Compare commits

...

30 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
1498865026 Fixed health bar positioning. Added fireball sfx. 2024-11-17 13:35:29 -05:00
e049e8c3d0 Fireballs and shadows. 2024-11-16 19:03:07 -05:00
1d65d0046e Cloud layer. 2024-11-16 12:31:22 -05:00
fd46346346 Minor tweaks to flygoblin. 2024-11-15 18:40:08 -05:00
a4a532edec Refactoring in explosion sounds. 2024-11-15 16:46:20 -05:00
cbc4ba5eb3 Refactor to use better interfaces and event callbacks. 2024-11-15 16:11:45 -05:00
4ced75d66c Pause sounds, tweak on gunshot. 2024-11-13 10:42:35 -05:00
478ba994d6 Added new enemy character. WIP. 2024-11-13 07:44:56 -05:00
8a1194eca3 Pause/unpause sound added. Minor audio tweaks. Cleanup. 2024-11-11 17:25:33 -05:00
7b08eadd27 New title backdrop. 2024-11-11 15:43:24 -05:00
6aae03ed18 Added copyright. Background generation cleanup. Audio tweaks. 2024-11-11 15:00:44 -05:00
f6ab64ca6e Shadow cleanup on target explosion. 2024-11-11 14:32:59 -05:00
658ae73c9b Added music and sfx. 2024-11-11 14:07:02 -05:00
56d1f62020 Splash screen update, gamepad cleanup on main game. 2024-11-11 10:48:44 -05:00
e10bf47427 Adding splash screen. 2024-11-11 10:25:02 -05:00
6f794b7bb2 Brought in screen manager, minor refactor. 2024-11-11 09:54:30 -05:00
9130155999 Moving to standardgamepad buttons. 2024-11-08 16:02:41 -05:00
b4287ad61e Cleanup. 2024-11-08 07:29:34 -05:00
8bf6e56398 Added weapon sprite into the mix. 2024-11-07 17:39:39 -05:00
0648ed3658 Decoupled death animation from draw thread. 2024-11-07 15:02:21 -05:00
1897114236 Decoupling death animation from draw thread. 2024-11-07 15:01:10 -05:00
87e40226c7 Cleanup, touchups, new death animation on hero. 2024-11-07 10:41:30 -05:00
b4e1f459bf Added randomly generated background. 2024-11-06 19:51:28 -05:00
89349f466f New hero sprite, timer and score added, death added, reset added. 2024-11-06 07:42:21 -05:00
75 changed files with 4506 additions and 524 deletions

15
.vscode/launch.json vendored Normal file
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "survive",
"type": "go",
"request": "launch",
"mode": "auto",
"program": "main.go"
}
]
}

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assets/audiobank.go Normal file
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package assets
import (
"bytes"
_ "embed"
"log"
"github.com/hajimehoshi/ebiten/v2/audio/wav"
)
type SndAssetName string
const (
MainLoop SndAssetName = "MainLoop"
Explode SndAssetName = "Explode"
sampleRate = 44100
)
var (
SoundBank map[SndAssetName]*wav.Stream
//go:embed loop.wav
mainloop_snd []byte
//go:embed explode.wav
explode_snd []byte
//go:embed explode.wav
Splode []byte
//go:embed hit.wav
TargetHit []byte
//go:embed herodeath.wav
HeroDeath []byte
//go:embed shot.wav
Shot []byte
//go:embed magic.wav
Magic []byte
//go:embed survive.wav
Survive []byte
//go:embed pausein.wav
PauseIn []byte
//go:embed pauseout.wav
PauseOut []byte
//go:embed flare.wav
Flare []byte
)
func LoadSounds() {
SoundBank = make(map[SndAssetName]*wav.Stream)
SoundBank[MainLoop] = LoadSoundFatal(sampleRate, mainloop_snd)
SoundBank[Explode] = LoadSoundFatal(sampleRate, explode_snd)
}
func LoadSoundFatal(rate int, obj []byte) *wav.Stream {
stream, err := wav.DecodeWithSampleRate(rate, bytes.NewReader(obj))
if err != nil {
log.Fatal("dead, jim")
}
return stream
}

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assets/imagebank.go Normal file
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package assets
import (
"bytes"
"image"
"log"
_ "embed"
"github.com/hajimehoshi/ebiten/v2"
)
type ImgAssetName string
const (
Title ImgAssetName = "Title"
FlyEyeNormal ImgAssetName = "FlyEyeNormal"
FlyEyeDamaged ImgAssetName = "FlyEyeDamaged"
FlyEyeDying ImgAssetName = "FlyEyeDying"
FlyEyeShadow ImgAssetName = "FlyEyeShadow"
HeroNormal ImgAssetName = "HeroNormal"
HeroDying ImgAssetName = "HeroDying"
TileSet ImgAssetName = "TileSet"
Altar ImgAssetName = "Altar"
Weapon ImgAssetName = "Weapon"
WormDamaged ImgAssetName = "WormDamaged"
Worm ImgAssetName = "WormDefault"
Cloud ImgAssetName = "Cloud"
Fireball ImgAssetName = "Fireball"
Splash ImgAssetName = "Splash"
LaserBeam ImgAssetName = "LaserBeam"
ItemLaser ImgAssetName = "ItemLaser"
RainSplash ImgAssetName = "RainSplash"
)
var (
ImageBank map[ImgAssetName]*ebiten.Image
//go:embed title.png
title_img []byte
//go:embed fly-eye.png
flyeye_img []byte
//go:embed fly-eye2.png
flyeye_img2 []byte
//go:embed fly-eye3.png
flyeye_img3 []byte
//go:embed shadow.png
shadow_img []byte
//go:embed hero.png
hero_img []byte
//go:embed herodeath.png
herodeath_img []byte
//go:embed grasstile.png
tileset_img []byte
//go:embed altar.png
altar_img []byte
//go:embed weapon.png
weapon_img []byte
//go:embed worm.png
worm_img []byte
//go:embed wormdefault.png
wormdefault_img []byte
//go:embed cloud.png
cloud_img []byte
//go:embed hot.png
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() {
ImageBank = make(map[ImgAssetName]*ebiten.Image)
ImageBank[Title] = LoadImagesFatal(title_img)
ImageBank[FlyEyeNormal] = LoadImagesFatal(flyeye_img)
ImageBank[FlyEyeDamaged] = LoadImagesFatal(flyeye_img2)
ImageBank[FlyEyeDying] = LoadImagesFatal(flyeye_img3)
ImageBank[FlyEyeShadow] = LoadImagesFatal(shadow_img)
ImageBank[HeroNormal] = LoadImagesFatal(hero_img)
ImageBank[HeroDying] = LoadImagesFatal(herodeath_img)
ImageBank[TileSet] = LoadImagesFatal(tileset_img)
ImageBank[Altar] = LoadImagesFatal(altar_img)
ImageBank[Weapon] = LoadImagesFatal(weapon_img)
ImageBank[WormDamaged] = LoadImagesFatal(worm_img)
ImageBank[Worm] = LoadImagesFatal(wormdefault_img)
ImageBank[Cloud] = LoadImagesFatal(cloud_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)
}
func LoadImagesFatal(b []byte) *ebiten.Image {
img, _, err := image.Decode(bytes.NewReader(b))
if err != nil {
log.Fatal(err)
}
return ebiten.NewImageFromImage(img)
}

