten.NewImage(48, 48),
|
||||
heroCollisionCpy: ebiten.NewImage(48, 48),
|
||||
hero: elements.NewHero(),
|
||||
charge: elements.NewExplosion(),
|
||||
laser: elements.NewLaser(gamedata.Coordinates{X: 320, Y: 240}, 0),
|
||||
initialized: false,
|
||||
gameover: false,
|
||||
goblinspawned: false,
|
||||
goblindead: false,
|
||||
score: 0,
|
||||
runtime: 0.,
|
||||
counter: 0,
|
||||
holster: weapons.NewHolster(),
|
||||
}
|
||||
c.laserMask.Clear()
|
||||
c.eventmap = make(map[gamedata.GameEvent]func())
|
||||
c.lasercoords = make([]gamedata.Coordinates, 4)
|
||||
return c
|
||||
}
|
||||
|
||||
func (c *Canvas) SetInputs(gi gamedata.GameInputs) {
|
||||
c.lastInputs = gi
|
||||
}
|
||||
|
||||
func (c *Canvas) Update() error {
|
||||
if !c.initialized {
|
||||
c.Initialize()
|
||||
} else {
|
||||
c.UpdateHero()
|
||||
c.UpdateWeaponDrops()
|
||||
c.UpdateWeapons()
|
||||
c.UpdateProjectiles()
|
||||
c.UpdateCharge()
|
||||
c.UpdateEnemies()
|
||||
c.SpawnEnemies()
|
||||
c.CleanupTargets()
|
||||
c.UpdateSplashes()
|
||||
c.CleanSplashes()
|
||||
c.CleanupDrops()
|
||||
c.counter++
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *Canvas) Draw(drawimg *ebiten.Image) {
|
||||
c.Sprite.Clear()
|
||||
c.projectileMask.Clear()
|
||||
//c.laserMask.Clear()
|
||||
|
||||
//vector.DrawFilledCircle(c.Sprite, float32(c.hero.Pos.X), float32(c.hero.Pos.Y), 100, color.White, true)
|
||||
|
||||
//render heor
|
||||
c.hero.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(c.hero.Pos.X-48/2, c.hero.Pos.Y-48/2)
|
||||
c.Sprite.DrawImage(c.hero.Sprite, op)
|
||||
|
||||
//render weapon
|
||||
if !c.gameover {
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(0, -16)
|
||||
op.GeoM.Rotate(c.lastInputs.ShotAngle)
|
||||
op.GeoM.Translate(c.hero.Pos.X, c.hero.Pos.Y)
|
||||
c.Sprite.DrawImage(assets.ImageBank[assets.Weapon], op)
|
||||
}
|
||||
|
||||
//draw enemy shadows
|
||||
for _, es := range c.enemies {
|
||||
if es.GetEnemyState() < gamedata.EnemyStateExploding {
|
||||
|
||||
dx := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dx()) / 2
|
||||
dy := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dy()) / 2
|
||||
sx := float64(es.GetSprite().Bounds().Dx()) / 48
|
||||
sy := float64(es.GetSprite().Bounds().Dy()) / 48
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-dx, -dy)
|
||||
op.GeoM.Scale(sx, sy)
|
||||
op.GeoM.Translate(es.GetPosition().X, es.GetPosition().Y+float64(es.GetSprite().Bounds().Dx())/2)
|
||||
c.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
|
||||
}
|
||||
}
|
||||
|
||||
//draw weapon drops
|
||||
for _, drop := range c.wpdrops {
|
||||
drop.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2, drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2)
|
||||
c.Sprite.DrawImage(drop.Sprite, op)
|
||||
}
|
||||
|
||||
//draw enemies
|
||||
for _, e := range c.enemies {
|
||||
e.Draw()
|
||||
|
||||
xshift := float64(e.GetSprite().Bounds().Dx() / 2)
|
||||
yshift := float64(e.GetSprite().Bounds().Dy() / 2)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-xshift, -yshift)
|
||||
op.GeoM.Rotate(e.GetAngle())
|
||||
op.GeoM.Translate(e.GetPosition().X, e.GetPosition().Y)
|
||||
|
||||
c.Sprite.DrawImage(e.GetSprite(), op)
|
||||
|
||||
//do we need a health bar for this enemy?
|
||||
if e.Health() > 0 {
|
||||
|
||||
hbWidth := float64(e.MaxHealth())*2 + 4
|
||||
p1 := float64(e.GetSprite().Bounds().Dx())
|
||||
p0 := e.GetPosition().X - p1/2
|
||||
x0 := p0 - (hbWidth-p1)/2
|
||||
y0 := e.GetPosition().Y - 2/3.*float64(e.GetSprite().Bounds().Dy())
|
||||
vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), float32(e.MaxHealth())*2+4, 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)
|
||||
}
|
||||
}
|
||||
|
||||
//draw projectiles
|
||||
for _, p := range c.projectiles {
|
||||
vector.DrawFilledCircle(c.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
|
||||
}
|
||||
c.Sprite.DrawImage(c.projectileMask, nil)
|
||||
|
||||
//draw laser(s)
|
||||
if c.laser.IsFiring() {
|
||||
c.laser.Draw()
|
||||
c.Sprite.DrawImage(c.laserMask, nil)
|
||||
}
|
||||
//c.Sprite.DrawImage(c.laser.Sprite, op)
|
||||
|
||||
vector.StrokeCircle(c.Sprite, float32(c.charge.Origin.X), float32(c.charge.Origin.Y), float32(c.charge.Radius), 3, color.White, true)
|
||||
|
||||
//TEMPORARY let's see how far off the beam we are
|
||||
//vector.StrokeLine(c.Sprite, float32(c.lasercoords[2].X), float32(c.lasercoords[2].Y), float32(c.lasercoords[3].X), float32(c.lasercoords[3].Y), 2, color.White, true)
|
||||
|
||||
//let's render our laser 'splashes'
|
||||
for _, sp := range c.splashes {
|
||||
sp.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(sp.GetPosition().X-128/2, sp.GetPosition().Y-128/2)
|
||||
c.Sprite.DrawImage(sp.Sprite, op)
|
||||
}
|
||||
|
||||
if !c.gameover {
|
||||
c.runtime = float64(c.counter) / 60.
|
||||
}
|
||||
s := fmt.Sprintf("%02.3f", c.runtime)
|
||||
if !c.gameover {
|
||||
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
} else {
|
||||
if (c.counter/30)%2 == 0 {
|
||||
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
}
|
||||
|
||||
text.Draw(c.Sprite, "PRESS START TO TRY AGAIN", fonts.SurviveFont.Arcade, 640/2-150, 480/2, color.White)
|
||||
}
|
||||
|
||||
op.GeoM.Reset()
|
||||
drawimg.DrawImage(c.Sprite, op)
|
||||
}
|
||||
|
||||
func (c *Canvas) Initialize() {
|
||||
|
||||
c.InitializeHero()
|
||||
c.CleanSplashes()
|
||||
c.ResetWeaponDrops()
|
||||
c.enemies = c.enemies[:0]
|
||||
c.gameover = false
|
||||
c.initialized = true
|
||||
c.score = 0
|
||||
c.counter = 0
|
||||
c.runtime = 0.
|
||||
c.goblinspawned = false
|
||||
c.goblindead = false
|
||||
|
||||
//temporary
|
||||
c.hero.Action = elements.HeroActionDefault
|
||||
|
||||
c.holster.SetActiveWeapon(gamedata.WeaponTypeGun)
|
||||
c.laser.SetFiring(false)
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateHero() {
|
||||
c.hero.Update()
|
||||
if !c.gameover {
|
||||
c.UpdateHeroPosition()
|
||||
c.ComputeHeroCollisions()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateHeroPosition() {
|
||||
if c.lastInputs.XAxis >= 0.15 || c.lastInputs.XAxis <= -0.15 {
|
||||
c.hero.Left = c.lastInputs.XAxis < 0
|
||||
c.hero.Pos.X += c.lastInputs.XAxis * 5
|
||||
}
|
||||
|
||||
if c.lastInputs.YAxis >= 0.15 || c.lastInputs.YAxis <= -0.15 {
|
||||
c.hero.Pos.Y += c.lastInputs.YAxis * 5
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) ComputeHeroCollisions() {
|
||||
for _, e := range c.enemies {
|
||||
//compute collision with hero
|
||||
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-float64(e.GetSprite().Bounds().Dy())/2 && c.hero.Pos.Y <= e.GetPosition().Y+float64(e.GetSprite().Bounds().Dy())/2 &&
|
||||
e.GetEnemyState() < gamedata.EnemyStateDying {
|
||||
|
||||
// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
|
||||
|
||||
c.heroCollisionMask.Clear()
|
||||
c.heroCollisionMask.DrawImage(c.hero.Sprite, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
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)
|
||||
|
||||
if c.HasCollided(c.heroCollisionMask, 48*48*4) {
|
||||
c.hero.SetHit()
|
||||
c.gameover = true
|
||||
|
||||
if c.eventmap[gamedata.GameEventPlayerDeath] != nil {
|
||||
c.eventmap[gamedata.GameEventPlayerDeath]()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) AddProjectiles() {
|
||||
|
||||
//add new projectiles
|
||||
|
||||
if c.lastInputs.Shot && c.counter%14 == 0 {
|
||||
|
||||
loc := gamedata.Coordinates{
|
||||
X: c.hero.Pos.X,
|
||||
Y: c.hero.Pos.Y,
|
||||
}
|
||||
angle := c.lastInputs.ShotAngle
|
||||
velocity := 5.
