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6 Commits

Author SHA1 Message Date
63eafe036a Added a rain layer for atmosphere. 2024-11-23 01:13:55 -05:00
253c708d45 Added weapon drops and collection. New laser item asset. 2024-11-22 17:57:16 -05:00
b3a8ef8c0f Housekeeping. 2024-11-21 16:35:36 -05:00
257318926d Added weapon system. Animated laser. 2024-11-21 16:26:25 -05:00
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
20 changed files with 1143 additions and 15 deletions

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@@ -27,6 +27,10 @@ const (
Worm ImgAssetName = "WormDefault" Worm ImgAssetName = "WormDefault"
Cloud ImgAssetName = "Cloud" Cloud ImgAssetName = "Cloud"
Fireball ImgAssetName = "Fireball" Fireball ImgAssetName = "Fireball"
Splash ImgAssetName = "Splash"
LaserBeam ImgAssetName = "LaserBeam"
ItemLaser ImgAssetName = "ItemLaser"
RainSplash ImgAssetName = "RainSplash"
) )
var ( var (
@@ -60,6 +64,14 @@ var (
cloud_img []byte cloud_img []byte
//go:embed hot.png //go:embed hot.png
fireball_img []byte fireball_img []byte
//go:embed splash.png
splash_img []byte
//go:embed laserbeam.png
laserbeam_img []byte
//go:embed item-laser.png
itemlaser_img []byte
//go:embed rain-splash.png
rainsplash_img []byte
) )
func LoadImages() { func LoadImages() {
@@ -79,6 +91,10 @@ func LoadImages() {
ImageBank[Worm] = LoadImagesFatal(wormdefault_img) ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
ImageBank[Cloud] = LoadImagesFatal(cloud_img) ImageBank[Cloud] = LoadImagesFatal(cloud_img)
ImageBank[Fireball] = LoadImagesFatal(fireball_img) ImageBank[Fireball] = LoadImagesFatal(fireball_img)
ImageBank[Splash] = LoadImagesFatal(splash_img)
ImageBank[LaserBeam] = LoadImagesFatal(laserbeam_img)
ImageBank[ItemLaser] = LoadImagesFatal(itemlaser_img)
ImageBank[RainSplash] = LoadImagesFatal(rainsplash_img)
} }

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72
elements/laser.go Normal file
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@@ -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
}

46
elements/raindrop.go Normal file
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@@ -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
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@@ -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
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@@ -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
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@@ -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
}

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@@ -9,4 +9,5 @@ type GameInputs struct {
Charge bool Charge bool
Quit bool Quit bool
Reset bool Reset bool
CycleWeapon bool
} }

9
gamedata/weapontype.go Normal file
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@@ -0,0 +1,9 @@
package gamedata
type WeaponType int
const (
WeaponTypeGun = iota
WeaponTypeLaser
WeaponTypeMax
)