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elements/boss.go Normal file
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package elements
import (
"image"
"image/color"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Boss struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaskDest *ebiten.Image
Spawned bool
Pos gamedata.Coordinates
Right bool
Health int
Touched bool
damage bool
cycle int
Action MoverAction
hitcount int
damageduration int
SplodeInitiated bool
}
func NewBoss() *Boss {
b := &Boss{
Sprite: ebiten.NewImage(96, 96),
Spawned: false,
Action: MoverActionDefault,
hitcount: 0,
Maks: ebiten.NewImage(96, 96),
MaskDest: ebiten.NewImage(96, 96),
Health: 100,
Touched: false,
}
b.Maks.Fill(color.White)
return b
}
func (b *Boss) Update() {
if b.damage {
b.damageduration++
if b.damageduration > 30 {
b.damage = false
b.damageduration = 0
}
}
if b.Action == MoverActionDead {
b.Spawned = false
}
b.cycle++
}
func (b *Boss) Draw() {
b.Sprite.Clear()
b.MaskDest.Clear()
/*
//b.Sprite.Fill(color.RGBA{R: 0xFF, G: 0xFF, B: 0x00, A: 0xFF})
vector.DrawFilledCircle(b.Sprite, 48, 48, 48, color.RGBA{R: 0xFF, G: 0xFF, B: 0x00, A: 0xFF}, true)
*/
idx := (b.cycle / 8) % 4
x0 := 96 * idx
x1 := x0 + 96
y0 := 0
y1 := 96
op := &ebiten.DrawImageOptions{}
if b.Right {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(MOVER_WIDTH*2, 0)
}
switch b.Action {
case MoverActionDefault:
b.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
case MoverActionDamaged:
if (b.cycle/5)%2 == 0 && b.damage {
b.MaskDest.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
b.MaskDest.DrawImage(b.Maks, op)
b.Sprite.DrawImage(b.MaskDest, nil)
} else {
b.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
case MoverActionExploding:
op.GeoM.Scale(2, 2)
//op.GeoM.Translate(-48, -48)
b.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
if idx == 3 {
b.Action++
}
}
}
func (b *Boss) SetHit() {
b.hitcount++
b.damage = true
b.Health--
if b.Health <= 0 {
b.Action = MoverActionExploding
b.cycle = 0
}
}
func (b *Boss) Reset() {
b.hitcount = 0
b.damage = false
b.damageduration = 0
b.Action = MoverActionDefault
b.Spawned = false
b.Health = 100
}
func (b *Boss) ToggleColor() {
if b.Action == MoverActionDefault {
b.Action = MoverActionDamaged
} else if b.Action == MoverActionDamaged {
b.Action = MoverActionDefault
}
}

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elements/cloud.go Normal file
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package elements
import (
"math"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Cloud struct {
Sprite *ebiten.Image
position gamedata.Coordinates
angle float64
velocity float64
Alpha float64
}
func NewCloud(a gamedata.Area, angle, velocity float64) *Cloud {
c := &Cloud{
Sprite: ebiten.NewImage(a.Width, a.Height),
angle: angle, //rand.Float64() * (math.Pi * 2),
velocity: velocity,
}
return c
}
func (c *Cloud) Update() error {
c.position.X += c.velocity * math.Cos(c.angle)
c.position.Y += c.velocity * math.Sin(c.angle)
return nil
}
func (c *Cloud) Draw() {
c.Sprite.Clear()
//c.Sprite.Fill(color.RGBA{R: 0xff, G: 0xff, B: 0xff, A: 0xff})
//c.Sprite.Fill(color.White)
cloudsprite := assets.ImageBank[assets.Cloud]
spritex := cloudsprite.Bounds().Dx()
spritey := cloudsprite.Bounds().Dy()
cloudx := c.Sprite.Bounds().Dx()
cloudy := c.Sprite.Bounds().Dy()
scalex := float64(cloudx) / float64(spritex)
scaley := float64(cloudy) / float64(spritey)
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(scalex, scaley)
c.Sprite.DrawImage(assets.ImageBank[assets.Cloud], op)
}
func (c *Cloud) SetPosition(p gamedata.Coordinates) {
c.position = p
}
func (c *Cloud) GetPosition() gamedata.Coordinates {
return c.position
}

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elements/enemies.go Normal file
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package elements
import (
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Enemies interface {
Update() error
Draw()
GetPosition() gamedata.Coordinates
SetPosition(gamedata.Coordinates)
SetTarget(gamedata.Coordinates)
GetSprite() *ebiten.Image
GetEnemyState() gamedata.EnemyState
SetHit()
SetToggle()
IsToggled() bool
SetTouched()
ClearTouched()
IsTouched() bool
ExplosionInitiated() bool
SetExplosionInitiated()
Health() int
MaxHealth() int
GetAngle() float64
}

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package main
package elements
import "mover/gamedata"
type Explosion struct {
Radius float64
Origin Coordinates
Origin gamedata.Coordinates
cycle int
Active bool
}
@@ -27,7 +29,7 @@ func (e *Explosion) Update() {
}
func (e *Explosion) SetOrigin(origin Coordinates) {
func (e *Explosion) SetOrigin(origin gamedata.Coordinates) {
e.Origin = origin
}

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elements/fireball.go Normal file
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package elements
import (
"image"
"math"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type FireBall struct {
Sprite *ebiten.Image
position gamedata.Coordinates
angle float64
velocity float64
cycle int
}
func NewFireBall(angle, velocity float64) *FireBall {
fb := &FireBall{
Sprite: ebiten.NewImage(50, 50),
cycle: 0,
angle: angle,
velocity: velocity,
}
return fb
}
func (fb *FireBall) Update() error {
fb.position.X += fb.velocity * math.Cos(fb.angle)
fb.position.Y += fb.velocity * math.Sin(fb.angle)
fb.cycle++
return nil
}
func (fb *FireBall) Draw() {
fb.Sprite.Clear()
//fb.Sprite.Fill(color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff})
idx := fb.cycle / 8 % 5
x0 := idx * 50
x1 := x0 + 50
y0 := 0
y1 := 50
fb.Sprite.DrawImage(assets.ImageBank[assets.Fireball].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
func (fb *FireBall) GetPosition() gamedata.Coordinates {
return fb.position
}
func (fb *FireBall) SetPosition(pos gamedata.Coordinates) {
fb.position = pos
}
func (fb *FireBall) SetTarget(gamedata.Coordinates) {
}
func (fb *FireBall) GetAngle() float64 {
return fb.angle
}
func (fb *FireBall) GetVelocity() float64 {
return fb.velocity
}
func (fb *FireBall) GetSprite() *ebiten.Image {
return fb.Sprite
}
func (fb *FireBall) ClearTouched() {
}
func (fb *FireBall) ExplosionInitiated() bool {
return false
}
func (fb *FireBall) GetEnemyState() gamedata.EnemyState {
return gamedata.EnemyStateDefault
}
func (fb *FireBall) SetHit() {
}
func (fb *FireBall) SetToggle() {
}
func (fb *FireBall) IsToggled() bool {
return false
}
func (fb *FireBall) SetTouched() {
}
func (fb *FireBall) IsTouched() bool {
return false
}
func (fb *FireBall) SetExplosionInitiated() {
}
func (fb *FireBall) Health() int {
return 0
}
func (fb *FireBall) MaxHealth() int {
return 1
}