|
||||
|
||||
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle, velocity))
|
||||
|
||||
if c.hero.Upgrade {
|
||||
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle+math.Pi, velocity))
|
||||
}
|
||||
|
||||
if c.eventmap[gamedata.GameEventNewShot] != nil {
|
||||
c.eventmap[gamedata.GameEventNewShot]()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) InitializeHero() {
|
||||
//recenter the hero
|
||||
pos := gamedata.Coordinates{
|
||||
X: float64(c.Sprite.Bounds().Dx() / 2),
|
||||
Y: float64(c.Sprite.Bounds().Dy() / 2),
|
||||
}
|
||||
c.hero.SetOrigin(pos)
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateProjectiles() {
|
||||
i := 0
|
||||
for _, p := range c.projectiles {
|
||||
p.Update()
|
||||
|
||||
projectilevalid := true
|
||||
|
||||
if p.Pos.X < -640/2 || p.Pos.X > 1.5*640 || p.Pos.Y < -480/2 || p.Pos.Y > 1.5*480 {
|
||||
projectilevalid = false
|
||||
}
|
||||
|
||||
for _, e := range c.enemies {
|
||||
if p.Pos.X >= e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2 && p.Pos.X <= e.GetPosition().X+float64(e.GetSprite().Bounds().Dx())/2 &&
|
||||
p.Pos.Y >= e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2 && p.Pos.Y <= e.GetPosition().Y+float64(e.GetSprite().Bounds().Dy())/2 &&
|
||||
e.IsToggled() && e.GetEnemyState() < gamedata.EnemyStateDying {
|
||||
c.collisionMask.Clear()
|
||||
c.collisionMask.DrawImage(c.projectileMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
|
||||
c.collisionMask.DrawImage(e.GetSprite(), op)
|
||||
|
||||
if c.HasCollided(c.collisionMask, 640*480*4) {
|
||||
projectilevalid = false
|
||||
e.SetHit()
|
||||
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if projectilevalid {
|
||||
c.projectiles[i] = p
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
for j := i; j < len(c.projectiles); j++ {
|
||||
c.projectiles[j] = nil
|
||||
}
|
||||
c.projectiles = c.projectiles[:i]
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateLaser() {
|
||||
c.laser.Update()
|
||||
|
||||
c.laser.SetFiring(c.lastInputs.Shot)
|
||||
|
||||
if c.lastInputs.Shot {
|
||||
c.laser.SetPosition(c.hero.Pos)
|
||||
c.laser.SetAngle(c.lastInputs.ShotAngle)
|
||||
|
||||
c.laserMask.Clear()
|
||||
lpos := c.laser.GetPosition()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
//op.GeoM.Translate(-float64(c.laser.Sprite.Bounds().Dx())/2, -float64(c.laser.Sprite.Bounds().Dy())/2)
|
||||
op.GeoM.Translate(0, -float64(c.laser.Sprite.Bounds().Dy())/2)
|
||||
op.GeoM.Rotate(c.laser.GetAngle())
|
||||
op.GeoM.Translate(lpos.X, lpos.Y)
|
||||
c.laserMask.DrawImage(c.laser.Sprite, op)
|
||||
|
||||
//c.LaserAttempt1()
|
||||
//c.LaserAttempt2()
|
||||
//c.LaserAttempt3()
|
||||
c.LaserAttempt4()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateCharge() {
|
||||
|
||||
if c.lastInputs.Charge && !c.charge.Active && !c.gameover {
|
||||
c.charge.SetOrigin(c.hero.Pos)
|
||||
c.charge.Reset()
|
||||
c.charge.ToggleActivate()
|
||||
|
||||
if c.eventmap[gamedata.GameEventCharge] != nil {
|
||||
c.eventmap[gamedata.GameEventCharge]()
|
||||
}
|
||||
}
|
||||
|
||||
c.charge.Update()
|
||||
if c.charge.Active {
|
||||
if c.charge.Radius > math.Sqrt(640*640+480*480) {
|
||||
c.charge.ToggleActivate()
|
||||
c.charge.Reset()
|
||||
c.ResetTargetTouches()
|
||||
}
|
||||
|
||||
for _, e := range c.enemies {
|
||||
dx := e.GetPosition().X - c.hero.Pos.X
|
||||
dy := e.GetPosition().Y - c.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= c.charge.Radius-5 && r <= c.charge.Radius+5 &&
|
||||
!e.IsTouched() && e.GetEnemyState() <= gamedata.EnemyStateHit {
|
||||
e.SetToggle()
|
||||
e.SetTouched()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) ResetTargetTouches() {
|
||||
for _, e := range c.enemies {
|
||||
e.ClearTouched()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateEnemies() {
|
||||
//update existing enemies
|
||||
for _, e := range c.enemies {
|
||||
if !c.gameover {
|
||||
e.SetTarget(c.hero.Pos)
|
||||
|
||||
if e.GetEnemyState() == gamedata.EnemyStateExploding && !e.ExplosionInitiated() {
|
||||
if c.eventmap[gamedata.GameEventExplosion] != nil {
|
||||
c.eventmap[gamedata.GameEventExplosion]()
|
||||
}
|
||||
e.SetExplosionInitiated()
|
||||
}
|
||||
} else {
|
||||
e.SetTarget(e.GetPosition())
|
||||
}
|
||||
|
||||
e.Update()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) SpawnEnemies() {
|
||||
if !c.gameover {
|
||||
|
||||
if !c.goblinspawned || c.goblindead {
|
||||
c.SpawnFlyEyes()
|
||||
}
|
||||
|
||||
if !c.goblinspawned && c.counter > 2400 && !c.goblindead {
|
||||
c.SpawnGoblin()
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) SpawnFlyEyes() {
|
||||
//spawn new enemies
|
||||
f := 40000 / (c.counter + 1)
|
||||
|
||||
if c.counter%f == 0 {
|
||||
newenemy := elements.NewFlyEye()
|
||||
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
|
||||
case 1:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
|
||||
case 2:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
|
||||
case 3:
|
||||
newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
|
||||
}
|
||||
|
||||
newenemy.SetTarget(c.hero.Pos)
|
||||
|
||||
c.enemies = append(c.enemies, newenemy)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) SpawnGoblin() {
|
||||
newfg := elements.NewFlyGoblin()
|
||||
newfg.SetDeathEvent(c.GoblinDeathEvent)
|
||||
newfg.SetFireballCallback(c.GoblinFireballEvent)
|
||||
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
newfg.SetPosition(gamedata.Coordinates{X: x0, Y: -96})
|
||||
case 1:
|
||||
newfg.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
|
||||
case 2:
|
||||
newfg.SetPosition(gamedata.Coordinates{X: -96, Y: y0})
|
||||
case 3:
|
||||
newfg.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
|
||||
}
|
||||
|
||||
c.goblin = newfg
|
||||
c.enemies = append(c.enemies, newfg)
|
||||
c.goblinspawned = true
|
||||
}
|
||||
|
||||
func (c *Canvas) HasCollided(mask *ebiten.Image, size int) bool {
|
||||
var result bool = false
|
||||
var pixels []byte = make([]byte, size)
|
||||
mask.ReadPixels(pixels)
|
||||
for i := 0; i < len(pixels); i = i + 4 {
|
||||
if pixels[i+3] != 0 {
|
||||
result = true
|
||||
break
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func (c *Canvas) RegisterEvents(e gamedata.GameEvent, f func()) {
|
||||
c.eventmap[e] = f
|
||||
}
|
||||
|
||||
func (c *Canvas) CleanupTargets() {
|
||||
// remove dead targets by iterating over all targets
|
||||
i := 0
|
||||
for _, e := range c.enemies {
|
||||
|
||||
//compute odds for dropping an item on dead enemies
|
||||
if e.GetEnemyState() == elements.MoverActionDead {
|
||||
if rand.Float64() > 0.98 {
|
||||
drop := elements.NewWeaponDrop(gamedata.WeaponTypeLaser)
|
||||
drop.SetPosition(e.GetPosition())
|
||||
c.wpdrops = append(c.wpdrops, drop)
|
||||
}
|
||||
}
|
||||
|
||||
//moving valid targets to the front of the slice
|
||||
if e.GetEnemyState() < elements.MoverActionDead &&
|
||||
!(e.GetPosition().X < -640*2 || e.GetPosition().X > 640*2 ||
|
||||
e.GetPosition().Y > 480*2 || e.GetPosition().Y < -480*2) {
|
||||
c.enemies[i] = e
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
//then culling the last elements of the slice, and conveniently we can update
|
||||
//our base score with the number of elements removed (bonuses calculated elsewhere)
|
||||
if len(c.enemies)-i > 0 {
|
||||
c.score += len(c.enemies) - i
|
||||
}
|
||||
|
||||
for j := i; j < len(c.enemies); j++ {
|
||||
c.enemies[j] = nil
|
||||
}
|
||||
c.enemies = c.enemies[:i]
|
||||
}
|
||||
|
||||
func (c *Canvas) GoblinDeathEvent() {
|
||||
c.goblindead = true
|
||||
c.goblinspawned = false
|
||||
c.score += 10
|
||||
}
|
||||
|
||||
func (c *Canvas) GoblinFireballEvent() {
|
||||
|
||||
if !c.gameover {
|
||||
velocity := 8.
|
||||
dx := c.hero.Pos.X - c.goblin.GetPosition().X
|
||||
dy := c.hero.Pos.Y - c.goblin.GetPosition().Y
|
||||
angle := math.Atan2(dy, dx)
|
||||
|
||||
//add some randomness to the angle
|
||||
arand := rand.Float64() * math.Pi / 3
|
||||
|
||||
newfb := elements.NewFireBall(angle+arand, velocity)
|
||||
newfb.SetPosition(c.goblin.GetPosition())
|
||||
c.enemies = append(c.enemies, newfb)
|
||||
|
||||
if c.eventmap[gamedata.GameEventFireball] != nil {
|
||||
c.eventmap[gamedata.GameEventFireball]()
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func IsPixelColliding(img1, img2 *ebiten.Image, offset1, offset2 image.Point) bool {
|
||||
// Get the pixel data from both images
|
||||
bounds1 := img1.Bounds()
|
||||
bounds2 := img2.Bounds()
|
||||
|
||||
// Create slices to hold the pixel data
|
||||
pixels1 := make([]byte, 4*bounds1.Dx()*bounds1.Dy()) // RGBA (4 bytes per pixel)
|
||||
pixels2 := make([]byte, 4*bounds2.Dx()*bounds2.Dy())
|
||||
|
||||
// Read pixel data from the images
|
||||
img1.ReadPixels(pixels1)
|
||||
img2.ReadPixels(pixels2)
|
||||
|
||||
// Determine the overlapping rectangle
|
||||
rect1 := bounds1.Add(offset1)
|
||||
rect2 := bounds2.Add(offset2)
|
||||
intersection := rect1.Intersect(rect2)
|
||||
|
||||
if intersection.Empty() {
|
||||
return false // No overlap
|
||||
}
|
||||
|
||||
// Check pixel data in the overlapping region
|
||||
for y := intersection.Min.Y; y < intersection.Max.Y; y++ {
|
||||
for x := intersection.Min.X; x < intersection.Max.X; x++ {
|
||||
// Calculate the indices in the pixel slices
|
||||
idx1 := ((y-offset1.Y)*bounds1.Dx() + (x - offset1.X)) * 4
|
||||
idx2 := ((y-offset2.Y)*bounds2.Dx() + (x - offset2.X)) * 4
|
||||
|
||||
// Extract alpha values (transparency)
|
||||
alpha1 := pixels1[idx1+3]
|
||||
alpha2 := pixels2[idx2+3]
|
||||
|
||||
// If both pixels are non-transparent, there's a collision
|
||||
if alpha1 > 0 && alpha2 > 0 {
|
||||
return true
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false // No collision detected
|
||||
}
|
||||
|
||||
// RotatePoint rotates a point (x, y) around an origin (ox, oy) by a given angle (in radians).
|
||||
func RotatePoint(x, y, ox, oy, angle float64) (float64, float64) {
|
||||
sin, cos := math.Sin(angle), math.Cos(angle)
|
||||
dx, dy := x-ox, y-oy
|
||||
return ox + dx*cos - dy*sin, oy + dx*sin + dy*cos
|
||||
}
|
||||
|
||||
// IsPixelCollidingWithRotation checks for pixel-perfect collision between two rotated images.
|
||||
func IsPixelCollidingWithRotation(img1, img2 *ebiten.Image, center1, center2 image.Point, angle1, angle2 float64) bool {
|
||||
// Get pixel data
|
||||
bounds1 := img1.Bounds()
|
||||
bounds2 := img2.Bounds()
|
||||
|
||||
pixels1 := make([]byte, 4*bounds1.Dx()*bounds1.Dy())
|
||||
pixels2 := make([]byte, 4*bounds2.Dx()*bounds2.Dy())
|
||||
|
||||
img1.ReadPixels(pixels1)
|
||||
img2.ReadPixels(pixels2)
|
||||
|
||||
// Loop through all pixels in the bounding boxes of the first image
|
||||
for y1 := bounds1.Min.Y; y1 < bounds1.Max.Y; y1++ {
|
||||
for x1 := bounds1.Min.X; x1 < bounds1.Max.X; x1++ {
|
||||
// Get alpha for the pixel in img1
|
||||
idx1 := (y1*bounds1.Dx() + x1) * 4
|
||||
alpha1 := pixels1[idx1+3]
|
||||
if alpha1 == 0 {
|
||||
continue // Skip transparent pixels
|
||||
}
|
||||
|
||||
// Rotate this pixel to its global position
|
||||
globalX, globalY := RotatePoint(float64(x1), float64(y1), float64(bounds1.Dx()/2), float64(bounds1.Dy()/2), angle1)
|
||||
globalX += float64(center1.X)
|
||||
globalY += float64(center1.Y)
|
||||
|
||||
// Transform global position to img2's local space
|
||||
localX, localY := RotatePoint(globalX-float64(center2.X), globalY-float64(center2.Y), 0, 0, -angle2)
|
||||
|
||||
// Check if the transformed position is within img2's bounds
|
||||
lx, ly := int(localX)+bounds2.Dx()/2, int(localY)+bounds2.Dy()/2
|
||||
if lx < 0 || ly < 0 || lx >= bounds2.Dx() || ly >= bounds2.Dy() {
|
||||
continue
|
||||
}
|
||||
|
||||
// Get alpha for the pixel in img2
|
||||
idx2 := (ly*bounds2.Dx() + lx) * 4
|
||||
alpha2 := pixels2[idx2+3]
|
||||
if alpha2 > 0 {
|
||||
return true // Collision detected
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return false // No collision
|
||||
}
|
||||
|
||||
func (c *Canvas) LaserAttempt1() {
|
||||
//for _, e := range c.enemies {
|
||||
/*
|
||||
rgba1 := c.laserMask.SubImage(c.laserMask.Bounds()).(*image.RGBA)
|
||||
rgba2 := e.GetSprite().SubImage(e.GetSprite().Bounds()).(*image.RGBA)
|
||||
*/
|
||||
|
||||
// Check collision
|
||||
/*
|
||||
if IsPixelCollidingWithRotation(c.laser.Sprite,
|
||||
e.GetSprite(),
|
||||
image.Pt(int(c.laser.GetPosition().X), int(c.laser.GetPosition().Y)),
|
||||
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y)),
|
||||
c.laser.GetAngle(),
|
||||
0,
|
||||
) {
|
||||
println("Pixel-perfect collision detected!")
