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6 Commits
1498865026
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main
| Author | SHA1 | Date | |
|---|---|---|---|
| 63eafe036a | |||
| 253c708d45 | |||
| b3a8ef8c0f | |||
| 257318926d | |||
| 75d464b5e2 | |||
| 30b13dbc6c |
@@ -27,6 +27,10 @@ const (
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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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@@ -60,6 +64,14 @@ var (
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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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@@ -79,6 +91,10 @@ func LoadImages() {
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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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BIN
assets/item-laser.png
Normal file
BIN
assets/item-laser.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 232 B |
BIN
assets/laserbeam.png
Normal file
BIN
assets/laserbeam.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 786 B |
BIN
assets/rain-splash.png
Normal file
BIN
assets/rain-splash.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 103 B |
BIN
assets/splash.png
Normal file
BIN
assets/splash.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 615 B |
72
elements/laser.go
Normal file
72
elements/laser.go
Normal file
@@ -0,0 +1,72 @@
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package elements
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import (
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"image"
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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 Laser struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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angle float64
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cycle int
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firing bool
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numcycles int
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}
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func NewLaser(pos gamedata.Coordinates, angle float64) *Laser {
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l := &Laser{
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Sprite: ebiten.NewImage(200, 20),
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angle: angle,
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cycle: 0,
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position: pos,
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firing: false,
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numcycles: 5,
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}
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return l
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}
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func (l *Laser) Update() error {
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l.cycle++
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return nil
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}
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func (l *Laser) Draw() {
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l.Sprite.Clear()
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//l.Sprite.Fill(color.White)
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idx := (l.cycle / 4) % l.numcycles
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x0 := 0
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y0 := 20 * idx
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x1 := 200
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y1 := y0 + 20
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l.Sprite.DrawImage(assets.ImageBank[assets.LaserBeam].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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func (l *Laser) GetPosition() gamedata.Coordinates {
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return l.position
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}
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func (l *Laser) SetPosition(pos gamedata.Coordinates) {
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l.position = pos
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}
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func (l *Laser) GetAngle() float64 {
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return l.angle
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}
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func (l *Laser) SetAngle(a float64) {
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l.angle = a
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}
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func (l *Laser) SetFiring(b bool) {
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l.firing = b
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}
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func (l *Laser) IsFiring() bool {
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return l.firing
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}
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46
elements/raindrop.go
Normal file
46
elements/raindrop.go
Normal file
@@ -0,0 +1,46 @@
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package elements
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import (
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"image/color"
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"math/rand/v2"
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"mover/gamedata"
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"github.com/hajimehoshi/ebiten/v2"
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)
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type RainDrop struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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cycle int
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}
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func NewRainDrop() *RainDrop {
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rd := &RainDrop{
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Sprite: ebiten.NewImage(2, 10),
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cycle: rand.IntN(30),
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}
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return rd
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}
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func (rd *RainDrop) Update() error {
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rd.position.Y += 5
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rd.cycle++
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return nil
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}
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func (rd *RainDrop) Draw() {
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rd.Sprite.Clear()
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rd.Sprite.Fill(color.White)
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}
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func (rd *RainDrop) GetPosition() gamedata.Coordinates {
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return rd.position
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}
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func (rd *RainDrop) SetPosition(pos gamedata.Coordinates) {
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rd.position = pos
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}
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func (rd *RainDrop) Expired() bool {
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return rd.cycle > 30
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}
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58
elements/rainsplash.go
Normal file
58
elements/rainsplash.go
Normal file
@@ -0,0 +1,58 @@
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package elements
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import (
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"image"
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"math/rand/v2"
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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 RainSplash struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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cycle int
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counter int
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}
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func NewRainSplash() *RainSplash {
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rd := &RainSplash{
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Sprite: ebiten.NewImage(10, 4),
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cycle: rand.IntN(4),
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counter: 0,
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}