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elements/flyeye.go Normal file
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package elements
import (
"image"
"image/color"
"math"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type FlyEye struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
position gamedata.Coordinates
target gamedata.Coordinates
state gamedata.EnemyState
cycle int
dyingcount int
health int
hit bool
touched bool
toggle bool
sploding bool
}
func NewFlyEye() *FlyEye {
f := &FlyEye{
Sprite: ebiten.NewImage(46, 46),
Maks: ebiten.NewImage(48, 48),
MaksDest: ebiten.NewImage(48, 48),
health: 0,
cycle: 0,
dyingcount: 0,
hit: false,
touched: false,
toggle: false,
sploding: false,
}
f.Maks.Fill(color.White)
return f
}
func (f *FlyEye) Update() error {
//close loop on target
if f.state <= gamedata.EnemyStateHit {
dx := f.target.X - f.position.X
dy := f.target.Y - f.position.Y
if math.Abs(dx) > 3 || math.Abs(dy) > 3 {
angle := math.Atan2(dy, dx)
f.position.X += math.Cos(angle) * 3
f.position.Y += math.Sin(angle) * 3
}
}
if f.state == gamedata.EnemyStateDying {
f.dyingcount++
}
f.cycle++
return nil
}
func (f *FlyEye) Draw() {
f.Sprite.Clear()
f.MaksDest.Clear()
idx := (f.cycle / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
switch f.state {
case gamedata.EnemyStateDefault:
if !f.toggle {
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
case gamedata.EnemyStateDying:
//after some condition, set to exploding
if (f.cycle/5)%2 == 0 {
f.MaksDest.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
f.MaksDest.DrawImage(f.Maks, op)
f.Sprite.DrawImage(f.MaksDest, nil)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
if f.dyingcount >= 31 {
f.cycle = 0
f.state = gamedata.EnemyStateExploding
}
case gamedata.EnemyStateExploding:
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
if idx == 3 {
f.state = gamedata.EnemyStateDead
}
}
}
func (f *FlyEye) GetPosition() gamedata.Coordinates {
return f.position
}
func (f *FlyEye) SetTarget(p gamedata.Coordinates) {
f.target = p
}
func (f *FlyEye) GetSprite() *ebiten.Image {
return f.Sprite
}
func (f *FlyEye) SetHit() {
f.hit = true
f.state = gamedata.EnemyStateDying
f.cycle = 0
f.health--
}
func (f *FlyEye) IsTouched() bool {
return f.touched
}
func (f *FlyEye) SetTouched() {
f.touched = true
}
func (f *FlyEye) ClearTouched() {
f.touched = false
}
func (f *FlyEye) SetToggle() {
f.toggle = !f.toggle
}
func (f *FlyEye) IsToggled() bool {
return f.toggle
}
func (f *FlyEye) GetEnemyState() gamedata.EnemyState {
return f.state
}
func (f *FlyEye) SetPosition(p gamedata.Coordinates) {
f.position = p
}
func (f *FlyEye) ExplosionInitiated() bool {
return f.sploding
}
func (f *FlyEye) SetExplosionInitiated() {
f.sploding = true
}
func (f *FlyEye) Health() int {
//health bars reserved for special enemies, flyeye is a one
//hitter so returning zero ensure no health bar is rendered
return f.health
}
func (f *FlyEye) MaxHealth() int {
return 1
}
func (f *FlyEye) GetAngle() float64 {
return 0
}

218
elements/flygoblin.go Normal file
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package elements
import (
"image"
"image/color"
"math/rand/v2"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
const (
FG_MAXHEALTH = 100
)
type FlyGoblin struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
position gamedata.Coordinates
target gamedata.Coordinates
state gamedata.EnemyState
cycle int
health int
damageduration int
right bool
touched bool
toggle bool
sploding bool
damage bool
called bool
deathcallback func()
fireballcallback func()
}
func NewFlyGoblin() *FlyGoblin {
fg := &FlyGoblin{
Sprite: ebiten.NewImage(96, 96),
Maks: ebiten.NewImage(96, 96),
MaksDest: ebiten.NewImage(96, 96),
health: FG_MAXHEALTH,
damageduration: 0,
called: false,
}
fg.Maks.Fill(color.White)
return fg
}
func (f *FlyGoblin) Update() error {
if f.damage {
f.damageduration++
if f.damageduration > 30 {
f.damage = false
f.damageduration = 0
}
}
if f.state < gamedata.EnemyStateDying {
dx := f.target.X - f.position.X
dy := f.target.Y - f.position.Y
f.right = dx/48 > 0
f.position.X += dx / 48
f.position.Y += dy / 48
//10% chance to summon fireball
fb := rand.Float64() >= 0.9
if (f.cycle/8)%4 == 0 && fb {
if f.fireballcallback != nil {
f.fireballcallback()
}
}
}
if f.state == gamedata.EnemyStateDead && !f.called {
f.called = true
if f.deathcallback != nil {
f.deathcallback()
}
}
f.cycle++
return nil
}
func (f *FlyGoblin) Draw() {
f.Sprite.Clear()
f.MaksDest.Clear()
idx := (f.cycle / 8) % 4
x0 := 96 * idx
x1 := x0 + 96
y0 := 0
y1 := 96
op := &ebiten.DrawImageOptions{}
if f.right {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(MOVER_WIDTH*2, 0)
}
switch f.state {
case gamedata.EnemyStateDefault:
if !f.toggle {
f.Sprite.DrawImage(assets.ImageBank[assets.Worm].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
case gamedata.EnemyStateHit:
if (f.cycle/5)%2 == 0 && f.damage {
f.MaksDest.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
f.MaksDest.DrawImage(f.Maks, op)
f.Sprite.DrawImage(f.MaksDest, nil)
} else {
f.Sprite.DrawImage(assets.ImageBank[assets.WormDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
case gamedata.EnemyStateExploding:
op.GeoM.Scale(2, 2)
//op.GeoM.Translate(-48, -48)
f.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
if idx == 3 {
f.state = gamedata.EnemyStateDead
}
}
}
func (f *FlyGoblin) GetPosition() gamedata.Coordinates {
return f.position
}
func (f *FlyGoblin) SetPosition(pos gamedata.Coordinates) {
f.position = pos
}
func (f *FlyGoblin) SetTarget(target gamedata.Coordinates) {
f.target = target
}
func (f *FlyGoblin) GetSprite() *ebiten.Image {
return f.Sprite
}
func (f *FlyGoblin) GetEnemyState() gamedata.EnemyState {
return f.state
}
func (f *FlyGoblin) SetHit() {
f.health--
f.damage = true
f.state = gamedata.EnemyStateHit
if f.health <= 0 {
f.state = gamedata.EnemyStateExploding
f.cycle = 0
}
}
func (f *FlyGoblin) SetToggle() {
f.toggle = !f.toggle
if !f.toggle {
f.state = gamedata.EnemyStateDefault
}
}
func (f *FlyGoblin) IsToggled() bool {
return f.toggle
}
func (f *FlyGoblin) SetTouched() {
f.touched = true
}
func (f *FlyGoblin) ClearTouched() {
f.touched = false
}
func (f *FlyGoblin) IsTouched() bool {
return f.touched
}
func (f *FlyGoblin) ExplosionInitiated() bool {
return f.sploding
}
func (f *FlyGoblin) SetExplosionInitiated() {
f.sploding = true
}
func (f *FlyGoblin) Health() int {
return f.health
}
func (f *FlyGoblin) MaxHealth() int {
return FG_MAXHEALTH
}
func (f *FlyGoblin) SetDeathEvent(somefunc func()) {
f.deathcallback = somefunc
}
func (f *FlyGoblin) SetFireballCallback(somefunc func()) {
f.fireballcallback = somefunc
}
func (f *FlyGoblin) GetAngle() float64 {
return 0
}