|
||||
}
|
||||
*/
|
||||
/*
|
||||
c.collisionMask.Clear()
|
||||
c.collisionMask.DrawImage(c.laserMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendDestinationIn
|
||||
op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
|
||||
c.collisionMask.DrawImage(e.GetSprite(), op)
|
||||
*/
|
||||
|
||||
/*
|
||||
if c.HasCollided(c.collisionMask, 640*480*4) {
|
||||
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
|
||||
fmt.Println("enemy sliced")
|
||||
}
|
||||
*/
|
||||
//}
|
||||
}
|
||||
|
||||
// try to find if the enemy is along the laser line first, then apply pixel collision
|
||||
func (c *Canvas) LaserAttempt2() {
|
||||
for _, e := range c.enemies {
|
||||
|
||||
a := c.lastInputs.ShotAngle
|
||||
|
||||
x0 := c.hero.Pos.X
|
||||
y0 := c.hero.Pos.Y
|
||||
|
||||
thresh := 25.
|
||||
x := e.GetPosition().X
|
||||
y := math.Tan(a)*(x-x0) + y0
|
||||
var laserd bool = false
|
||||
if !math.IsNaN(math.Tan(a)) {
|
||||
if math.Abs(e.GetPosition().Y-y) <= thresh {
|
||||
laserd = true
|
||||
} else {
|
||||
if math.Abs(e.GetPosition().X-x0) <= thresh {
|
||||
laserd = true
|
||||
}
|
||||
}
|
||||
}
|
||||
if laserd {
|
||||
//check for pixel collision
|
||||
|
||||
if IsPixelColliding(c.laserMask, e.GetSprite(),
|
||||
image.Pt(0, 0),
|
||||
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
|
||||
e.SetHit()
|
||||
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
fmt.Println("laser'd")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// straight up just pixel collision check, expensive though
|
||||
func (c *Canvas) LaserAttempt3() {
|
||||
for _, e := range c.enemies {
|
||||
|
||||
if IsPixelColliding(c.laserMask, e.GetSprite(),
|
||||
image.Pt(0, 0),
|
||||
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
|
||||
e.SetHit()
|
||||
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
fmt.Println("laser'd")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// straight up just pixel collision check, expensive though
|
||||
func (c *Canvas) LaserAttempt4() {
|
||||
for _, e := range c.enemies {
|
||||
|
||||
c.lasercoords[2] = e.GetPosition()
|
||||
|
||||
x0 := c.hero.Pos.X
|
||||
y0 := c.hero.Pos.Y
|
||||
|
||||
x1 := e.GetPosition().X
|
||||
y1 := e.GetPosition().Y
|
||||
|
||||
a := c.lastInputs.ShotAngle
|
||||
|
||||
var d float64 = 100
|
||||
|
||||
/*
|
||||
if !math.IsNaN(math.Tan(a)) {
|
||||
|
||||
m0 := math.Tan(a)
|
||||
if m0 == 0 {
|
||||
d = math.Abs(y1 - y0)
|
||||
fmt.Printf("horizontal beam\n")
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y0}
|
||||
} else {
|
||||
m1 := -1 / m0
|
||||
|
||||
if (m0 - m1) != 0 {
|
||||
xi := (y1 + x0*m0 - y0 - m1*x1) / (m0 - m1)
|
||||
yi := xi*m0 - x0*m0 + y0
|
||||
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: xi, Y: yi}
|
||||
|
||||
d = math.Sqrt(math.Pow(x1-xi, 2) + math.Pow(y1-yi, 2))
|
||||
fmt.Printf("%f \n", d)
|
||||
} else {
|
||||
}
|
||||
}
|
||||
fmt.Printf("%f \n", a)
|
||||
} else {
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y1}
|
||||
d = math.Abs(x1 - x0)
|
||||
fmt.Printf("vertical beam\n")
|
||||
}
|
||||
*/
|
||||
|
||||
if math.Abs(math.Mod(a, math.Pi)) == math.Pi/2 { // Check for vertical beam
|
||||
d = math.Abs(x1 - x0)
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: x0, Y: y1} // Align on x-axis
|
||||
//fmt.Printf("vertical beam\n")
|
||||
} else if math.Tan(a) == 0 { // Check for horizontal beam
|
||||
d = math.Abs(y1 - y0)
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y0} // Align on y-axis
|
||||
//fmt.Printf("horizontal beam\n")
|
||||
} else { // General case
|
||||
m0 := math.Tan(a)
|
||||
m1 := -1 / m0
|
||||
xi := (y1 + x0*m0 - y0 - m1*x1) / (m0 - m1)
|
||||
yi := xi*m0 - x0*m0 + y0
|
||||
c.lasercoords[3] = gamedata.Coordinates{X: xi, Y: yi}
|
||||
d = math.Sqrt(math.Pow(x1-xi, 2) + math.Pow(y1-yi, 2))
|
||||
//fmt.Printf("%f \n", d)
|
||||
}
|
||||
//fmt.Printf("%f \n", a)
|
||||
|
||||
if d <= float64(e.GetSprite().Bounds().Dx()) && e.GetEnemyState() <= gamedata.EnemyStateHit {
|
||||
|
||||
if IsPixelColliding(c.laserMask, e.GetSprite(),
|
||||
image.Pt(0, 0),
|
||||
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
|
||||
e.SetHit()
|
||||
|
||||
newsplash := elements.NewSplash()
|
||||
//newsplash.SetPosition(c.lasercoords[3])
|
||||
newsplash.SetPosition(e.GetPosition())
|
||||
c.splashes = append(c.splashes, newsplash)
|
||||
|
||||
if c.eventmap[gamedata.GameEventTargetHit] != nil {
|
||||
c.eventmap[gamedata.GameEventTargetHit]()
|
||||
}
|
||||
//fmt.Println("laser'd")
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateSplashes() {
|
||||
for _, sp := range c.splashes {
|
||||
sp.Update()
|
||||
}
|
||||
}
|
||||
|
||||
func (c *Canvas) CleanSplashes() {
|
||||
i := 0
|
||||
for _, sp := range c.splashes {
|
||||
if sp.GetAlpha() > 0 {
|
||||
c.splashes[i] = sp
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
for j := i; j < len(c.splashes); j++ {
|
||||
c.splashes[j] = nil
|
||||
}
|
||||
|
||||
c.splashes = c.splashes[:i]
|
||||
}
|
||||
|
||||
func (c *Canvas) CleanupDrops() {
|
||||
i := 0
|
||||
for _, drop := range c.wpdrops {
|
||||
if !drop.IsCollected() {
|
||||
c.wpdrops[i] = drop
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
for j := i; j < len(c.wpdrops); j++ {
|
||||
c.wpdrops[j] = nil
|
||||
}
|
||||
|
||||
c.wpdrops = c.wpdrops[:i]
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateWeapons() {
|
||||
if !c.gameover {
|
||||
//check for weapon inputs
|
||||
if c.lastInputs.CycleWeapon {
|
||||
c.holster.CycleWeapon()
|
||||
}
|
||||
|
||||
//now let's update some shit based on the weapon
|
||||
switch c.holster.GetActiveWeapon().GetWeaponType() {
|
||||
case gamedata.WeaponTypeGun:
|
||||
c.AddProjectiles()
|
||||
case gamedata.WeaponTypeLaser:
|
||||
c.UpdateLaser()
|
||||
}
|
||||
} else {
|
||||
c.laser.SetFiring(false)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateWeaponDrops() {
|
||||
//do we have any drops? let's calculate the chances
|
||||
//
|
||||
|
||||
for _, drop := range c.wpdrops {
|
||||
drop.Update()
|
||||
|
||||
//has the hero collided with any? add to holster
|
||||
//boundary box collision check
|
||||
if c.hero.Pos.X >= drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2 &&
|
||||
c.hero.Pos.X <= drop.GetPosition().X+float64(drop.Sprite.Bounds().Dx())/2 &&
|
||||
c.hero.Pos.Y >= drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2 &&
|
||||
c.hero.Pos.Y <= drop.GetPosition().Y+float64(drop.Sprite.Bounds().Dy())/2 {
|
||||
//fmt.Println("hero trying to pick up weapon maybe")
|
||||
|
||||
if IsPixelColliding(
|
||||
c.hero.Sprite,
|
||||
drop.Sprite,
|
||||
image.Pt(int(c.hero.Pos.X), int(c.hero.Pos.Y)),
|
||||
image.Pt(int(drop.GetPosition().X), int(drop.GetPosition().Y)),
|
||||
) {
|
||||
fmt.Println("weapon acquired")
|
||||
drop.SetCollected(true)
|
||||
c.holster.AddWeapon(weapons.NewLaser())
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (c *Canvas) ResetWeaponDrops() {
|
||||
for i := range c.wpdrops {
|
||||
c.wpdrops[i] = nil
|
||||
}
|
||||
c.wpdrops = c.wpdrops[:0]
|
||||
c.holster = weapons.NewHolster()
|
||||
}
|
||||
109
gameelement/cloudlayer.go
Normal file
@@ -0,0 +1,109 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"mover/elements"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type CloudLayer struct {
|
||||
Sprite *ebiten.Image
|
||||
clouds []*elements.Cloud
|
||||
dimensions gamedata.Area
|
||||
cycle int
|
||||
}
|
||||
|
||||
func NewCloudLayer(a gamedata.Area) *CloudLayer {
|
||||
c := &CloudLayer{
|
||||
Sprite: ebiten.NewImage(a.Width, a.Height),
|
||||
cycle: 0,
|
||||
dimensions: a,
|
||||
}
|
||||
return c
|
||||
}
|
||||
|
||||
func (c *CloudLayer) SetInputs(gamedata.GameInputs) {
|
||||
}
|
||||
|
||||
func (c *CloudLayer) Update() error {
|
||||
c.cycle++
|
||||
|
||||
for _, cloud := range c.clouds {
|
||||
cloud.Update()
|
||||
|
||||
cpos := cloud.GetPosition()
|
||||
if cpos.X > float64(c.dimensions.Width)+float64(cloud.Sprite.Bounds().Dx()) {
|
||||
dx := -float64(cloud.Sprite.Bounds().Dx())
|
||||
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
|
||||
}
|
||||
if cpos.X < -float64(cloud.Sprite.Bounds().Dx()) {
|
||||
dx := float64(c.dimensions.Width + cloud.Sprite.Bounds().Dx())
|
||||
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
|
||||
}
|
||||
if cpos.Y > float64(c.dimensions.Height)+float64(cloud.Sprite.Bounds().Dy()) {
|
||||
dy := -float64(cloud.Sprite.Bounds().Dy())
|
||||
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
|
||||
}
|
||||
if cpos.Y < -float64(cloud.Sprite.Bounds().Dy()) {
|
||||
dy := float64(c.dimensions.Height + cloud.Sprite.Bounds().Dy())
|
||||
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (c *CloudLayer) Draw(drawimg *ebiten.Image) {
|
||||
c.Sprite.Clear()
|
||||
|
||||
for _, cloud := range c.clouds {
|
||||
cloud.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(cloud.GetPosition().X, cloud.GetPosition().Y)
|
||||
op.ColorScale.ScaleAlpha(float32(cloud.Alpha))
|
||||
c.Sprite.DrawImage(cloud.Sprite, op)
|
||||
}
|
||||
|
||||
drawimg.DrawImage(c.Sprite, nil)
|
||||
}
|
||||
|
||||
func (c *CloudLayer) Initialize() {
|
||||
|
||||
//cull previous cloud layer
|
||||
for i := 0; i < len(c.clouds); i++ {
|
||||
c.clouds[i] = nil
|
||||
}
|
||||
c.clouds = c.clouds[:0]
|
||||
|
||||
numclouds := rand.IntN(20)
|
||||
angle := rand.Float64() * math.Pi * 2
|
||||
|
||||
for i := 0; i < numclouds; i++ {
|
||||
|
||||
a := gamedata.Area{
|
||||
Height: rand.IntN(c.dimensions.Width/2) + 1,
|
||||
Width: rand.IntN(c.dimensions.Height/2) + 1,
|
||||
}
|
||||
|
||||
velocity := rand.Float64() * 3
|
||||
//velocity := 0.