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return rd
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}
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func (rd *RainSplash) Update() error {
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rd.counter++
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rd.cycle++
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return nil
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}
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func (rd *RainSplash) Draw() {
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rd.Sprite.Clear()
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//rd.Sprite.Fill(color.White)
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idx := (rd.cycle / 8) % 4
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x0 := idx * 10
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y0 := 0
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x1 := x0 + 10
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y1 := 4
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rd.Sprite.DrawImage(assets.ImageBank[assets.RainSplash].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
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}
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func (rd *RainSplash) GetPosition() gamedata.Coordinates {
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return rd.position
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}
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func (rd *RainSplash) SetPosition(pos gamedata.Coordinates) {
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rd.position = pos
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}
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func (rd *RainSplash) Expired() bool {
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return rd.counter > 30
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}
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112
elements/splash.go
Normal file
112
elements/splash.go
Normal file
@@ -0,0 +1,112 @@
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package elements
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import (
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"math"
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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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const (
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SPLASH_DIM = 128
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SPLASH_ELEMS = 10
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SPLASH_PRIMARY_SIZE = 46
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)
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type Splash struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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cycle int
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opacity float32
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}
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func NewSplash() *Splash {
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sp := &Splash{
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Sprite: ebiten.NewImage(SPLASH_DIM, SPLASH_DIM),
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cycle: 0,
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opacity: 1,
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}
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return sp
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}
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func (sp *Splash) Update() error {
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sp.cycle++
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sp.opacity = sp.opacity - float32(sp.cycle)/(60*60)
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return nil
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}
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func (sp *Splash) Draw() {
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sp.Sprite.Clear()
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/*
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for i := SPLASH_ELEMS; i > 0; i-- {
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percent := float64(i) / SPLASH_ELEMS
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dx := 1 / percent * math.Cos(float64(sp.cycle)/(math.Pi*2))
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dy := -float64(i - SPLASH_ELEMS) //math.Sin(float64(sp.cycle) / (math.Pi * 2))
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-SPLASH_DIM/2, -SPLASH_DIM/2)
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op.GeoM.Scale(percent, percent)
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//op.GeoM.Rotate(-(float64(sp.cycle - i*30)) / (math.Pi * 2))
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op.GeoM.Translate(SPLASH_DIM/2+dx, SPLASH_DIM/2+dy)
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//op.ColorScale.ScaleAlpha(float32(percent))
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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}*/
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for i := 0; i < SPLASH_ELEMS; i++ {
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percent := float64(SPLASH_ELEMS-i) / SPLASH_ELEMS
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dy := -float64(i)*4 - float64(sp.cycle)/60
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dx := 2 / percent * math.Cos(float64(sp.cycle-i*10)/(math.Pi*2))
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-48/2, -48/2)
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op.GeoM.Scale(percent, percent)
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op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
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op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
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op.GeoM.Translate(dx, dy)
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op.ColorScale.ScaleAlpha(sp.opacity)
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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}
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for i := 0; i < 5; i++ {
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percent := float64(5-i) / 5
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a := 9.8
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time := float64(sp.cycle) / 8
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v0 := 10.
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dy := 1/2.*a*math.Pow(time-float64(i), 2) - v0*time
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dx := -float64(sp.cycle)
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Translate(-48/2, -48/2)
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op.GeoM.Scale(percent, percent)
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op.GeoM.Rotate(-float64(sp.cycle) / (math.Pi * 4))
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op.GeoM.Translate(SPLASH_DIM/2, SPLASH_DIM/2)
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op.GeoM.Translate(dx, dy)
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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op.GeoM.Translate(-2*dx, 0)
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sp.Sprite.DrawImage(assets.ImageBank[assets.Splash], op)
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}
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}
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func (sp *Splash) GetPosition() gamedata.Coordinates {
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return sp.position
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}
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func (sp *Splash) SetPosition(pos gamedata.Coordinates) {
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sp.position = pos
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}
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func (sp *Splash) GetAlpha() float32 {
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return sp.opacity
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}
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66
elements/weapondrop.go
Normal file
66
elements/weapondrop.go
Normal file
@@ -0,0 +1,66 @@
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package elements
|
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|
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import (
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"math"
|
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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 WeaponDrop struct {
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Sprite *ebiten.Image
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position gamedata.Coordinates
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weapontype gamedata.WeaponType
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cycle int