137
elements/hero.go Normal file
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package elements
import (
"image"
"mover/assets"
"mover/gamedata"
_ "embed"
"image/color"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
const (
MOVER_WIDTH = 48
MOVER_HEIGHT = 48
)
const (
HeroActionDefault = iota
HeroActionDamaged
HeroActionDying
HeroActionExploding
HeroActionDead
HeroActionMax
)
type HeroAction uint
type Hero struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
Angle float64
Pos gamedata.Coordinates
Origin gamedata.Coordinates
Lastpos gamedata.Coordinates
Action HeroAction
cycles int
Upgrade bool
rotating bool
Toggled bool
Hit bool
Touched bool
Left bool
dyingcount int
}
func NewHero() *Hero {
m := &Hero{
Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Action: HeroActionDefault,
cycles: 4,
Angle: 0,
rotating: false,
Toggled: false,
dyingcount: 0,
Upgrade: true,
}
m.Maks.Fill(color.White)
return m
}
func (m *Hero) ToggleRotate() {
m.rotating = !m.rotating
}
func (m *Hero) SetAngle(a float64) {
m.Angle = a
}
func (m *Hero) SetOrigin(coords gamedata.Coordinates) {
m.Origin = coords
m.Pos = coords
}
func (m *Hero) Draw() {
m.Sprite.Clear()
m.MaksDest.Clear()
idx := (m.cycles / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
op := &ebiten.DrawImageOptions{}
if m.Left {
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(MOVER_WIDTH, 0)
}
switch m.Action {
case HeroActionDefault:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
case HeroActionDying:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
if m.dyingcount >= 31 {
m.cycles = 0
m.Action++
}
case HeroActionExploding:
m.Sprite.DrawImage(assets.ImageBank[assets.HeroDying].SubImage(image.Rect(48*3, 0, 48*4, 48)).(*ebiten.Image), op)
default:
}
}
func (m *Hero) Update() {
if m.Action == HeroActionDying {
m.dyingcount++
}
m.cycles++
}
// one hit death for the hero
func (m *Hero) SetHit() {
m.Action = HeroActionDying
m.dyingcount = 0
m.Angle = 0
m.cycles = 0
}
func (m *Hero) ToggleColor() {
//m.Toggled = !m.Toggled
if m.Action == HeroActionDefault {
m.Action = HeroActionDamaged
} else if m.Action == HeroActionDamaged {
m.Action = HeroActionDefault
}
}

72
elements/laser.go Normal file
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package elements
import (
"image"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Laser struct {
Sprite *ebiten.Image
position gamedata.Coordinates
angle float64
cycle int
firing bool
numcycles int
}
func NewLaser(pos gamedata.Coordinates, angle float64) *Laser {
l := &Laser{
Sprite: ebiten.NewImage(200, 20),
angle: angle,
cycle: 0,
position: pos,
firing: false,
numcycles: 5,
}
return l
}
func (l *Laser) Update() error {
l.cycle++
return nil
}
func (l *Laser) Draw() {
l.Sprite.Clear()
//l.Sprite.Fill(color.White)
idx := (l.cycle / 4) % l.numcycles
x0 := 0
y0 := 20 * idx
x1 := 200
y1 := y0 + 20
l.Sprite.DrawImage(assets.ImageBank[assets.LaserBeam].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
func (l *Laser) GetPosition() gamedata.Coordinates {
return l.position
}
func (l *Laser) SetPosition(pos gamedata.Coordinates) {
l.position = pos
}
func (l *Laser) GetAngle() float64 {
return l.angle
}
func (l *Laser) SetAngle(a float64) {
l.angle = a
}
func (l *Laser) SetFiring(b bool) {
l.firing = b
}
func (l *Laser) IsFiring() bool {
return l.firing
}