|
||||
|
||||
newcloud := elements.NewCloud(a, angle, velocity)
|
||||
|
||||
newcloud.Alpha = rand.Float64() / 2
|
||||
|
||||
newcloud.SetPosition(gamedata.Coordinates{
|
||||
X: rand.Float64() * float64(c.dimensions.Width),
|
||||
Y: rand.Float64() * float64(c.dimensions.Height),
|
||||
})
|
||||
|
||||
c.clouds = append(c.clouds, newcloud)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *CloudLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
|
||||
|
||||
}
|
||||
15
gameelement/gameelement.go
Normal file
@@ -0,0 +1,15 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type GameElement interface {
|
||||
SetInputs(gamedata.GameInputs)
|
||||
Update() error
|
||||
Draw(drawimg *ebiten.Image)
|
||||
Initialize()
|
||||
RegisterEvents(e gamedata.GameEvent, f func())
|
||||
}
|
||||
149
gameelement/rainlayer.go
Normal file
@@ -0,0 +1,149 @@
|
||||
package gameelement
|
||||
|
||||
import (
|
||||
"math/rand/v2"
|
||||
"mover/elements"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type RainLayer struct {
|
||||
Sprite *ebiten.Image
|
||||
lastInputs gamedata.GameInputs
|
||||
raindrops []*elements.RainDrop
|
||||
nextsplashes []gamedata.Coordinates
|
||||
rainsplashes []*elements.RainSplash
|
||||
dimensions gamedata.Area
|
||||
cycle int
|
||||
}
|
||||
|
||||
func NewRainLayer(a gamedata.Area) *RainLayer {
|
||||
rl := &RainLayer{
|
||||
Sprite: ebiten.NewImage(a.Width, a.Height),
|
||||
dimensions: a,
|
||||
}
|
||||
|
||||
for i := 0; i < 50; i++ {
|
||||
nrd := elements.NewRainDrop()
|
||||
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
|
||||
rl.raindrops = append(rl.raindrops, nrd)
|
||||
}
|
||||
|
||||
for i := 0; i < 50; i++ {
|
||||
nrd := elements.NewRainSplash()
|
||||
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(a.Width), Y: rand.Float64() * float64(a.Height)})
|
||||
rl.rainsplashes = append(rl.rainsplashes, nrd)
|
||||
}
|
||||
return rl
|
||||
}
|
||||
|
||||
func (r *RainLayer) SetInputs(inputs gamedata.GameInputs) {
|
||||
r.lastInputs = inputs
|
||||
}
|
||||
|
||||
func (r *RainLayer) Update() error {
|
||||
|
||||
r.UpdateDrops()
|
||||
r.UpdateSplashes()
|
||||
|
||||
r.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (r *RainLayer) Draw(drawimg *ebiten.Image) {
|
||||
r.Sprite.Clear()
|
||||
|
||||
for _, drop := range r.raindrops {
|
||||
drop.Draw()
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
|
||||
op.ColorScale.ScaleAlpha(0.5)
|
||||
r.Sprite.DrawImage(drop.Sprite, op)
|
||||
}
|
||||
|
||||
for _, drop := range r.rainsplashes {
|
||||
drop.Draw()
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(drop.GetPosition().X, drop.GetPosition().Y)
|
||||
op.ColorScale.ScaleAlpha(0.5)
|
||||
r.Sprite.DrawImage(drop.Sprite, op)
|
||||
}
|
||||
|
||||
drawimg.DrawImage(r.Sprite, nil)
|
||||
|
||||
}
|
||||
|
||||
func (r *RainLayer) Initialize() {
|
||||
|
||||
}
|
||||
|
||||
func (r *RainLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
|
||||
|
||||
}
|
||||
|
||||
func (r *RainLayer) UpdateDrops() {
|
||||
i := 0
|
||||
for _, drop := range r.raindrops {
|
||||
drop.Update()
|
||||
|
||||
if !drop.Expired() {
|
||||
r.raindrops[i] = drop
|
||||
i++
|
||||
} else {
|
||||
r.nextsplashes = append(r.nextsplashes, drop.GetPosition())
|
||||
}
|
||||
}
|
||||
|
||||
var j int = i
|
||||
var newdrops int = 0
|
||||
for ; j < len(r.raindrops); j++ {
|
||||
r.raindrops[j] = nil
|
||||
}
|
||||
newdrops = len(r.raindrops) - i
|
||||
r.raindrops = r.raindrops[:i]
|
||||
|
||||
for k := 0; k < newdrops; k++ {
|
||||
nrd := elements.NewRainDrop()
|
||||
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
|
||||
r.raindrops = append(r.raindrops, nrd)
|
||||
}
|
||||
}
|
||||
|
||||
func (r *RainLayer) UpdateSplashes() {
|
||||
i := 0
|
||||
for _, drop := range r.rainsplashes {
|
||||
drop.Update()
|
||||
|
||||
if !drop.Expired() {
|
||||
r.rainsplashes[i] = drop
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
var j int = i
|
||||
//var newdrops int = 0
|
||||
for ; j < len(r.rainsplashes); j++ {
|
||||
r.rainsplashes[j] = nil
|
||||
}
|
||||
//newdrops = len(r.rainsplashes) - i
|
||||
r.rainsplashes = r.rainsplashes[:i]
|
||||
|
||||
/*
|
||||
for k := 0; k < newdrops; k++ {
|
||||
nrd := elements.NewRainSplash()
|
||||
nrd.SetPosition(gamedata.Coordinates{X: rand.Float64() * float64(r.dimensions.Width), Y: rand.Float64() * float64(r.dimensions.Height)})
|
||||
r.rainsplashes = append(r.rainsplashes, nrd)
|
||||
}*/
|
||||
|
||||
for _, splashloc := range r.nextsplashes {
|
||||
nrd := elements.NewRainSplash()
|
||||
nrd.SetPosition(splashloc)
|
||||
r.rainsplashes = append(r.rainsplashes, nrd)
|
||||
}
|
||||
|
||||
r.nextsplashes = r.nextsplashes[:0]
|
||||
|
||||
}
|
||||
1
go.mod
@@ -13,6 +13,7 @@ require (
|
||||
require (
|
||||
github.com/ebitengine/gomobile v0.0.0-20240911145611-4856209ac325 // indirect
|
||||
github.com/ebitengine/hideconsole v1.0.0 // indirect
|
||||
github.com/ebitengine/oto/v3 v3.3.1 // indirect
|
||||
github.com/ebitengine/purego v0.8.0 // indirect
|
||||
github.com/jezek/xgb v1.1.1 // indirect
|
||||
golang.org/x/sync v0.8.0 // indirect
|
||||
|
||||
28
main.go
@@ -1,8 +1,11 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"log"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
"mover/screenmanager"
|
||||
"mover/screens"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
@@ -13,17 +16,26 @@ const (
|
||||
)
|
||||
|
||||
func main() {
|
||||
ver := "survive v0.10"
|
||||
|
||||
fmt.Println(ver)
|
||||
|
||||
moverGame := &Game{}
|
||||
//moverGame := &Game{}
|
||||
moverGame := screenmanager.NewManager()
|
||||
moverGame.SetDimensions(gamedata.Area{Width: screenWidth, Height: screenHeight})
|
||||
|
||||
ebiten.SetWindowSize(screenWidth*1.5, screenHeight*1.5)
|
||||
ebiten.SetWindowTitle(ver)
|
||||
ebiten.SetWindowTitle(moverGame.Info.Name + ": v" + moverGame.Info.Version)
|
||||
|
||||
if err := ebiten.RunGame(moverGame); err != nil {
|
||||
loadScreens(&moverGame)
|
||||
|
||||
if err := ebiten.RunGame(&moverGame); err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func loadScreens(m *screenmanager.Manager) {
|
||||
assets.LoadImages()
|
||||
assets.LoadSounds()
|
||||
m.AddScene(screens.NewStartScreen())
|
||||
//m.AddScene(screens.NewGame())
|
||||
m.AddScene(screens.NewPrimary())
|
||||
m.ResetScenes()
|
||||
}
|
||||
|
||||
192
mover.go
@@ -1,192 +0,0 @@
|
||||
package main
|
||||
|
||||
import (
|
||||
"bytes"
|
||||
"image"
|
||||
"log"
|
||||
|
||||
_ "embed"
|
||||
"image/color"
|
||||
_ "image/png"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
var (
|
||||
flyeyeImage *ebiten.Image
|
||||
flyeyeImage2 *ebiten.Image
|
||||
flyeyeImage3 *ebiten.Image
|
||||
shadow *ebiten.Image
|
||||
|
||||
//go:embed fly-eye.png
|
||||
flyeye_img []byte
|
||||
//go:embed fly-eye2.png
|
||||
flyeye_img2 []byte
|
||||
//go:embed fly-eye3.png
|
||||
flyeye_img3 []byte
|
||||
//go:embed shadow.png
|
||||
shadow_img []byte
|
||||
)
|
||||
|
||||
const (
|
||||
MoverActionDefault = iota
|
||||
MoverActionDamaged
|
||||
MoverActionDying
|
||||
MoverActionExploding
|
||||
MoverActionDead
|
||||
MoverActionMax
|
||||
)
|
||||
|
||||
type MoverAction uint
|
||||
|
||||
func init() {
|
||||
img, _, err := image.Decode(bytes.NewReader(flyeye_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
flyeyeImage = ebiten.NewImageFromImage(img)
|
||||
|
||||
img, _, err = image.Decode(bytes.NewReader(flyeye_img2))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
flyeyeImage2 = ebiten.NewImageFromImage(img)
|
||||
|
||||
img, _, err = image.Decode(bytes.NewReader(flyeye_img3))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
flyeyeImage3 = ebiten.NewImageFromImage(img)
|
||||
|
||||
img, _, err = image.Decode(bytes.NewReader(shadow_img))
|
||||
if err != nil {
|
||||
log.Fatal(err)
|
||||
}
|
||||
shadow = ebiten.NewImageFromImage(img)
|
||||
}
|
||||
|
||||
type Mover struct {
|
||||
Sprite *ebiten.Image
|
||||
Maks *ebiten.Image
|
||||
MaksDest *ebiten.Image
|
||||
Angle float64
|
||||
Pos Coordinates
|
||||
Origin Coordinates
|
||||
Action MoverAction
|
||||
cycles int
|
||||
rotating bool
|
||||
Toggled bool
|
||||
Hit bool
|
||||
Touched bool
|
||||
dyingcount int
|
||||
}
|
||||
|
||||
func NewMover() *Mover {
|
||||
m := &Mover{
|
||||
Sprite: ebiten.NewImage(48, 48),
|
||||
Maks: ebiten.NewImage(48, 48),
|
||||
MaksDest: ebiten.NewImage(48, 48),
|
||||
Action: MoverActionDefault,
|
||||
cycles: 4,
|
||||
Angle: 0,
|
||||
rotating: false,
|
||||
Toggled: false,
|
||||
dyingcount: 0,
|
||||
}
|
||||
|
||||
m.Maks.Fill(color.White)
|
||||
return m
|
||||
}
|
||||
|
||||
func (m *Mover) ToggleRotate() {
|
||||
m.rotating = !m.rotating
|
||||
}
|
||||
|
||||
func (m *Mover) SetAngle(a float64) {
|
||||
m.Angle = a
|
||||
}
|
||||
|
||||
func (m *Mover) SetOrigin(coords Coordinates) {
|
||||
m.Origin = coords
|
||||
m.Pos = coords
|
||||
}
|
||||
|
||||
func (m *Mover) Draw() {
|
||||
m.Sprite.Clear()
|
||||
m.MaksDest.Clear()
|
||||
|
||||
idx := (m.cycles / 8) % 4
|
||||
|
||||
y0 := 0
|
||||
y1 := 48
|
||||
x0 := 48 * idx
|
||||
x1 := x0 + 48
|
||||
|
||||
switch m.Action {
|
||||
case MoverActionDefault:
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(14, 40)