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@@ -2,6 +2,7 @@ package gameelement
import ( import (
"fmt" "fmt"
"image"
"image/color" "image/color"
"math" "math"
"math/rand/v2" "math/rand/v2"
@@ -9,6 +10,7 @@ import (
"mover/elements" "mover/elements"
"mover/fonts" "mover/fonts"
"mover/gamedata" "mover/gamedata"
"mover/weapons"
"github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text" "github.com/hajimehoshi/ebiten/v2/text"
@@ -19,6 +21,7 @@ type Canvas struct {
Sprite *ebiten.Image Sprite *ebiten.Image
collisionMask *ebiten.Image collisionMask *ebiten.Image
projectileMask *ebiten.Image projectileMask *ebiten.Image
laserMask *ebiten.Image
heroCollisionMask *ebiten.Image heroCollisionMask *ebiten.Image
heroCollisionCpy *ebiten.Image heroCollisionCpy *ebiten.Image
@@ -31,12 +34,18 @@ type Canvas struct {
runtime float64 runtime float64
counter int counter int
score int score int
splashes []*elements.Splash
wpdrops []*elements.WeaponDrop
hero *elements.Hero hero *elements.Hero
charge *elements.Explosion charge *elements.Explosion
goblin *elements.FlyGoblin goblin *elements.FlyGoblin
enemies []elements.Enemies enemies []elements.Enemies
projectiles []*elements.Projectile projectiles []*elements.Projectile
laser *elements.Laser
gameover bool gameover bool
lasercoords []gamedata.Coordinates
holster *weapons.Holster
} }
func NewCanvas(a gamedata.Area) *Canvas { func NewCanvas(a gamedata.Area) *Canvas {
@@ -44,10 +53,12 @@ func NewCanvas(a gamedata.Area) *Canvas {
Sprite: ebiten.NewImage(a.Width, a.Height), Sprite: ebiten.NewImage(a.Width, a.Height),
projectileMask: ebiten.NewImage(a.Width, a.Height), projectileMask: ebiten.NewImage(a.Width, a.Height),
collisionMask: ebiten.NewImage(a.Width, a.Height), collisionMask: ebiten.NewImage(a.Width, a.Height),
laserMask: ebiten.NewImage(a.Width, a.Height),
heroCollisionMask: ebiten.NewImage(48, 48), heroCollisionMask: ebiten.NewImage(48, 48),
heroCollisionCpy: ebiten.NewImage(48, 48), heroCollisionCpy: ebiten.NewImage(48, 48),
hero: elements.NewHero(), hero: elements.NewHero(),
charge: elements.NewExplosion(), charge: elements.NewExplosion(),
laser: elements.NewLaser(gamedata.Coordinates{X: 320, Y: 240}, 0),
initialized: false, initialized: false,
gameover: false, gameover: false,
goblinspawned: false, goblinspawned: false,
@@ -55,8 +66,11 @@ func NewCanvas(a gamedata.Area) *Canvas {
score: 0, score: 0,
runtime: 0., runtime: 0.,
counter: 0, counter: 0,
holster: weapons.NewHolster(),
} }
c.laserMask.Clear()
c.eventmap = make(map[gamedata.GameEvent]func()) c.eventmap = make(map[gamedata.GameEvent]func())
c.lasercoords = make([]gamedata.Coordinates, 4)
return c return c
} }
@@ -69,11 +83,16 @@ func (c *Canvas) Update() error {
c.Initialize() c.Initialize()
} else { } else {
c.UpdateHero() c.UpdateHero()
c.UpdateWeaponDrops()
c.UpdateWeapons()
c.UpdateProjectiles() c.UpdateProjectiles()
c.UpdateCharge() c.UpdateCharge()
c.UpdateEnemies() c.UpdateEnemies()
c.SpawnEnemies() c.SpawnEnemies()
c.CleanupTargets() c.CleanupTargets()
c.UpdateSplashes()
c.CleanSplashes()
c.CleanupDrops()
c.counter++ c.counter++
} }
@@ -83,14 +102,17 @@ func (c *Canvas) Update() error {
func (c *Canvas) Draw(drawimg *ebiten.Image) { func (c *Canvas) Draw(drawimg *ebiten.Image) {
c.Sprite.Clear() c.Sprite.Clear()
c.projectileMask.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) //vector.DrawFilledCircle(c.Sprite, float32(c.hero.Pos.X), float32(c.hero.Pos.Y), 100, color.White, true)
//render heor
c.hero.Draw() c.hero.Draw()
op := &ebiten.DrawImageOptions{} op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(c.hero.Pos.X-48/2, c.hero.Pos.Y-48/2) op.GeoM.Translate(c.hero.Pos.X-48/2, c.hero.Pos.Y-48/2)
c.Sprite.DrawImage(c.hero.Sprite, op) c.Sprite.DrawImage(c.hero.Sprite, op)
//render weapon
if !c.gameover { if !c.gameover {
op.GeoM.Reset() op.GeoM.Reset()
op.GeoM.Translate(0, -16) op.GeoM.Translate(0, -16)
@@ -116,6 +138,14 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
} }
} }
//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 //draw enemies
for _, e := range c.enemies { for _, e := range c.enemies {
e.Draw() e.Draw()
@@ -143,15 +173,32 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
} }
} }
//draw projectiles
for _, p := range c.projectiles { for _, p := range c.projectiles {
//drawimg.DrawImage()
vector.DrawFilledCircle(c.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true) vector.DrawFilledCircle(c.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
} }
c.Sprite.DrawImage(c.projectileMask, nil) 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) 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 { if !c.gameover {
c.runtime = float64(c.counter) / 60. c.runtime = float64(c.counter) / 60.
} }
@@ -175,6 +222,8 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
func (c *Canvas) Initialize() { func (c *Canvas) Initialize() {
c.InitializeHero() c.InitializeHero()
c.CleanSplashes()
c.ResetWeaponDrops()
c.enemies = c.enemies[:0] c.enemies = c.enemies[:0]
c.gameover = false c.gameover = false
c.initialized = true c.initialized = true
@@ -186,6 +235,9 @@ func (c *Canvas) Initialize() {
//temporary //temporary
c.hero.Action = elements.HeroActionDefault c.hero.Action = elements.HeroActionDefault
c.holster.SetActiveWeapon(gamedata.WeaponTypeGun)
c.laser.SetFiring(false)
} }
func (c *Canvas) UpdateHero() { func (c *Canvas) UpdateHero() {
@@ -193,7 +245,6 @@ func (c *Canvas) UpdateHero() {
if !c.gameover { if !c.gameover {
c.UpdateHeroPosition() c.UpdateHeroPosition()
c.ComputeHeroCollisions() c.ComputeHeroCollisions()
c.AddProjectiles()
} }
} }
@@ -241,13 +292,16 @@ func (c *Canvas) ComputeHeroCollisions() {
func (c *Canvas) AddProjectiles() { func (c *Canvas) AddProjectiles() {
//add new projectiles //add new projectiles
if c.lastInputs.Shot && c.counter%14 == 0 { if c.lastInputs.Shot && c.counter%14 == 0 {
loc := gamedata.Coordinates{ loc := gamedata.Coordinates{
X: c.hero.Pos.X, X: c.hero.Pos.X,
Y: c.hero.Pos.Y, Y: c.hero.Pos.Y,
} }
angle := c.lastInputs.ShotAngle angle := c.lastInputs.ShotAngle
velocity := 5. velocity := 5.
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle, velocity)) c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle, velocity))
if c.hero.Upgrade { if c.hero.Upgrade {
@@ -257,6 +311,7 @@ func (c *Canvas) AddProjectiles() {
if c.eventmap[gamedata.GameEventNewShot] != nil { if c.eventmap[gamedata.GameEventNewShot] != nil {
c.eventmap[gamedata.GameEventNewShot]() c.eventmap[gamedata.GameEventNewShot]()
} }
} }
} }
@@ -282,8 +337,8 @@ func (c *Canvas) UpdateProjectiles() {
} }
for _, e := range c.enemies { for _, e := range c.enemies {
if p.Pos.X >= e.GetPosition().X-48/2 && p.Pos.X <= e.GetPosition().X+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-48/2 && p.Pos.Y <= e.GetPosition().Y+48/2 && 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 { e.IsToggled() && e.GetEnemyState() < gamedata.EnemyStateDying {
c.collisionMask.Clear() c.collisionMask.Clear()
c.collisionMask.DrawImage(c.projectileMask, nil) c.collisionMask.DrawImage(c.projectileMask, nil)
@@ -318,6 +373,32 @@ func (c *Canvas) UpdateProjectiles() {
} }
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() { func (c *Canvas) UpdateCharge() {
if c.lastInputs.Charge && !c.charge.Active && !c.gameover { if c.lastInputs.Charge && !c.charge.Active && !c.gameover {
@@ -467,8 +548,20 @@ func (c *Canvas) CleanupTargets() {
// remove dead targets by iterating over all targets // remove dead targets by iterating over all targets
i := 0 i := 0
for _, e := range c.enemies { 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 //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 c.enemies[i] = e
i++ i++
} }
@@ -513,3 +606,383 @@ 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 <= 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()
}