147
elements/mover.go Normal file
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package elements
import (
"image"
"mover/assets"
"mover/gamedata"
_ "embed"
"image/color"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
const (
MoverActionDefault = iota
MoverActionDamaged
MoverActionDying
MoverActionExploding
MoverActionDead
MoverActionMax
)
type MoverAction uint
type Mover struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
Angle float64
Pos gamedata.Coordinates
Origin gamedata.Coordinates
Action MoverAction
cycles int
rotating bool
Toggled bool
Hit bool
Touched bool
SplodeInitiated bool
dyingcount int
}
func NewMover() *Mover {
m := &Mover{
Sprite: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Maks: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
MaksDest: ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT),
Action: MoverActionDefault,
cycles: 4,
Angle: 0,
rotating: false,
Toggled: false,
dyingcount: 0,
SplodeInitiated: false,
}
m.Maks.Fill(color.White)
return m
}
func (m *Mover) ToggleRotate() {
m.rotating = !m.rotating
}
func (m *Mover) SetAngle(a float64) {
m.Angle = a
}
func (m *Mover) SetOrigin(coords gamedata.Coordinates) {
m.Origin = coords
m.Pos = coords
}
func (m *Mover) Draw() {
m.Sprite.Clear()
m.MaksDest.Clear()
idx := (m.cycles / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
switch m.Action {
case MoverActionDefault:
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeNormal].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDamaged:
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDying:
if (m.cycles/5)%2 == 0 {
m.MaksDest.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
m.MaksDest.DrawImage(m.Maks, op)
m.Sprite.DrawImage(m.MaksDest, nil)
} else {
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDamaged].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
if m.dyingcount >= 31 {
m.cycles = 0
m.SetHit()
}
case MoverActionExploding:
m.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeDying].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
if idx == 3 {
m.SetHit()
}
default:
}
}
func (m *Mover) Update() error {
/*
dx := 0. //40 * math.Cos(float64(m.cycles)/16)
dy := 0. //40 * math.Sin(float64(m.cycles)/16)
m.Pos = Coordinates{X: m.Origin.X + dx, Y: m.Origin.Y + dy}
*/
/*
if m.rotating {
m.Angle = float64(m.cycles) / (math.Pi * 2)
}
*/
if m.Action == MoverActionDying {
m.dyingcount++
}
m.cycles++
return nil
}
func (m *Mover) SetHit() {
m.Action++ // = (m.Action + 1) % MoverActionMax
}
func (m *Mover) ToggleColor() {
//m.Toggled = !m.Toggled
if m.Action == MoverActionDefault {
m.Action = MoverActionDamaged
} else if m.Action == MoverActionDamaged {
m.Action = MoverActionDefault
}
}

View File

@@ -1,14 +1,17 @@
package main
package elements
import "math"
import (
"math"
"mover/gamedata"
)
type Projectile struct {
Pos Coordinates
Pos gamedata.Coordinates
Velocity float64
a float64
}
func NewProjectile(origin Coordinates, angle, velocity float64) *Projectile {
func NewProjectile(origin gamedata.Coordinates, angle, velocity float64) *Projectile {
return &Projectile{
Velocity: velocity,
a: angle,

46
elements/raindrop.go Normal file
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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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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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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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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
}

BIN
fonts/FFForward.ttf Normal file

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BIN
fonts/agencyb.ttf Normal file

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fonts/arcade_n.ttf Normal file

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88
fonts/fonts.go Normal file
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package fonts
import (
"log"
_ "embed"
"github.com/hajimehoshi/ebiten/examples/resources/fonts"
"golang.org/x/image/font"
"golang.org/x/image/font/opentype"
"golang.org/x/image/font/sfnt"
)
const (
FontDPI = 72
FontSizeStandard = 16
FontSizeLarge = 24
FontSizeBig = 60
FontSizeArcadeSmall = 8
FontSizeArcade = 12
FontSizeArcadeBig = 40
FontSizeArcadeHuge = 80
)
type FontStruct struct {
Standard font.Face
Large font.Face
Glitch font.Face
GlitchBig font.Face
Arcade font.Face
ArcadeLarge font.Face
ArcadeHuge font.Face
ArcadeSmall font.Face
}
var (
//go:embed agencyb.ttf
agency_ttf []byte
//go:embed arcade_n.ttf
arcade_ttf []byte
SurviveFont FontStruct
)
func LoadFontFatal(src []byte) *sfnt.Font {
tt, err := opentype.Parse(src)
if err != nil {
log.Fatal(err)
}
return tt
}
func GetFaceFatal(fnt *sfnt.Font, dpi, size float64) font.Face {
var face font.Face
var err error
if dpi > 0 && size > 0 && fnt != nil {
face, err = opentype.NewFace(fnt, &opentype.FaceOptions{
Size: size,
DPI: dpi,
Hinting: font.HintingVertical,
})
if err != nil {
log.Fatal(err)
}
}
return face
}
func init() {
SurviveFont = FontStruct{}
fnt := LoadFontFatal(fonts.MPlus1pRegular_ttf)
SurviveFont.Standard = GetFaceFatal(fnt, FontDPI, FontSizeStandard)
SurviveFont.Large = GetFaceFatal(fnt, FontDPI, FontSizeLarge)
fnt2 := LoadFontFatal(agency_ttf)
SurviveFont.Glitch = GetFaceFatal(fnt2, FontDPI, FontSizeLarge)
SurviveFont.GlitchBig = GetFaceFatal(fnt2, FontDPI, FontSizeBig)
fnt3 := LoadFontFatal(arcade_ttf)
SurviveFont.Arcade = GetFaceFatal(fnt3, FontDPI, FontSizeArcade)
SurviveFont.ArcadeLarge = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeBig)
SurviveFont.ArcadeHuge = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeHuge)
SurviveFont.ArcadeSmall = GetFaceFatal(fnt3, FontDPI, FontSizeArcadeSmall)
}