|
||||
m.Sprite.DrawImage(shadow, op)
|
||||
m.Sprite.DrawImage(flyeyeImage.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
case MoverActionDamaged:
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(14, 40)
|
||||
m.Sprite.DrawImage(shadow, op)
|
||||
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
case MoverActionDying:
|
||||
|
||||
if (m.cycles/5)%2 == 0 {
|
||||
|
||||
m.MaksDest.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceAtop
|
||||
m.MaksDest.DrawImage(m.Maks, op)
|
||||
m.Sprite.DrawImage(m.MaksDest, nil)
|
||||
|
||||
} else {
|
||||
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
}
|
||||
if m.dyingcount >= 31 {
|
||||
m.cycles = 0
|
||||
m.SetHit()
|
||||
}
|
||||
case MoverActionExploding:
|
||||
m.Sprite.DrawImage(flyeyeImage3.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
|
||||
if idx == 3 {
|
||||
m.SetHit()
|
||||
}
|
||||
default:
|
||||
}
|
||||
}
|
||||
|
||||
func (m *Mover) Update() {
|
||||
/*
|
||||
dx := 0. //40 * math.Cos(float64(m.cycles)/16)
|
||||
dy := 0. //40 * math.Sin(float64(m.cycles)/16)
|
||||
|
||||
m.Pos = Coordinates{X: m.Origin.X + dx, Y: m.Origin.Y + dy}
|
||||
*/
|
||||
/*
|
||||
if m.rotating {
|
||||
m.Angle = float64(m.cycles) / (math.Pi * 2)
|
||||
}
|
||||
*/
|
||||
if m.Action == MoverActionDying {
|
||||
m.dyingcount++
|
||||
}
|
||||
m.cycles++
|
||||
}
|
||||
|
||||
func (m *Mover) SetHit() {
|
||||
m.Action++ // = (m.Action + 1) % MoverActionMax
|
||||
}
|
||||
|
||||
func (m *Mover) ToggleColor() {
|
||||
//m.Toggled = !m.Toggled
|
||||
if m.Action == MoverActionDefault {
|
||||
m.Action = MoverActionDamaged
|
||||
} else if m.Action == MoverActionDamaged {
|
||||
m.Action = MoverActionDefault
|
||||
}
|
||||
}
|
||||
136
screenmanager/manager.go
Normal file
@@ -0,0 +1,136 @@
|
||||
package screenmanager
|
||||
|
||||
import (
|
||||
"mover/gamedata"
|
||||
"mover/screens"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
const (
|
||||
defaultWidth = 1024
|
||||
defaultHeight = 768
|
||||
)
|
||||
|
||||
type Manager struct {
|
||||
Info gamedata.GameInfo
|
||||
currentScene screens.Screen
|
||||
currentSceneId uint
|
||||
nextSceneId uint
|
||||
screens []screens.Screen
|
||||
internalerr error
|
||||
}
|
||||
|
||||
// can be used to create default manager instance
|
||||
func NewManager() Manager {
|
||||
return Manager{
|
||||
Info: gamedata.GameInfo{
|
||||
Name: "survive",
|
||||
Version: "0.34",
|
||||
Dimensions: gamedata.Area{
|
||||
Width: defaultWidth,
|
||||
Height: defaultHeight,
|
||||
},
|
||||
},
|
||||
currentSceneId: 0,
|
||||
nextSceneId: 1,
|
||||
internalerr: nil,
|
||||
}
|
||||
}
|
||||
|
||||
// ebitengine update proxy on behalf of current scene
|
||||
func (m *Manager) Update() error {
|
||||
if m.currentScene == nil {
|
||||
return nil
|
||||
}
|
||||
|
||||
err := m.currentScene.Update()
|
||||
if err != nil {
|
||||
return err
|
||||
}
|
||||
|
||||
return m.internalerr
|
||||
}
|
||||
|
||||
// shutdown application
|
||||
func (m *Manager) Quit() {
|
||||
m.internalerr = ebiten.Termination
|
||||
}
|
||||
|
||||
// calls current scene's draw method if the currentscene is valid
|
||||
func (m *Manager) Draw(screen *ebiten.Image) {
|
||||
if m.currentScene != nil {
|
||||
m.currentScene.Draw(screen)
|
||||
}
|
||||
}
|
||||
|
||||
// ebitengine proxy for layout
|
||||
func (m *Manager) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
|
||||
return m.Info.Dimensions.Width, m.Info.Dimensions.Height
|
||||
}
|
||||
|
||||
// appends scene to the managed screens
|
||||
func (m *Manager) AddScene(s screens.Screen) {
|
||||
setDefaultHandlers(m, s)
|
||||
s.SetDimensions(m.Info.Dimensions)
|
||||
m.screens = append(m.screens, s)
|
||||
}
|
||||
|
||||
// sets the default callback handlers for a given scene within manager
|
||||
// Default Handling behaviours:
|
||||
//
|
||||
// reset: sets (scene, nextscene) to {0, 1}
|
||||
// scene completion: sets (scene, nextscene) to {nextscene, nextscene+1}
|
||||
// end game: shutdown groovy
|
||||
//
|
||||
// note: NOOP and RELOAD are purposefully not mapped; they are scene
|
||||
// specific and should be mapped to by user of groovy
|
||||
func setDefaultHandlers(m *Manager, s screens.Screen) {
|
||||
s.SetEventHandler(screens.EventReset, func() { m.ResetScenes() })
|
||||
s.SetEventHandler(screens.EventCompleted, func() { m.TransitionScene() })
|
||||
s.SetEventHandler(screens.EventEndgame, func() { m.Quit() })
|
||||
}
|
||||
|
||||
// we're going to reset the scene to the first one
|
||||
func (m *Manager) ResetScenes() {
|
||||
m.currentSceneId = 0
|
||||
m.nextSceneId = 1
|
||||
m.SetCurrentScene(0)
|
||||
}
|
||||
|
||||
// sets the current scene, based on sceneindex n
|
||||
// n > scenelist, quit
|
||||
// otherwise, scene = n
|
||||
func (m *Manager) SetCurrentScene(sceneId uint) {
|
||||
if sceneId >= uint(len(m.screens)) {
|
||||
m.Quit()
|
||||
} else {
|
||||
m.currentSceneId = sceneId
|
||||
m.currentScene = m.screens[sceneId]
|
||||
m.nextSceneId = m.currentSceneId + 1
|
||||
}
|
||||
}
|
||||
|
||||
// handle scene transition
|
||||
func (m *Manager) TransitionScene() {
|
||||
m.SetCurrentScene(m.nextSceneId)
|
||||
}
|
||||
|
||||
// set new sceneId as the successor
|
||||
func (m *Manager) SetNextScene(sceneId uint) {
|
||||
m.nextSceneId = sceneId
|
||||
}
|
||||
|
||||
// sets sene dimensions
|
||||
func (m *Manager) SetDimensions(a gamedata.Area) {
|
||||
m.Info.Dimensions = a
|
||||
}
|
||||
|
||||
// report number of total screens
|
||||
func (m *Manager) SceneCount() uint {
|
||||
return uint(len(m.screens))
|
||||
}
|
||||
|
||||
func (m *Manager) GetScene(sceneId uint) screens.Screen {
|
||||
return m.screens[sceneId]
|
||||
}
|
||||
729
screens/game.go
Normal file
@@ -0,0 +1,729 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"image"
|
||||
"image/color"
|
||||
"math"
|
||||
"math/rand/v2"
|
||||
"mover/assets"
|
||||
"mover/elements"
|
||||
"mover/fonts"
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/audio"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
"github.com/hajimehoshi/ebiten/v2/text"
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
const (
|
||||
MOVER_WIDTH = 48
|
||||
MOVER_HEIGHT = 48
|
||||
sampleRate = 44100
|
||||
)
|
||||
|
||||
type Game struct {
|
||||
events map[ScreenManagerEvent]func()
|
||||
background *ebiten.Image
|
||||
collisionMask *ebiten.Image
|
||||
projectileMask *ebiten.Image
|
||||
heroCollisionMask *ebiten.Image
|
||||
heroCollisionCpy *ebiten.Image
|
||||
|
||||
dimensions gamedata.Area
|
||||
Pos gamedata.Coordinates
|
||||
Paused bool
|
||||
initialized bool
|
||||
gameover bool
|
||||
reset bool
|
||||
musicInitialized bool
|
||||
runtime float64
|
||||
hero *elements.Hero
|
||||
projectiles map[int]*elements.Projectile
|
||||
explosion *elements.Explosion
|
||||
audioplayer *audio.Player
|
||||
|
||||
score int
|
||||
counter int
|
||||
timer int
|
||||
targets []*elements.Mover
|
||||
boss *elements.Boss
|
||||
}
|
||||
|
||||
var (
|
||||
audioContext = audio.NewContext(sampleRate)
|
||||
)
|
||||
|
||||
func NewGame() *Game {
|
||||
g := &Game{
|
||||
events: make(map[ScreenManagerEvent]func()),
|
||||
musicInitialized: false,
|
||||
boss: elements.NewBoss(),
|
||||
}
|
||||
|
||||
return g
|
||||
}
|
||||
|
||||
func (g *Game) Initialize() {
|
||||
|
||||
if !g.musicInitialized {
|
||||
s := audio.NewInfiniteLoop(assets.SoundBank[assets.MainLoop], assets.SoundBank[assets.MainLoop].Length())
|
||||
g.audioplayer, _ = audioContext.NewPlayer(s)
|
||||
g.audioplayer.Play()
|
||||
g.musicInitialized = true
|
||||
}
|
||||
|
||||
origin := gamedata.Coordinates{X: 640 / 2, Y: 480 / 2}
|
||||
|
||||
g.ConstructBackground()
|
||||
g.hero = elements.NewHero()
|
||||
g.hero.SetOrigin(origin)
|
||||
g.hero.ToggleRotate()
|
||||
|
||||
g.gameover = false
|
||||
|
||||
g.collisionMask = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
|
||||
g.projectileMask = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
|
||||
g.heroCollisionMask = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
|
||||
g.heroCollisionCpy = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
|
||||
|
||||
g.explosion = elements.NewExplosion()
|
||||
g.explosion.SetOrigin(origin)
|
||||
g.score = 0
|
||||
g.reset = false
|
||||
|
||||
//clean up all targets
|
||||
for j := 0; j < len(g.targets); j++ {
|
||||
g.targets[j] = nil
|
||||
}
|
||||
g.targets = g.targets[:0]
|
||||
|
||||
g.score = 0
|
||||
g.counter = 0
|
||||
g.timer = 0
|
||||
g.runtime = 0.
|
||||
|
||||
g.boss.Reset()
|
||||
|
||||
g.projectiles = make(map[int]*elements.Projectile)
|
||||
g.initialized = true
|
||||
g.reset = false
|
||||
|
||||
}
|
||||
|
||||
func (g *Game) Update() error {
|
||||
if !g.initialized || g.reset {
|
||||
g.Initialize()
|
||||
} else {
|
||||
g.StepGame()
|
||||
}
|
||||
|
||||
g.timer++
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (g *Game) Draw(screen *ebiten.Image) {
|
||||
|
||||
screen.Clear()
|
||||
|
||||
if g.initialized {
|
||||
screen.DrawImage(g.background, nil)
|
||||
|
||||
g.hero.Draw()
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
|
||||
if !g.gameover {
|
||||
g.runtime = float64(g.counter) / 60.
