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2 Commits

Author SHA1 Message Date
75d464b5e2 Guideline for laser mechanic removed. 2024-11-21 13:33:37 -05:00
30b13dbc6c Playing around with a laser weapon. 2024-11-21 13:20:17 -05:00
5 changed files with 545 additions and 18 deletions

View File

@@ -27,6 +27,7 @@ const (
Worm ImgAssetName = "WormDefault"
Cloud ImgAssetName = "Cloud"
Fireball ImgAssetName = "Fireball"
Splash ImgAssetName = "Splash"
)
var (
@@ -60,6 +61,8 @@ var (
cloud_img []byte
//go:embed hot.png
fireball_img []byte
//go:embed splash.png
splash_img []byte
)
func LoadImages() {
@@ -79,6 +82,7 @@ func LoadImages() {
ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
ImageBank[Cloud] = LoadImagesFatal(cloud_img)
ImageBank[Fireball] = LoadImagesFatal(fireball_img)
ImageBank[Splash] = LoadImagesFatal(splash_img)
}

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assets/splash.png Normal file

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60
elements/laser.go Normal file
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@@ -0,0 +1,60 @@
package elements
import (
"image/color"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Laser struct {
Sprite *ebiten.Image
position gamedata.Coordinates
angle float64
cycle int
firing bool
}
func NewLaser(pos gamedata.Coordinates, angle float64) *Laser {
l := &Laser{
Sprite: ebiten.NewImage(200, 20),
angle: angle,
cycle: 0,
position: pos,
firing: false,
}
return l
}
func (l *Laser) Update() error {
l.cycle++
return nil
}
func (l *Laser) Draw() {
l.Sprite.Clear()
l.Sprite.Fill(color.White)
}
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
}

92
elements/splash.go Normal file
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@@ -0,0 +1,92 @@
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)
}
}
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
}

View File

@@ -2,6 +2,7 @@ package gameelement
import (
"fmt"
"image"
"image/color"
"math"
"math/rand/v2"
@@ -19,6 +20,7 @@ type Canvas struct {
Sprite *ebiten.Image
collisionMask *ebiten.Image
projectileMask *ebiten.Image
laserMask *ebiten.Image
heroCollisionMask *ebiten.Image
heroCollisionCpy *ebiten.Image
@@ -31,12 +33,16 @@ type Canvas struct {
runtime float64
counter int
score int
splashes []*elements.Splash
hero *elements.Hero
charge *elements.Explosion
goblin *elements.FlyGoblin
enemies []elements.Enemies
projectiles []*elements.Projectile
laser *elements.Laser
gameover bool
lasercoords []gamedata.Coordinates
}
func NewCanvas(a gamedata.Area) *Canvas {
@@ -44,10 +50,12 @@ func NewCanvas(a gamedata.Area) *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,
@@ -56,7 +64,9 @@ func NewCanvas(a gamedata.Area) *Canvas {
runtime: 0.,
counter: 0,
}
c.laserMask.Clear()
c.eventmap = make(map[gamedata.GameEvent]func())
c.lasercoords = make([]gamedata.Coordinates, 4)
return c
}
@@ -70,10 +80,13 @@ func (c *Canvas) Update() error {
} else {
c.UpdateHero()
c.UpdateProjectiles()
c.UpdateLaser()
c.UpdateCharge()
c.UpdateEnemies()
c.SpawnEnemies()
c.CleanupTargets()
c.UpdateSplashes()
c.CleanSplashes()
c.counter++
}
@@ -83,14 +96,17 @@ func (c *Canvas) Update() error {
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)
@@ -143,15 +159,32 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
}
}
//draw projectiles
for _, p := range c.projectiles {
//drawimg.DrawImage()
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.
}
@@ -175,6 +208,7 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
func (c *Canvas) Initialize() {
c.InitializeHero()
c.CleanSplashes()
c.enemies = c.enemies[:0]
c.gameover = false
c.initialized = true
@@ -241,22 +275,31 @@ func (c *Canvas) ComputeHeroCollisions() {
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.lastInputs.Shot && c.counter%14 == 0 {
if c.hero.Upgrade {
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle+math.Pi, velocity))
}
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]()
}
if c.eventmap[gamedata.GameEventNewShot] != nil {
c.eventmap[gamedata.GameEventNewShot]()
}
*/
if c.lastInputs.Shot {
c.laser.SetPosition(c.hero.Pos)
c.laser.SetAngle(c.lastInputs.ShotAngle)
}
}
@@ -282,8 +325,8 @@ func (c *Canvas) UpdateProjectiles() {
}
for _, e := range c.enemies {
if p.Pos.X >= e.GetPosition().X-48/2 && p.Pos.X <= e.GetPosition().X+48/2 &&
p.Pos.Y >= e.GetPosition().Y-48/2 && p.Pos.Y <= e.GetPosition().Y+48/2 &&
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)
@@ -318,6 +361,27 @@ func (c *Canvas) UpdateProjectiles() {
}
func (c *Canvas) UpdateLaser() {
c.laser.SetFiring(c.lastInputs.Shot)
if c.lastInputs.Shot {
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 {
@@ -468,7 +532,9 @@ func (c *Canvas) CleanupTargets() {
i := 0
for _, e := range c.enemies {
//moving valid targets to the front of the slice
if e.GetEnemyState() < elements.MoverActionDead {
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++
}
@@ -513,3 +579,308 @@ func (c *Canvas) GoblinFireballEvent() {
}
}
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 <= 50 && 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]
}