333
game.go
View File

@@ -1,333 +0,0 @@
package main
import (
"image/color"
"log"
"math"
"math/rand/v2"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
MOVER_WIDTH = 48
MOVER_HEIGHT = 48
)
type Game struct {
collisionMask *ebiten.Image
projectileMask *ebiten.Image
Pos Coordinates
Paused bool
initialized bool
mover *Mover
projectiles map[int]*Projectile
explosion *Explosion
counter int
timer int
targets []*Mover
gamepadIDsBuf []ebiten.GamepadID
gamepadIDs map[ebiten.GamepadID]struct{}
//axes map[ebiten.GamepadID][]string
//pressedButtons map[ebiten.GamepadID][]string
}
func (g *Game) Initialize() {
origin := Coordinates{X: 640 / 2, Y: 480 / 2}
g.mover = NewMover()
g.mover.SetOrigin(origin)
g.mover.ToggleRotate()
g.collisionMask = ebiten.NewImage(screenWidth, screenHeight)
g.projectileMask = ebiten.NewImage(screenWidth, screenHeight)
g.explosion = NewExplosion()
g.explosion.SetOrigin(origin)
}
func (g *Game) Update() error {
if g.gamepadIDs == nil {
g.gamepadIDs = map[ebiten.GamepadID]struct{}{}
}
g.gamepadIDsBuf = inpututil.AppendJustConnectedGamepadIDs(g.gamepadIDsBuf[:0])
for _, id := range g.gamepadIDsBuf {
log.Printf("gamepad connected: id: %d, SDL ID: %s", id, ebiten.GamepadSDLID(id))
g.gamepadIDs[id] = struct{}{}
}
for id := range g.gamepadIDs {
if inpututil.IsGamepadJustDisconnected(id) {
log.Printf("gamepad disconnected: id: %d", id)
delete(g.gamepadIDs, id)
}
}
if !g.initialized {
g.Initialize()
g.projectiles = make(map[int]*Projectile)
g.initialized = true
} else {
g.StepGame()
}
g.timer++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
g.mover.Draw()
op := &ebiten.DrawImageOptions{}
/*
dx := 40 * math.Cos(float64(g.counter)/16)
dy := 40 * math.Sin(float64(g.counter)/16)
a := float64(g.counter) / (math.Pi * 2)
*/
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Rotate(g.mover.Angle)
op.GeoM.Translate(g.mover.Pos.X, g.mover.Pos.Y)
screen.DrawImage(g.mover.Sprite, op)
for _, target := range g.targets {
target.Draw()
op.GeoM.Reset()
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Rotate(target.Angle)
op.GeoM.Translate(target.Pos.X, target.Pos.Y)
screen.DrawImage(target.Sprite, op)
}
g.projectileMask.Clear()
//ebitenutil.DrawCircle()
for _, p := range g.projectiles {
//vector.DrawFilledCircle(screen, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
vector.DrawFilledCircle(g.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
}
screen.DrawImage(g.projectileMask, nil)
vector.StrokeCircle(screen, float32(g.explosion.Origin.X), float32(g.explosion.Origin.Y), float32(g.explosion.Radius), 3, color.White, true)
/*for _, gamepad ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickHorizontal),
ebiten.StandardGamepadAxisValue(id, ebiten.StandardGamepadAxisRightStickVertical))*/
}
func (g *Game) Layout(width, height int) (int, int) {
return screenWidth, screenHeight
}
func (g *Game) CleanupTargets() {
// remove dead targets by 1) iterating over all targets
i := 0
for _, target := range g.targets {
//moving valid targets to the front of the slice
if target.Action < MoverActionDead {
g.targets[i] = target
i++
}
}
//then culling the last elements of the slice
/*if len(g.targets)-i > 0 {
fmt.Printf("Removing %d elements\n", len(g.targets)-i)
}*/
for j := i; j < len(g.targets); j++ {
g.targets[j] = nil
}
g.targets = g.targets[:i]
}
func (g *Game) StepGame() {
g.HandleInput()
if !g.Paused {
g.UpdateHeroPosition()
g.mover.Update()
g.explosion.Update()
g.UpdateTargets()
g.UpdateProjectiles()
//append new projectiles
g.AppendProjectiles()
//add new target with increasing frequency
g.AddNewTargets()
//handle pulsewave updates
g.HandlePulseWaveUpdate()
g.CleanupTargets()
g.counter++
}
}
func (g *Game) AddNewTargets() {
f := 40000 / (g.counter + 1)
if g.counter%f == 0 {
g.targets = append(g.targets, NewMover())
g.targets[len(g.targets)-1].SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
}
}
func (g *Game) HandlePulseWaveUpdate() {
if g.explosion.Active {
if g.explosion.Radius > math.Sqrt(640*640+480*480) {
g.explosion.ToggleActivate()
g.explosion.Reset()
g.ResetTargetTouches()
}
//check collisions
for _, target := range g.targets {
dx := target.Pos.X - g.mover.Pos.X
dy := target.Pos.Y - g.mover.Pos.Y
r := math.Sqrt(dx*dx + dy*dy)
if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 && target.Action <= MoverActionDamaged && !target.Touched {
target.ToggleColor()
target.Touched = true
//target.SetHit()
}
}
}
}
func (g *Game) UpdateProjectiles() {
for k, p := range g.projectiles {
//for i := 0; i < len(g.projectiles); i++ {
// g.projectiles[i].Update()
p.Update()
//if g.projectiles[i].Pos.X < 5 || g.projectiles[i].Pos.X > 635 || g.projectiles[i].Pos.Y < 5 || g.projectiles[i].Pos.Y > 475 {
if p.Pos.X < 5 || p.Pos.X > 635 || p.Pos.Y < 5 || p.Pos.Y > 475 {
p.Velocity = 0
delete(g.projectiles, k)
}
//compute projectile collisions
for _, target := range g.targets {
//first, boundary check
if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 && p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 && target.Action == MoverActionDamaged {
//fmt.Println("potential collision")
g.collisionMask.Clear()
g.collisionMask.DrawImage(g.projectileMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
g.collisionMask.DrawImage(target.Sprite, op)
//var pixels []byte = make([]byte, MOVER_WIDTH*MOVER_HEIGHT*4)
var pixels []byte = make([]byte, screenWidth*screenHeight*4)
g.collisionMask.ReadPixels(pixels)
for i := 0; i < len(pixels); i = i + 4 {
if pixels[i+3] != 0 {
//fmt.Println("pixel collision")
delete(g.projectiles, k)
//target.ToggleColor()
target.SetHit()
//target.SetOrigin(Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
target.Hit = true
break
}
}
}
}
}
}
func (g *Game) UpdateTargets() {
for _, target := range g.targets {
if !target.Hit {
dx := g.mover.Pos.X - target.Pos.X
dy := g.mover.Pos.Y - target.Pos.Y
angle := math.Atan2(dy, dx)
maxspeed := 3.
target.Pos.X += maxspeed * math.Cos(angle)
target.Pos.Y += maxspeed * math.Sin(angle)
}
target.Update()
}
}
func (g *Game) ResetTargetTouches() {
for _, t := range g.targets {
t.Touched = false
}
}
func (g *Game) AppendProjectiles() {
if g.counter%14 == 0 && ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton7) {
g.projectiles[g.counter] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle, 5.)
g.projectiles[g.counter+1] = NewProjectile(Coordinates{X: g.mover.Pos.X, Y: g.mover.Pos.Y}, g.mover.Angle+math.Pi, 5.)
}
}
func (g *Game) HandleInput() {
if len(g.gamepadIDs) > 0 {
if ebiten.IsGamepadButtonPressed(0, ebiten.GamepadButton11) {
if !g.explosion.Active {
g.explosion.SetOrigin(g.mover.Pos)
g.explosion.Reset()
g.explosion.ToggleActivate()
}
}
if inpututil.IsGamepadButtonJustPressed(0, ebiten.GamepadButton9) {
g.Paused = !g.Paused
}
//account for controller sensitivity
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
if yaxis <= 0.09 && yaxis >= -0.09 {
yaxis = 0
}
if xaxis <= 0.09 && xaxis >= -0.09 {
xaxis = 0
}
inputangle := math.Atan2(yaxis, xaxis)
g.mover.SetAngle(inputangle)
}
}
func (g *Game) UpdateHeroPosition() {
//handle gamepad input
inpx := ebiten.GamepadAxisValue(0, 0)
inpy := ebiten.GamepadAxisValue(0, 1)
if inpx >= 0.15 || inpx <= -0.15 {
g.mover.Pos.X += ebiten.GamepadAxisValue(0, 0) * 5
}
if inpy >= 0.15 || inpy <= -0.15 {
g.mover.Pos.Y += ebiten.GamepadAxisValue(0, 1) * 5
}
}

View File

@@ -1,4 +1,4 @@
package main
package gamedata
type Coordinates struct {
X float64

12
gamedata/enemystates.go Normal file
View File

@@ -0,0 +1,12 @@
package gamedata
type EnemyState int
const (
EnemyStateDefault = iota
EnemyStateHit
EnemyStateDying
EnemyStateExploding
EnemyStateDead
EnemyStateMax
)