|
||||
}
|
||||
|
||||
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
|
||||
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
|
||||
screen.DrawImage(g.hero.Sprite, op)
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(0, -16)
|
||||
op.GeoM.Rotate(g.hero.Angle)
|
||||
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
|
||||
screen.DrawImage(assets.ImageBank[assets.Weapon], op)
|
||||
|
||||
//secondary/upgraded weapon sprite; in testing proves sort of distracting
|
||||
/*
|
||||
if g.hero.Upgrade {
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(-16, -16)
|
||||
op.GeoM.Scale(0.75, 0.75)
|
||||
op.GeoM.Translate(16, 0)
|
||||
op.GeoM.Rotate(g.hero.Angle + math.Pi)
|
||||
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
|
||||
screen.DrawImage(weaponImage, op)
|
||||
}
|
||||
*/
|
||||
|
||||
//draw shadows--------------------------------------------------------------
|
||||
for _, target := range g.targets {
|
||||
if target.Action < elements.MoverActionExploding {
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(target.Pos.X-10, target.Pos.Y+10)
|
||||
screen.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
|
||||
}
|
||||
}
|
||||
|
||||
if g.boss.Spawned && g.boss.Action < elements.MoverActionExploding {
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Scale(4, 2)
|
||||
op.GeoM.Translate(g.boss.Pos.X-96/2, g.boss.Pos.Y+96/2-10)
|
||||
screen.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
|
||||
}
|
||||
|
||||
//draw enemies--------------------------------------------------------------
|
||||
for _, target := range g.targets {
|
||||
target.Draw()
|
||||
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
|
||||
op.GeoM.Rotate(target.Angle)
|
||||
op.GeoM.Translate(target.Pos.X, target.Pos.Y)
|
||||
screen.DrawImage(target.Sprite, op)
|
||||
}
|
||||
|
||||
if g.boss.Spawned {
|
||||
g.boss.Draw()
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(-MOVER_WIDTH, -MOVER_HEIGHT)
|
||||
op.GeoM.Translate(g.boss.Pos.X, g.boss.Pos.Y)
|
||||
screen.DrawImage(g.boss.Sprite, op)
|
||||
|
||||
//text.Draw(screen, fmt.Sprintf("%d", g.boss.Health), fonts.SurviveFont.Arcade, 100, 50, color.White)
|
||||
|
||||
//boss health bar
|
||||
x0 := g.boss.Pos.X - 96
|
||||
y0 := g.boss.Pos.Y - 60
|
||||
vector.DrawFilledRect(screen, float32(x0), float32(y0), 204, 12, color.Black, true)
|
||||
vector.DrawFilledRect(screen, float32(x0+2), float32(y0+2), float32(g.boss.Health)*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
|
||||
}
|
||||
|
||||
g.projectileMask.Clear()
|
||||
|
||||
for _, p := range g.projectiles {
|
||||
vector.DrawFilledCircle(g.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
|
||||
}
|
||||
|
||||
screen.DrawImage(g.projectileMask, nil)
|
||||
|
||||
/*
|
||||
op.GeoM.Reset()
|
||||
op.GeoM.Scale(0.25, 0.25)
|
||||
screen.DrawImage(g.collisionMask, op)
|
||||
*/
|
||||
|
||||
vector.StrokeCircle(screen, float32(g.explosion.Origin.X), float32(g.explosion.Origin.Y), float32(g.explosion.Radius), 3, color.White, true)
|
||||
|
||||
s := fmt.Sprintf("%02.3f", g.runtime)
|
||||
if !g.gameover {
|
||||
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
} else {
|
||||
if (g.counter/30)%2 == 0 {
|
||||
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
|
||||
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
|
||||
}
|
||||
|
||||
text.Draw(screen, "PRESS START TO TRY AGAIN", fonts.SurviveFont.Arcade, 640/2-150, 480/2, color.White)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) Layout(width, height int) (int, int) {
|
||||
return g.dimensions.Width, g.dimensions.Height
|
||||
}
|
||||
|
||||
func (g *Game) CleanupTargets() {
|
||||
// remove dead targets by 1) iterating over all targets
|
||||
i := 0
|
||||
for _, target := range g.targets {
|
||||
//moving valid targets to the front of the slice
|
||||
if target.Action < elements.MoverActionDead {
|
||||
g.targets[i] = target
|
||||
i++
|
||||
}
|
||||
}
|
||||
|
||||
//then culling the last elements of the slice
|
||||
if len(g.targets)-i > 0 {
|
||||
// fmt.Printf("Removing %d elements\n", len(g.targets)-i)
|
||||
g.score += len(g.targets) - i
|
||||
}
|
||||
|
||||
for j := i; j < len(g.targets); j++ {
|
||||
g.targets[j] = nil
|
||||
}
|
||||
g.targets = g.targets[:i]
|
||||
}
|
||||
|
||||
func (g *Game) StepGame() {
|
||||
|
||||
g.HandleInput()
|
||||
|
||||
if !g.Paused {
|
||||
|
||||
if !g.audioplayer.IsPlaying() {
|
||||
g.audioplayer.Play()
|
||||
}
|
||||
|
||||
g.hero.Update()
|
||||
g.explosion.Update()
|
||||
|
||||
g.UpdateTargets()
|
||||
if g.boss.Spawned {
|
||||
g.UpdateBoss()
|
||||
}
|
||||
|
||||
g.UpdateProjectiles()
|
||||
|
||||
if !g.gameover {
|
||||
g.UpdateHeroPosition()
|
||||
//append new projectiles
|
||||
g.AppendProjectiles()
|
||||
|
||||
//handle pulsewave updates
|
||||
g.HandlePulseWaveUpdate()
|
||||
|
||||
if !g.boss.Spawned {
|
||||
//add new target with increasing frequency
|
||||
g.SpawnEnemies()
|
||||
if g.counter > 2000 {
|
||||
g.SpawnBoss()
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
g.CleanupTargets()
|
||||
g.counter++
|
||||
} else {
|
||||
g.audioplayer.Pause()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) SpawnEnemies() {
|
||||
f := 40000 / (g.counter + 1)
|
||||
if g.counter%f == 0 {
|
||||
g.targets = append(g.targets, elements.NewMover())
|
||||
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: -MOVER_HEIGHT})
|
||||
case 1:
|
||||
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: float64(g.dimensions.Height) + MOVER_HEIGHT})
|
||||
case 2:
|
||||
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: -MOVER_WIDTH, Y: y0})
|
||||
case 3:
|
||||
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: float64(g.dimensions.Width) + x0, Y: y0})
|
||||
default:
|
||||
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: y0})
|
||||
fmt.Println("WTF " + string(quadrant))
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) HandlePulseWaveUpdate() {
|
||||
if g.explosion.Active {
|
||||
if g.explosion.Radius > math.Sqrt(640*640+480*480) {
|
||||
g.explosion.ToggleActivate()
|
||||
g.explosion.Reset()
|
||||
g.ResetTargetTouches()
|
||||
}
|
||||
|
||||
//check collisions
|
||||
for _, target := range g.targets {
|
||||
dx := target.Pos.X - g.hero.Pos.X
|
||||
dy := target.Pos.Y - g.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 &&
|
||||
target.Action <= elements.MoverActionDamaged && !target.Touched {
|
||||
target.ToggleColor()
|
||||
target.Touched = true
|
||||
//target.SetHit()
|
||||
}
|
||||
}
|
||||
|
||||
//check for boss
|
||||
if g.boss.Spawned {
|
||||
dx := g.boss.Pos.X - g.hero.Pos.X
|
||||
dy := g.boss.Pos.Y - g.hero.Pos.Y
|
||||
r := math.Sqrt(dx*dx + dy*dy)
|
||||
|
||||
if r >= g.explosion.Radius-40 && r <= g.explosion.Radius+40 &&
|
||||
g.boss.Action <= elements.MoverActionDamaged && !g.boss.Touched {
|
||||
g.boss.ToggleColor()
|
||||
g.boss.Touched = true
|
||||
//target.SetHit()
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateProjectiles() {
|
||||
for k, p := range g.projectiles {
|
||||
|
||||
p.Update()
|
||||
|
||||
//cleanup projectiles at boundaries
|
||||
if p.Pos.X < -640/2 || p.Pos.X > 1.5*640 || p.Pos.Y < -480/2 || p.Pos.Y > 1.5*480 {
|
||||
p.Velocity = 0
|
||||
delete(g.projectiles, k)
|
||||
}
|
||||
|
||||
//compute projectile collisions
|
||||
for _, target := range g.targets {
|
||||
//first, boundary check
|
||||
if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 &&
|
||||
p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 &&
|
||||
target.Action == elements.MoverActionDamaged {
|
||||
//fmt.Println("potential collision")
|
||||
|
||||
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
|
||||
//there's definitely room for optimization here
|
||||
g.collisionMask.Clear()
|
||||
g.collisionMask.DrawImage(g.projectileMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
|
||||
g.collisionMask.DrawImage(target.Sprite, op)
|
||||
|
||||
if g.HasCollided(g.collisionMask, g.dimensions.Width*g.dimensions.Height*4) {
|
||||
//fmt.Println("pixel collision")
|
||||
delete(g.projectiles, k)
|
||||
//target.ToggleColor()
|
||||
target.SetHit()
|
||||
//target.SetOrigin(gamedata.Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
|
||||
target.Hit = true
|
||||
|
||||
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//boss check: first, boundary check
|
||||
if p.Pos.X >= g.boss.Pos.X-MOVER_WIDTH && p.Pos.X <= g.boss.Pos.X+MOVER_WIDTH &&
|
||||
p.Pos.Y >= g.boss.Pos.Y-MOVER_HEIGHT && p.Pos.Y <= g.boss.Pos.Y+MOVER_HEIGHT &&
|
||||
g.boss.Action == elements.MoverActionDamaged {
|
||||
//fmt.Println("potential collision")
|
||||
|
||||
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
|
||||
//there's definitely room for optimization here
|
||||
g.collisionMask.Clear()
|
||||
g.collisionMask.DrawImage(g.projectileMask, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate(g.boss.Pos.X-MOVER_WIDTH/2, g.boss.Pos.Y-MOVER_HEIGHT/2)
|
||||
g.collisionMask.DrawImage(g.boss.Sprite, op)
|
||||
|
||||
if g.HasCollided(g.collisionMask, g.dimensions.Width*g.dimensions.Height*4) {
|
||||
//fmt.Println("pixel collision")
|
||||
delete(g.projectiles, k)
|
||||
//target.ToggleColor()
|
||||
g.boss.SetHit()
|
||||
//target.SetOrigin(gamedata.Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
|
||||
//g.boss.Hit = true
|
||||
|
||||
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (g *Game) UpdateTargets() {
|
||||
for _, target := range g.targets {
|
||||
|
||||
if target.Action == elements.MoverActionExploding && !target.SplodeInitiated {
|
||||
player := audioContext.NewPlayerFromBytes(assets.Splode)
|
||||
player.Play()
|
||||
target.SplodeInitiated = true
|
||||
}
|
||||
|
||||
if !target.Hit && g.hero.Action < elements.HeroActionDying {
|
||||
dx := g.hero.Pos.X - target.Pos.X
|
||||
dy := g.hero.Pos.Y - target.Pos.Y
|
||||
angle := math.Atan2(dy, dx)
|
||||
|
||||
//maxspeed := (float64(g.counter) + 1.) / 1000.
|
||||
maxspeed := 2.9
|
||||
target.Pos.X += maxspeed * math.Cos(angle)
|
||||
target.Pos.Y += maxspeed * math.Sin(angle)
|
||||
}
|
||||
|
||||
//compute collision with hero
|
||||
if g.hero.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && g.hero.Pos.X <= target.Pos.X+MOVER_WIDTH/2 &&
|
||||
g.hero.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && g.hero.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 &&
|
||||
target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
|
||||
g.heroCollisionMask.Clear()
|
||||
g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate((g.hero.Pos.X-target.Pos.X)-MOVER_WIDTH/2, (g.hero.Pos.Y-target.Pos.Y)-MOVER_HEIGHT/2)
|
||||
g.heroCollisionMask.DrawImage(target.Sprite, op)
|
||||
|
||||
if g.HasCollided(g.heroCollisionMask, MOVER_HEIGHT*MOVER_HEIGHT*4) {
|
||||
g.hero.SetHit()
|
||||
g.gameover = true
|
||||
|
||||
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
target.Update()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) ResetTargetTouches() {
|
||||
for _, t := range g.targets {
|
||||
t.Touched = false
|
||||
}
|
||||
g.boss.Touched = false
|
||||
}
|
||||
|
||||
func (g *Game) AppendProjectiles() {
|
||||
if g.counter%14 == 0 && ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight) {
|
||||
|
||||
g.projectiles[g.counter] = elements.NewProjectile(gamedata.Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle, 5.)