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collected bool
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}
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|
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func NewWeaponDrop(wt gamedata.WeaponType) *WeaponDrop {
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wp := &WeaponDrop{
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Sprite: ebiten.NewImage(32, 32),
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weapontype: wt,
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cycle: 0,
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collected: false,
|
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}
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return wp
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}
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|
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func (wp *WeaponDrop) SetPosition(pos gamedata.Coordinates) {
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wp.position = pos
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}
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|
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func (wp *WeaponDrop) GetPosition() gamedata.Coordinates {
|
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return wp.position
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}
|
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|
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func (wp *WeaponDrop) GetWeaponType() gamedata.WeaponType {
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return wp.weapontype
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}
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|
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func (wp *WeaponDrop) Update() error {
|
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wp.cycle++
|
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return nil
|
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}
|
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|
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func (wp *WeaponDrop) Draw() {
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wp.Sprite.Clear()
|
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|
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dy := 2 * math.Sin(float64(wp.cycle)/(math.Pi*2))
|
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op := &ebiten.DrawImageOptions{}
|
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op.GeoM.Translate(0, dy)
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|
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switch wp.weapontype {
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case gamedata.WeaponTypeLaser:
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wp.Sprite.DrawImage(assets.ImageBank[assets.ItemLaser], op)
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}
|
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|
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}
|
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|
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func (wp *WeaponDrop) SetCollected(c bool) {
|
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wp.collected = c
|
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}
|
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|
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func (wp *WeaponDrop) IsCollected() bool {
|
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return wp.collected
|
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}
|
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@@ -9,4 +9,5 @@ type GameInputs struct {
|
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Charge bool
|
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Quit bool
|
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Reset bool
|
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CycleWeapon bool
|
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}
|
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|
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9
gamedata/weapontype.go
Normal file
9
gamedata/weapontype.go
Normal file
@@ -0,0 +1,9 @@
|
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package gamedata
|
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|
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type WeaponType int
|
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|
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const (
|
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WeaponTypeGun = iota
|
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WeaponTypeLaser
|
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WeaponTypeMax
|
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)
|
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@@ -2,6 +2,7 @@ package gameelement
|
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|
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import (
|
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"fmt"
|
||||
"image"
|
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"image/color"
|
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"math"
|
||||
"math/rand/v2"
|
||||
@@ -9,6 +10,7 @@ import (
|
||||
"mover/elements"
|
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"mover/fonts"
|
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"mover/gamedata"
|
||||
"mover/weapons"
|
||||
|
||||
"github.com/hajimehoshi/ebiten/v2"
|
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"github.com/hajimehoshi/ebiten/v2/text"
|
||||
@@ -19,6 +21,7 @@ type Canvas struct {
|
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Sprite *ebiten.Image
|
||||
collisionMask *ebiten.Image
|
||||
projectileMask *ebiten.Image
|
||||
laserMask *ebiten.Image
|
||||
heroCollisionMask *ebiten.Image
|
||||
heroCollisionCpy *ebiten.Image
|
||||
|
||||
@@ -31,12 +34,18 @@ type Canvas struct {
|
||||
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 {
|
||||
@@ -44,10 +53,12 @@ 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,
|
||||
@@ -55,8 +66,11 @@ func NewCanvas(a gamedata.Area) *Canvas {
|
||||
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
|
||||
}
|
||||
|
||||
@@ -69,11 +83,16 @@ func (c *Canvas) Update() error {
|
||||
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++
|
||||
}
|
||||
|
||||
@@ -83,14 +102,17 @@ 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)
|
||||
@@ -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
|
||||
for _, e := range c.enemies {
|
||||
e.Draw()
|
||||
@@ -143,15 +173,32 @@ 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 +222,8 @@ func (c *Canvas) Draw(drawimg *ebiten.Image) {
|
||||
func (c *Canvas) Initialize() {
|
||||
|
||||
c.InitializeHero()
|
||||
c.CleanSplashes()
|
||||
c.ResetWeaponDrops()
|
||||
c.enemies = c.enemies[:0]
|
||||
c.gameover = false
|
||||
c.initialized = true
|
||||
@@ -186,6 +235,9 @@ func (c *Canvas) Initialize() {
|
||||
|
||||
//temporary
|
||||
c.hero.Action = elements.HeroActionDefault
|
||||
|
||||
c.holster.SetActiveWeapon(gamedata.WeaponTypeGun)
|
||||
c.laser.SetFiring(false)
|
||||
}
|
||||
|
||||
func (c *Canvas) UpdateHero() {
|
||||
@@ -193,7 +245,6 @@ func (c *Canvas) UpdateHero() {
|
||||
if !c.gameover {
|
||||
c.UpdateHeroPosition()
|
||||
c.ComputeHeroCollisions()
|
||||
c.AddProjectiles()
|
||||
}
|
||||
}
|
||||
|
||||
@@ -241,13 +292,16 @@ 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.hero.Upgrade {
|
||||
@@ -257,6 +311,7 @@ func (c *Canvas) AddProjectiles() {
|
||||
if c.eventmap[gamedata.GameEventNewShot] != nil {
|
||||
c.eventmap[gamedata.GameEventNewShot]()
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
@@ -282,8 +337,8 @@ 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 +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() {
|
||||
|
||||
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
|
||||
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 {
|
||||
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 +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
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]
|
||||
|
||||
}
|
||||
@@ -26,7 +26,7 @@ func NewManager() Manager {
|
||||
return Manager{
|
||||
Info: gamedata.GameInfo{
|
||||
Name: "survive",
|
||||
Version: "0.30",
|
||||
Version: "0.34",
|
||||
Dimensions: gamedata.Area{
|
||||
Width: defaultWidth,
|
||||
Height: defaultHeight,
|
||||
|
||||
@@ -50,6 +50,11 @@ func NewPrimary() *Primary {
|
||||
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()
|
||||
@@ -155,6 +160,7 @@ func (p *Primary) CollectInputs() gamedata.GameInputs {
|
||||
|
||||
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)
|
||||
|
||||
26
weapons/gun.go
Normal file
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
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
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
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
|
||||
}
|
||||
Reference in New Issue
Block a user