12
gamedata/gameevents.go Normal file
View File

@@ -0,0 +1,12 @@
package gamedata
type GameEvent int
const (
GameEventPlayerDeath = iota
GameEventCharge
GameEventNewShot
GameEventTargetHit
GameEventExplosion
GameEventFireball
)

16
gamedata/gameinfo.go Normal file
View File

@@ -0,0 +1,16 @@
package gamedata
type Area struct {
Width int
Height int
}
func (a *Area) Area() int {
return a.Height * a.Width
}
type GameInfo struct {
Name string
Version string
Dimensions Area
}

13
gamedata/gameinputs.go Normal file
View File

@@ -0,0 +1,13 @@
package gamedata
type GameInputs struct {
XAxis float64
YAxis float64
ShotAngle float64
Shot bool
Start bool
Charge bool
Quit bool
Reset bool
CycleWeapon bool
}

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

83
gameelement/background.go Normal file
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@@ -0,0 +1,83 @@
package gameelement
import (
"image"
"math/rand/v2"
"mover/assets"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type Background struct {
Sprite *ebiten.Image
initialized bool
}
func NewBackground(a gamedata.Area) *Background {
b := &Background{
Sprite: ebiten.NewImage(a.Width, a.Height),
initialized: false,
}
return b
}
func (b *Background) SetInputs(gamedata.GameInputs) {
}
func (b *Background) Update() error {
if !b.initialized {
b.Initialize()
} else {
}
return nil
}
func (b *Background) Draw(drawimg *ebiten.Image) {
//all the stuff before
op := &ebiten.DrawImageOptions{}
drawimg.DrawImage(b.Sprite, op)
}
func (b *Background) Initialize() {
b.ConstructBackground()
b.initialized = true
}
func (b *Background) ConstructBackground() {
BLOCK_SIZE := 32
for i := 0; i < b.Sprite.Bounds().Dx()/BLOCK_SIZE; i++ {
for j := 0; j < b.Sprite.Bounds().Dy()/BLOCK_SIZE; j++ {
//select random tile in x and y from tileset
idx_y := rand.IntN(256 / BLOCK_SIZE)
idx_x := rand.IntN(256 / BLOCK_SIZE)
x0 := BLOCK_SIZE * idx_x
y0 := BLOCK_SIZE * idx_y
x1 := x0 + BLOCK_SIZE
y1 := y0 + BLOCK_SIZE
//translate for grid element we're painting
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(i*BLOCK_SIZE), float64(j*BLOCK_SIZE))
b.Sprite.DrawImage(assets.ImageBank[assets.TileSet].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
}
ax := float64(rand.IntN(b.Sprite.Bounds().Dx()/BLOCK_SIZE) * BLOCK_SIZE)
ay := float64(rand.IntN(b.Sprite.Bounds().Dy()/BLOCK_SIZE) * BLOCK_SIZE)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(ax, ay)
b.Sprite.DrawImage(assets.ImageBank[assets.Altar], op)
}
func (b *Background) RegisterEvents(e gamedata.GameEvent, f func()) {
}