|
||||
|
||||
if g.hero.Upgrade {
|
||||
g.projectiles[g.counter+1] = elements.NewProjectile(gamedata.Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
|
||||
}
|
||||
|
||||
player := audioContext.NewPlayerFromBytes(assets.Shot)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) HandleInput() {
|
||||
//if len(g.gamepadIDs) > 0 {
|
||||
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick) {
|
||||
if !g.explosion.Active && !g.gameover {
|
||||
g.explosion.SetOrigin(g.hero.Pos)
|
||||
g.explosion.Reset()
|
||||
g.explosion.ToggleActivate()
|
||||
player := audioContext.NewPlayerFromBytes(assets.Magic)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight) {
|
||||
if g.gameover {
|
||||
g.reset = true
|
||||
} else {
|
||||
g.Paused = !g.Paused
|
||||
var player *audio.Player
|
||||
if g.Paused {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseIn)
|
||||
} else {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseOut)
|
||||
}
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
//account for controller sensitivity
|
||||
if !g.gameover && !g.Paused {
|
||||
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
|
||||
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
|
||||
|
||||
if yaxis <= 0.09 && yaxis >= -0.09 {
|
||||
yaxis = 0
|
||||
}
|
||||
if xaxis <= 0.09 && xaxis >= -0.09 {
|
||||
xaxis = 0
|
||||
}
|
||||
|
||||
inputangle := math.Atan2(yaxis, xaxis)
|
||||
g.hero.SetAngle(inputangle)
|
||||
}
|
||||
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||
g.events[EventEndgame]()
|
||||
}
|
||||
//}
|
||||
}
|
||||
|
||||
func (g *Game) UpdateHeroPosition() {
|
||||
//handle gamepad input
|
||||
inpx := ebiten.GamepadAxisValue(0, 0)
|
||||
inpy := ebiten.GamepadAxisValue(0, 1)
|
||||
|
||||
//handle wasd input
|
||||
if ebiten.IsKeyPressed(ebiten.KeyD) {
|
||||
inpx = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyA) {
|
||||
inpx = -1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyS) {
|
||||
inpy = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyW) {
|
||||
inpy = -1
|
||||
}
|
||||
|
||||
if inpx >= 0.15 || inpx <= -0.15 {
|
||||
g.hero.Left = inpx < 0
|
||||
g.hero.Pos.X += inpx * 5
|
||||
}
|
||||
|
||||
if inpy >= 0.15 || inpy <= -0.15 {
|
||||
g.hero.Pos.Y += inpy * 5
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
func (g *Game) ConstructBackground() {
|
||||
g.background = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
|
||||
BLOCK_SIZE := 32
|
||||
|
||||
for i := 0; i < 640/BLOCK_SIZE; i++ {
|
||||
for j := 0; j < 480/BLOCK_SIZE; j++ {
|
||||
|
||||
//select random tile in x and y from tileset
|
||||
idx_y := rand.IntN(256 / BLOCK_SIZE)
|
||||
idx_x := rand.IntN(256 / BLOCK_SIZE)
|
||||
|
||||
x0 := BLOCK_SIZE * idx_x
|
||||
y0 := BLOCK_SIZE * idx_y
|
||||
x1 := x0 + BLOCK_SIZE
|
||||
y1 := y0 + BLOCK_SIZE
|
||||
|
||||
//translate for grid element we're painting
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(float64(i*BLOCK_SIZE), float64(j*BLOCK_SIZE))
|
||||
g.background.DrawImage(assets.ImageBank[assets.TileSet].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
|
||||
}
|
||||
}
|
||||
|
||||
ax := float64(rand.IntN(640/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
ay := float64(rand.IntN(480/BLOCK_SIZE) * BLOCK_SIZE)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(ax, ay)
|
||||
g.background.DrawImage(assets.ImageBank[assets.Altar], op)
|
||||
}
|
||||
|
||||
func (g *Game) SetDimensions(a gamedata.Area) {
|
||||
g.dimensions = a
|
||||
}
|
||||
|
||||
func (g *Game) SetEventHandler(e ScreenManagerEvent, f func()) {
|
||||
g.events[e] = f
|
||||
}
|
||||
|
||||
func (g *Game) SpawnBoss() {
|
||||
x0 := rand.Float64() * 640
|
||||
y0 := rand.Float64() * 480
|
||||
quadrant := rand.IntN(3)
|
||||
|
||||
switch quadrant {
|
||||
case 0:
|
||||
g.boss.Pos = gamedata.Coordinates{X: x0, Y: -(MOVER_HEIGHT * 2)}
|
||||
case 1:
|
||||
g.boss.Pos = gamedata.Coordinates{X: x0, Y: float64(g.dimensions.Height) + (MOVER_HEIGHT * 2)}
|
||||
case 2:
|
||||
g.boss.Pos = gamedata.Coordinates{X: -(MOVER_HEIGHT * 2), Y: y0}
|
||||
case 3:
|
||||
g.boss.Pos = gamedata.Coordinates{X: float64(g.dimensions.Width) + x0, Y: y0}
|
||||
default:
|
||||
g.boss.Pos = gamedata.Coordinates{X: x0, Y: y0}
|
||||
fmt.Println("WTF " + string(quadrant))
|
||||
}
|
||||
//g.boss.Pos = gamedata.Coordinates{X: 640 / 2, Y: 480 / 2}
|
||||
g.boss.Spawned = true
|
||||
}
|
||||
|
||||
func (g *Game) UpdateBoss() {
|
||||
g.boss.Update()
|
||||
|
||||
if g.boss.Action == elements.MoverActionExploding && !g.boss.SplodeInitiated {
|
||||
g.score += 10
|
||||
player := audioContext.NewPlayerFromBytes(assets.Splode)
|
||||
player.Play()
|
||||
g.boss.SplodeInitiated = true
|
||||
}
|
||||
/*
|
||||
if g.boss.Action >= elements.MoverActionDying {
|
||||
g.boss.Spawned = false
|
||||
}*/
|
||||
|
||||
if g.boss.Action >= elements.MoverActionDead {
|
||||
g.boss.Pos = gamedata.Coordinates{X: -96, Y: -96}
|
||||
}
|
||||
|
||||
if g.boss.Action < elements.MoverActionDying {
|
||||
dx := g.hero.Pos.X - g.boss.Pos.X
|
||||
dy := g.hero.Pos.Y - g.boss.Pos.Y
|
||||
|
||||
g.boss.Right = dx/48 > 0
|
||||
|
||||
g.boss.Pos = gamedata.Coordinates{
|
||||
X: g.boss.Pos.X + dx/48,
|
||||
Y: g.boss.Pos.Y + dy/48,
|
||||
}
|
||||
}
|
||||
|
||||
//compute collision with hero
|
||||
if g.hero.Pos.X >= g.boss.Pos.X-MOVER_WIDTH && g.hero.Pos.X <= g.boss.Pos.X+MOVER_WIDTH &&
|
||||
g.hero.Pos.Y >= g.boss.Pos.Y-MOVER_HEIGHT && g.hero.Pos.Y <= g.boss.Pos.Y+MOVER_HEIGHT &&
|
||||
g.boss.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
|
||||
g.heroCollisionMask.Clear()
|
||||
g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
|
||||
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Reset()
|
||||
op.Blend = ebiten.BlendSourceIn
|
||||
op.GeoM.Translate((g.hero.Pos.X-g.boss.Pos.X)-MOVER_WIDTH, (g.hero.Pos.Y-g.boss.Pos.Y)-MOVER_HEIGHT)
|
||||
g.heroCollisionMask.DrawImage(g.boss.Sprite, op)
|
||||
|
||||
if g.HasCollided(g.heroCollisionMask, MOVER_HEIGHT*MOVER_HEIGHT*4) {
|
||||
g.hero.SetHit()
|
||||
g.gameover = true
|
||||
|
||||
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
|
||||
player.Play()
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
func (g *Game) HasCollided(mask *ebiten.Image, size int) bool {
|
||||
var result bool = false
|
||||
var pixels []byte = make([]byte, size)
|
||||
mask.ReadPixels(pixels)
|
||||
for i := 0; i < len(pixels); i = i + 4 {
|
||||
if pixels[i+3] != 0 {
|
||||
result = true
|
||||
break
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
func (g *Game) SetInputs(gamedata.GameInputs) {
|
||||
|
||||
}
|
||||
250
screens/primary.go
Normal file
@@ -0,0 +1,250 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/gamedata"
|
||||
"mover/gameelement"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/audio"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
)
|
||||
|
||||
type Primary struct {
|
||||
events map[ScreenManagerEvent]func()
|
||||
dimensions gamedata.Area
|
||||
elements []gameelement.GameElement
|
||||
gameevents map[gamedata.GameEvent]bool
|
||||
|
||||
paused bool
|
||||
gameover bool
|
||||
musicInitialized bool
|
||||
|
||||
audioplayer *audio.Player
|
||||
}
|
||||
|
||||
func NewPrimary() *Primary {
|
||||
p := &Primary{
|
||||
events: make(map[ScreenManagerEvent]func()),
|
||||
paused: false,
|
||||
gameover: false,
|
||||
musicInitialized: false,
|
||||
}
|
||||
|
||||
gamearea := gamedata.Area{Width: 640, Height: 480}
|
||||
|
||||
//initialize our layer map
|
||||
p.gameevents = make(map[gamedata.GameEvent]bool)
|
||||
|
||||
//create background layer
|
||||
p.elements = append(p.elements, gameelement.NewBackground(gamearea))
|
||||
|
||||
//create canvas (game) layer
|
||||
canvas := gameelement.NewCanvas(gamearea)
|
||||
canvas.RegisterEvents(gamedata.GameEventPlayerDeath, p.EventHandlerPlayerDeath)
|
||||
canvas.RegisterEvents(gamedata.GameEventCharge, p.EventHandlerCharge)
|
||||
canvas.RegisterEvents(gamedata.GameEventNewShot, p.EventHandlerNewShot)
|
||||
canvas.RegisterEvents(gamedata.GameEventTargetHit, p.EventHandlerTargetHit)
|
||||
canvas.RegisterEvents(gamedata.GameEventExplosion, p.EventHandlerExplosion)
|
||||
canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball)
|
||||
p.elements = append(p.elements, canvas)
|
||||
|
||||
//rainlayer
|
||||
rain := gameelement.NewRainLayer(gamearea)
|
||||
rain.Initialize()
|
||||
p.elements = append(p.elements, rain)
|
||||
|
||||
//create foreground cloud layer
|
||||
clouds := gameelement.NewCloudLayer(gamearea)
|
||||
clouds.Initialize()
|
||||
p.elements = append(p.elements, clouds)
|
||||
|
||||
return p
|
||||
}
|
||||
|
||||
func (p *Primary) Update() error {
|
||||
|
||||
if !p.musicInitialized {
|
||||
s := audio.NewInfiniteLoop(assets.SoundBank[assets.MainLoop], assets.SoundBank[assets.MainLoop].Length())
|
||||
p.audioplayer, _ = audioContext.NewPlayer(s)
|
||||
p.audioplayer.Play()
|
||||
p.musicInitialized = true
|
||||
}
|
||||
|
||||
//collect all inputs
|
||||
inputs := p.CollectInputs()
|
||||
if inputs.Quit {
|
||||
p.events[EventEndgame]()
|
||||
}
|
||||
|
||||
if inputs.Reset {
|
||||
p.Reset()
|
||||
}
|
||||
|
||||
p.ProcessEventAudio()
|
||||
|
||||
if inputs.Start {
|
||||
if p.gameover {
|
||||
p.Reset()
|
||||
} else {
|
||||
p.TogglePause()
|
||||
}
|
||||
}
|
||||
|
||||
//primary game loop, for each element pass along the inputs
|
||||
//and process its update logic
|
||||
if !p.paused {
|
||||
for _, ge := range p.elements {
|
||||
ge.SetInputs(inputs)
|
||||
ge.Update()
|
||||
}
|
||||
}
|
||||
|
||||
return nil
|
||||
}
|
||||
|
||||
func (p *Primary) Draw(screen *ebiten.Image) {
|
||||
//here we simply call each game elements draw function
|
||||
//as a layer on top of each other
|
||||
for _, ge := range p.elements {
|
||||
ge.Draw(screen)
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) SetEventHandler(e ScreenManagerEvent, f func()) {
|
||||
p.events[e] = f
|
||||
}
|
||||
|
||||
func (p *Primary) SetDimensions(a gamedata.Area) {
|
||||
p.dimensions = a
|
||||
}
|
||||
|
||||
func (p *Primary) CollectInputs() gamedata.GameInputs {
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
|
||||
p.events[EventEndgame]()
|
||||
}
|
||||
|
||||
gi := gamedata.GameInputs{}
|
||||
|
||||
//axes
|
||||
inpx := ebiten.GamepadAxisValue(0, 0)
|
||||
inpy := ebiten.GamepadAxisValue(0, 1)
|
||||
|
||||
//handle wasd input
|
||||
if ebiten.IsKeyPressed(ebiten.KeyD) {
|
||||
inpx = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyA) {
|
||||
inpx = -1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyS) {
|
||||
inpy = 1
|
||||
}
|
||||
if ebiten.IsKeyPressed(ebiten.KeyW) {
|
||||
inpy = -1
|
||||
}
|
||||
|
||||
gi.XAxis = inpx
|
||||
gi.YAxis = inpy
|
||||
|
||||
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
|
||||
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
|
||||
|
||||
if yaxis <= 0.09 && yaxis >= -0.09 {
|
||||
yaxis = 0
|
||||
}
|
||||
if xaxis <= 0.09 && xaxis >= -0.09 {
|
||||
xaxis = 0
|
||||
}
|
||||
|
||||
gi.ShotAngle = math.Atan2(yaxis, xaxis)
|
||||
|
||||
gi.CycleWeapon = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonFrontTopRight)