149
gameelement/rainlayer.go Normal file
View 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]
}

View File

@@ -26,7 +26,7 @@ func NewManager() Manager {
return Manager{ return Manager{
Info: gamedata.GameInfo{ Info: gamedata.GameInfo{
Name: "survive", Name: "survive",
Version: "0.30", Version: "0.34",
Dimensions: gamedata.Area{ Dimensions: gamedata.Area{
Width: defaultWidth, Width: defaultWidth,
Height: defaultHeight, Height: defaultHeight,

View File

@@ -50,6 +50,11 @@ func NewPrimary() *Primary {
canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball) canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball)
p.elements = append(p.elements, canvas) p.elements = append(p.elements, canvas)
//rainlayer
rain := gameelement.NewRainLayer(gamearea)
rain.Initialize()
p.elements = append(p.elements, rain)
//create foreground cloud layer //create foreground cloud layer
clouds := gameelement.NewCloudLayer(gamearea) clouds := gameelement.NewCloudLayer(gamearea)
clouds.Initialize() clouds.Initialize()
@@ -155,6 +160,7 @@ func (p *Primary) CollectInputs() gamedata.GameInputs {
gi.ShotAngle = math.Atan2(yaxis, xaxis) gi.ShotAngle = math.Atan2(yaxis, xaxis)
gi.CycleWeapon = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonFrontTopRight)
gi.Charge = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick) gi.Charge = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick)
gi.Start = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight) gi.Start = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight)
gi.Shot = ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight) gi.Shot = ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight)

26
weapons/gun.go Normal file
View 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
View 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
View 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
View File

@@ -0,0 +1,9 @@
package weapons
import "mover/gamedata"
type Weapon interface {
IsActive() bool
SetActivity(bool)
GetWeaponType() gamedata.WeaponType
}