|
||||
gi.Charge = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick)
|
||||
gi.Start = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight)
|
||||
gi.Shot = ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight)
|
||||
gi.Quit = inpututil.IsKeyJustPressed(ebiten.KeyQ)
|
||||
gi.Reset = inpututil.IsKeyJustPressed(ebiten.KeyR)
|
||||
|
||||
return gi
|
||||
}
|
||||
|
||||
func (p *Primary) TogglePause() {
|
||||
p.paused = !p.paused
|
||||
var player *audio.Player
|
||||
if p.paused {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseIn)
|
||||
p.audioplayer.Pause()
|
||||
} else {
|
||||
player = audioContext.NewPlayerFromBytes(assets.PauseOut)
|
||||
p.audioplayer.Play()
|
||||
}
|
||||
player.Play()
|
||||
}
|
||||
|
||||
func (p *Primary) Reset() {
|
||||
p.paused = false
|
||||
p.gameover = false
|
||||
|
||||
for _, ge := range p.elements {
|
||||
ge.Initialize()
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) ProcessEventAudio() {
|
||||
for event, occurred := range p.gameevents {
|
||||
if occurred {
|
||||
p.PlayAudio(event)
|
||||
p.gameevents[event] = false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) PlayAudio(e gamedata.GameEvent) {
|
||||
switch e {
|
||||
case gamedata.GameEventPlayerDeath:
|
||||
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
|
||||
player.Play()
|
||||
case gamedata.GameEventCharge:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Magic)
|
||||
player.Play()
|
||||
case gamedata.GameEventNewShot:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Shot)
|
||||
player.Play()
|
||||
case gamedata.GameEventTargetHit:
|
||||
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
|
||||
player.Play()
|
||||
case gamedata.GameEventExplosion:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Splode)
|
||||
player.Play()
|
||||
case gamedata.GameEventFireball:
|
||||
player := audioContext.NewPlayerFromBytes(assets.Flare)
|
||||
player.Play()
|
||||
}
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerPlayerDeath() {
|
||||
p.gameevents[gamedata.GameEventPlayerDeath] = true
|
||||
p.gameover = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerCharge() {
|
||||
p.gameevents[gamedata.GameEventCharge] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerNewShot() {
|
||||
p.gameevents[gamedata.GameEventNewShot] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerTargetHit() {
|
||||
p.gameevents[gamedata.GameEventTargetHit] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerExplosion() {
|
||||
p.gameevents[gamedata.GameEventExplosion] = true
|
||||
}
|
||||
|
||||
func (p *Primary) EventHandlerFireball() {
|
||||
p.gameevents[gamedata.GameEventFireball] = true
|
||||
}
|
||||
25
screens/scene.go
Normal file
@@ -0,0 +1,25 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"mover/gamedata"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
)
|
||||
|
||||
type ScreenManagerEvent int
|
||||
|
||||
const (
|
||||
EventNoop ScreenManagerEvent = iota
|
||||
EventReset // reset to initial scene
|
||||
EventLoad // loading elements
|
||||
EventReload // reload current scene
|
||||
EventCompleted // current scene has completed
|
||||
EventEndgame // shutdown all scenes
|
||||
)
|
||||
|
||||
type Screen interface {
|
||||
Update() error
|
||||
Draw(screen *ebiten.Image)
|
||||
SetEventHandler(e ScreenManagerEvent, f func())
|
||||
SetDimensions(a gamedata.Area)
|
||||
}
|
||||
102
screens/start.go
Normal file
@@ -0,0 +1,102 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"image/color"
|
||||
"math"
|
||||
"mover/assets"
|
||||
"mover/fonts"
|
||||
"mover/gamedata"
|
||||
"mover/touch"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/audio"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
"github.com/hajimehoshi/ebiten/v2/text"
|
||||
)
|
||||
|
||||
type StartScreen struct {
|
||||
eHandler map[ScreenManagerEvent]func()
|
||||
dimensions gamedata.Area
|
||||
target gamedata.Coordinates
|
||||
current gamedata.Coordinates
|
||||
targetreached bool
|
||||
audioplayed bool
|
||||
cycle int
|
||||
audioplayer *audio.Player
|
||||
}
|
||||
|
||||
func NewStartScreen() *StartScreen {
|
||||
s := &StartScreen{
|
||||
eHandler: make(map[ScreenManagerEvent]func()),
|
||||
target: gamedata.Coordinates{X: 640/2 - 150, Y: 480 / 2},
|
||||
current: gamedata.Coordinates{X: 640/2 - 150, Y: -100},
|
||||
targetreached: false,
|
||||
cycle: 0,
|
||||
audioplayed: false,
|
||||
}
|
||||
return s
|
||||
}
|
||||
|
||||
func (s *StartScreen) Update() error {
|
||||
|
||||
touch.UpdateTouchIDs()
|
||||
|
||||
ids := touch.GetTouchIDs()
|
||||
var touched bool = false
|
||||
for _, id := range ids {
|
||||
touched = touch.IsTouchJustPressed(id)
|
||||
if touched {
|
||||
break
|
||||
}
|
||||
}
|
||||
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) ||
|
||||
ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonCenterRight) ||
|
||||
touched {
|
||||
s.eHandler[EventCompleted]()
|
||||
if s.audioplayer.IsPlaying() {
|
||||
s.audioplayer.Close()
|
||||
}
|
||||
}
|
||||
|
||||
if !s.audioplayed {
|
||||
s.audioplayer = audioContext.NewPlayerFromBytes(assets.Survive)
|
||||
s.audioplayer.Play()
|
||||
s.audioplayed = true
|
||||
}
|
||||
|
||||
if !s.targetreached {
|
||||
s.current.X += (s.target.X - s.current.X) / 8
|
||||
s.current.Y += (s.target.Y - s.current.Y) / 8
|
||||
} else {
|
||||
s.current.Y += 0.5 * math.Sin(float64(s.cycle)/(math.Pi*8))
|
||||
}
|
||||
|
||||
if math.Abs(s.current.Y-s.target.Y) < 1 && !s.targetreached {
|
||||
s.targetreached = true
|
||||
}
|
||||
|
||||
s.cycle++
|
||||
return nil
|
||||
}
|
||||
|
||||
func (s *StartScreen) Draw(screen *ebiten.Image) {
|
||||
screen.Clear()
|
||||
screen.DrawImage(assets.ImageBank[assets.Title], nil)
|
||||
text.Draw(screen, "survive", fonts.SurviveFont.ArcadeLarge, int(s.current.X), int(s.current.Y), color.Black)
|
||||
|
||||
if s.targetreached && (s.cycle/16)%4 < 2 {
|
||||
text.Draw(screen, "press start", fonts.SurviveFont.Arcade, 640/2-25, 300, color.Black)
|
||||
}
|
||||
|
||||
text.Draw(screen, "©bsoft games", fonts.SurviveFont.ArcadeSmall, 640/2+25, 180, color.Black)
|
||||
|
||||
}
|
||||
|
||||
func (s *StartScreen) SetEventHandler(e ScreenManagerEvent, f func()) {
|
||||
s.eHandler[e] = f
|
||||
}
|
||||
|
||||
func (s *StartScreen) SetDimensions(a gamedata.Area) {
|
||||
s.dimensions = a
|
||||
}
|
||||
51
touch/touch.go
Normal file
@@ -0,0 +1,51 @@
|
||||
package touch
|
||||
|
||||
import (
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
||||
"github.com/hajimehoshi/ebiten/v2/inpututil"
|
||||
"golang.org/x/exp/maps"
|
||||
)
|
||||
|
||||
var (
|
||||
allTouchIDs []ebiten.TouchID
|
||||
currentTouchIDs map[ebiten.TouchID]bool
|
||||
justPressedTouchIDs map[ebiten.TouchID]bool
|
||||
justReleasedTouchIDs map[ebiten.TouchID]bool
|
||||
)
|
||||
|
||||
func UpdateTouchIDs() {
|
||||
newPressedTouchIDs := []ebiten.TouchID{}
|
||||
newPressedTouchIDs = inpututil.AppendJustPressedTouchIDs(newPressedTouchIDs)
|
||||
justPressedTouchIDs = map[ebiten.TouchID]bool{}
|
||||
for i := 0; i < len(newPressedTouchIDs); i++ {
|
||||
justPressedTouchIDs[newPressedTouchIDs[i]] = true
|
||||
currentTouchIDs[newPressedTouchIDs[i]] = true
|
||||
}
|
||||
justReleasedTouchIDs = map[ebiten.TouchID]bool{}
|
||||
allTouchIDs = maps.Keys(currentTouchIDs)
|
||||
newReleasedTouchIDs := []ebiten.TouchID{}
|
||||
newReleasedTouchIDs = inpututil.AppendJustReleasedTouchIDs(newReleasedTouchIDs)
|
||||
for i := 0; i < len(newReleasedTouchIDs); i++ {
|
||||
justReleasedTouchIDs[newReleasedTouchIDs[i]] = true
|
||||
delete(currentTouchIDs, newReleasedTouchIDs[i])
|
||||
}
|
||||
}
|
||||
|
||||
func GetTouchIDs() []ebiten.TouchID {
|
||||
return allTouchIDs
|
||||
}
|
||||
|
||||
func IsTouchJustPressed(touchID ebiten.TouchID) bool {
|
||||
return justPressedTouchIDs[touchID]
|
||||
}
|
||||
|
||||
func IsTouchJustReleased(touchID ebiten.TouchID) bool {
|
||||
return justReleasedTouchIDs[touchID]
|
||||
}
|
||||
|
||||
func init() {
|
||||
allTouchIDs = []ebiten.TouchID{}
|
||||
currentTouchIDs = map[ebiten.TouchID]bool{}
|
||||
justPressedTouchIDs = map[ebiten.TouchID]bool{}
|
||||
justReleasedTouchIDs = map[ebiten.TouchID]bool{}
|
||||
}
|
||||
26
weapons/gun.go
Normal file
@@ -0,0 +1,26 @@
|
||||
package weapons
|
||||
|
||||
import "mover/gamedata"
|
||||
|
||||
type Gun struct {
|
||||
active bool
|
||||
}
|
||||
|
||||
func NewGun() *Gun {
|
||||
g := &Gun{
|
||||
active: false,
|
||||
}
|
||||
return g
|
||||
}
|
||||
|
||||
func (g *Gun) IsActive() bool {
|
||||
return g.active
|
||||
}
|
||||
|
||||
func (g *Gun) SetActivity(active bool) {
|
||||
g.active = active
|
||||
}
|
||||
|
||||
func (g *Gun) GetWeaponType() gamedata.WeaponType {
|
||||
return gamedata.WeaponTypeGun
|
||||
}
|
||||
59
weapons/holster.go
Normal file
@@ -0,0 +1,59 @@
|
||||
package weapons
|
||||
|
||||
import "mover/gamedata"
|
||||
|
||||
type Holster struct {
|
||||
activewp gamedata.WeaponType
|
||||
guns map[gamedata.WeaponType]Weapon
|
||||
}
|
||||
|
||||
func NewHolster() *Holster {
|
||||
holster := &Holster{
|
||||
guns: make(map[gamedata.WeaponType]Weapon),
|
||||
activewp: gamedata.WeaponTypeGun,
|
||||
}
|
||||
holster.AddWeapon(NewGun())
|
||||
//holster.AddWeapon(NewLaser())
|
||||
return holster
|
||||
}
|
||||
|
||||
func (h *Holster) SetActiveWeapon(wt gamedata.WeaponType) {
|
||||
_, ok := h.guns[wt]
|
||||
if ok {
|
||||
h.activewp = wt
|
||||
}
|
||||
}
|
||||
|
||||
func (h *Holster) GetActiveWeapon() Weapon {
|
||||
return h.guns[h.activewp]
|
||||
}
|
||||
|
||||
func (h *Holster) GetActiveWeaponType() gamedata.WeaponType {
|
||||
return h.guns[h.activewp].GetWeaponType()
|
||||
}
|
||||
|
||||
func (h *Holster) AddWeapon(w Weapon) {
|
||||
_, ok := h.guns[w.GetWeaponType()]
|
||||
if !ok {
|
||||
h.guns[w.GetWeaponType()] = w
|
||||
}
|
||||
}
|
||||
|
||||
func (h *Holster) CycleWeapon() {
|
||||
//no weapons, nothing to do
|
||||
if len(h.guns) == 0 {
|
||||
return
|
||||
}
|
||||
|
||||
//keep searching until we find the next weapon that exists
|
||||
var nextwp gamedata.WeaponType = h.activewp
|
||||
for ok := false; !ok; {
|
||||
nextwp = (nextwp + 1) % gamedata.WeaponTypeMax
|
||||
_, ok = h.guns[nextwp]
|
||||
if ok {
|
||||
h.activewp = nextwp
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
26
weapons/laser.go
Normal file
@@ -0,0 +1,26 @@
|
||||
package weapons
|
||||
|
||||
import "mover/gamedata"
|
||||
|
||||
type Laser struct {
|
||||
active bool
|
||||
}
|
||||
|
||||
func NewLaser() *Laser {
|
||||
l := &Laser{
|
||||
active: false,
|
||||
}
|
||||
return l
|
||||
}
|
||||
|
||||
func (g *Laser) IsActive() bool {
|
||||
return g.active
|
||||
}
|
||||
|
||||
func (g *Laser) SetActivity(active bool) {
|
||||
g.active = active
|
||||
}
|
||||
|
||||
func (g *Laser) GetWeaponType() gamedata.WeaponType {
|
||||
return gamedata.WeaponTypeLaser
|
||||
}
|
||||
9
weapons/weapon.go
Normal file
@@ -0,0 +1,9 @@
|
||||
package weapons
|
||||
|
||||
import "mover/gamedata"
|
||||
|
||||
type Weapon interface {
|
||||
IsActive() bool
|
||||
SetActivity(bool)
|
||||
GetWeaponType() gamedata.WeaponType
|
||||
}
|
||||