988
gameelement/canvas.go Normal file
View File

@@ -0,0 +1,988 @@
package gameelement
import (
"fmt"
"image"
"image/color"
"math"
"math/rand/v2"
"mover/assets"
"mover/elements"
"mover/fonts"
"mover/gamedata"
"mover/weapons"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
)
type Canvas struct {
Sprite *ebiten.Image
collisionMask *ebiten.Image
projectileMask *ebiten.Image
laserMask *ebiten.Image
heroCollisionMask *ebiten.Image
heroCollisionCpy *ebiten.Image
eventmap map[gamedata.GameEvent]func()
initialized bool
goblinspawned bool
goblindead bool
lastInputs gamedata.GameInputs
runtime float64
counter int
score int
splashes []*elements.Splash
wpdrops []*elements.WeaponDrop
hero *elements.Hero
charge *elements.Explosion
goblin *elements.FlyGoblin
enemies []elements.Enemies
projectiles []*elements.Projectile
laser *elements.Laser
gameover bool
lasercoords []gamedata.Coordinates
holster *weapons.Holster
}
func NewCanvas(a gamedata.Area) *Canvas {
c := &Canvas{
Sprite: ebiten.NewImage(a.Width, a.Height),
projectileMask: ebiten.NewImage(a.Width, a.Height),
collisionMask: ebiten.NewImage(a.Width, a.Height),
laserMask: ebiten.NewImage(a.Width, a.Height),
heroCollisionMask: ebiten.NewImage(48, 48),
heroCollisionCpy: ebiten.NewImage(48, 48),
hero: elements.NewHero(),
charge: elements.NewExplosion(),
laser: elements.NewLaser(gamedata.Coordinates{X: 320, Y: 240}, 0),
initialized: false,
gameover: false,
goblinspawned: false,
goblindead: false,
score: 0,
runtime: 0.,
counter: 0,
holster: weapons.NewHolster(),
}
c.laserMask.Clear()
c.eventmap = make(map[gamedata.GameEvent]func())
c.lasercoords = make([]gamedata.Coordinates, 4)
return c
}
func (c *Canvas) SetInputs(gi gamedata.GameInputs) {
c.lastInputs = gi
}
func (c *Canvas) Update() error {
if !c.initialized {
c.Initialize()
} else {
c.UpdateHero()
c.UpdateWeaponDrops()
c.UpdateWeapons()
c.UpdateProjectiles()
c.UpdateCharge()
c.UpdateEnemies()
c.SpawnEnemies()
c.CleanupTargets()
c.UpdateSplashes()
c.CleanSplashes()
c.CleanupDrops()
c.counter++
}
return nil
}
func (c *Canvas) Draw(drawimg *ebiten.Image) {
c.Sprite.Clear()
c.projectileMask.Clear()
//c.laserMask.Clear()
//vector.DrawFilledCircle(c.Sprite, float32(c.hero.Pos.X), float32(c.hero.Pos.Y), 100, color.White, true)
//render heor
c.hero.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(c.hero.Pos.X-48/2, c.hero.Pos.Y-48/2)
c.Sprite.DrawImage(c.hero.Sprite, op)
//render weapon
if !c.gameover {
op.GeoM.Reset()
op.GeoM.Translate(0, -16)
op.GeoM.Rotate(c.lastInputs.ShotAngle)
op.GeoM.Translate(c.hero.Pos.X, c.hero.Pos.Y)
c.Sprite.DrawImage(assets.ImageBank[assets.Weapon], op)
}
//draw enemy shadows
for _, es := range c.enemies {
if es.GetEnemyState() < gamedata.EnemyStateExploding {
dx := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dx()) / 2
dy := float64(assets.ImageBank[assets.FlyEyeShadow].Bounds().Dy()) / 2
sx := float64(es.GetSprite().Bounds().Dx()) / 48
sy := float64(es.GetSprite().Bounds().Dy()) / 48
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-dx, -dy)
op.GeoM.Scale(sx, sy)
op.GeoM.Translate(es.GetPosition().X, es.GetPosition().Y+float64(es.GetSprite().Bounds().Dx())/2)
c.Sprite.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
}
}
//draw weapon drops
for _, drop := range c.wpdrops {
drop.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2, drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2)
c.Sprite.DrawImage(drop.Sprite, op)
}
//draw enemies
for _, e := range c.enemies {
e.Draw()
xshift := float64(e.GetSprite().Bounds().Dx() / 2)
yshift := float64(e.GetSprite().Bounds().Dy() / 2)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-xshift, -yshift)
op.GeoM.Rotate(e.GetAngle())
op.GeoM.Translate(e.GetPosition().X, e.GetPosition().Y)
c.Sprite.DrawImage(e.GetSprite(), op)
//do we need a health bar for this enemy?
if e.Health() > 0 {
hbWidth := float64(e.MaxHealth())*2 + 4
p1 := float64(e.GetSprite().Bounds().Dx())
p0 := e.GetPosition().X - p1/2
x0 := p0 - (hbWidth-p1)/2
y0 := e.GetPosition().Y - 2/3.*float64(e.GetSprite().Bounds().Dy())
vector.DrawFilledRect(c.Sprite, float32(x0), float32(y0), float32(e.MaxHealth())*2+4, 12, color.Black, true)
vector.DrawFilledRect(c.Sprite, float32(x0+2), float32(y0+2), float32(e.Health())*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
}
}
//draw projectiles
for _, p := range c.projectiles {
vector.DrawFilledCircle(c.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
}
c.Sprite.DrawImage(c.projectileMask, nil)
//draw laser(s)
if c.laser.IsFiring() {
c.laser.Draw()
c.Sprite.DrawImage(c.laserMask, nil)
}
//c.Sprite.DrawImage(c.laser.Sprite, op)
vector.StrokeCircle(c.Sprite, float32(c.charge.Origin.X), float32(c.charge.Origin.Y), float32(c.charge.Radius), 3, color.White, true)
//TEMPORARY let's see how far off the beam we are
//vector.StrokeLine(c.Sprite, float32(c.lasercoords[2].X), float32(c.lasercoords[2].Y), float32(c.lasercoords[3].X), float32(c.lasercoords[3].Y), 2, color.White, true)
//let's render our laser 'splashes'
for _, sp := range c.splashes {
sp.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(sp.GetPosition().X-128/2, sp.GetPosition().Y-128/2)
c.Sprite.DrawImage(sp.Sprite, op)
}
if !c.gameover {
c.runtime = float64(c.counter) / 60.
}
s := fmt.Sprintf("%02.3f", c.runtime)
if !c.gameover {
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
} else {
if (c.counter/30)%2 == 0 {
text.Draw(c.Sprite, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
text.Draw(c.Sprite, fmt.Sprintf("SCORE: %d", c.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
}
text.Draw(c.Sprite, "PRESS START TO TRY AGAIN", fonts.SurviveFont.Arcade, 640/2-150, 480/2, color.White)
}
op.GeoM.Reset()
drawimg.DrawImage(c.Sprite, op)
}
func (c *Canvas) Initialize() {
c.InitializeHero()
c.CleanSplashes()
c.ResetWeaponDrops()
c.enemies = c.enemies[:0]
c.gameover = false
c.initialized = true
c.score = 0
c.counter = 0
c.runtime = 0.
c.goblinspawned = false
c.goblindead = false
//temporary
c.hero.Action = elements.HeroActionDefault
c.holster.SetActiveWeapon(gamedata.WeaponTypeGun)
c.laser.SetFiring(false)
}
func (c *Canvas) UpdateHero() {
c.hero.Update()
if !c.gameover {
c.UpdateHeroPosition()
c.ComputeHeroCollisions()
}
}
func (c *Canvas) UpdateHeroPosition() {
if c.lastInputs.XAxis >= 0.15 || c.lastInputs.XAxis <= -0.15 {
c.hero.Left = c.lastInputs.XAxis < 0
c.hero.Pos.X += c.lastInputs.XAxis * 5
}
if c.lastInputs.YAxis >= 0.15 || c.lastInputs.YAxis <= -0.15 {
c.hero.Pos.Y += c.lastInputs.YAxis * 5
}
}
func (c *Canvas) ComputeHeroCollisions() {
for _, e := range c.enemies {
//compute collision with hero
if c.hero.Pos.X >= e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2 && c.hero.Pos.X <= e.GetPosition().X+float64(e.GetSprite().Bounds().Dx())/2 &&
c.hero.Pos.Y >= e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2 && c.hero.Pos.Y <= e.GetPosition().Y+float64(e.GetSprite().Bounds().Dy())/2 &&
e.GetEnemyState() < gamedata.EnemyStateDying {
// target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
c.heroCollisionMask.Clear()
c.heroCollisionMask.DrawImage(c.hero.Sprite, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate((c.hero.Pos.X-e.GetPosition().X)-float64(e.GetSprite().Bounds().Dx())/2, (c.hero.Pos.Y-e.GetPosition().Y)-float64(e.GetSprite().Bounds().Dy())/2)
c.heroCollisionMask.DrawImage(e.GetSprite(), op)
if c.HasCollided(c.heroCollisionMask, 48*48*4) {
c.hero.SetHit()
c.gameover = true
if c.eventmap[gamedata.GameEventPlayerDeath] != nil {
c.eventmap[gamedata.GameEventPlayerDeath]()
}
}
}
}
}
func (c *Canvas) AddProjectiles() {
//add new projectiles
if c.lastInputs.Shot && c.counter%14 == 0 {
loc := gamedata.Coordinates{
X: c.hero.Pos.X,
Y: c.hero.Pos.Y,
}
angle := c.lastInputs.ShotAngle
velocity := 5.
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle, velocity))
if c.hero.Upgrade {
c.projectiles = append(c.projectiles, elements.NewProjectile(loc, angle+math.Pi, velocity))
}
if c.eventmap[gamedata.GameEventNewShot] != nil {
c.eventmap[gamedata.GameEventNewShot]()
}
}
}
func (c *Canvas) InitializeHero() {
//recenter the hero
pos := gamedata.Coordinates{
X: float64(c.Sprite.Bounds().Dx() / 2),
Y: float64(c.Sprite.Bounds().Dy() / 2),
}
c.hero.SetOrigin(pos)
}
func (c *Canvas) UpdateProjectiles() {
i := 0
for _, p := range c.projectiles {
p.Update()
projectilevalid := true
if p.Pos.X < -640/2 || p.Pos.X > 1.5*640 || p.Pos.Y < -480/2 || p.Pos.Y > 1.5*480 {
projectilevalid = false
}
for _, e := range c.enemies {
if p.Pos.X >= e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2 && p.Pos.X <= e.GetPosition().X+float64(e.GetSprite().Bounds().Dx())/2 &&
p.Pos.Y >= e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2 && p.Pos.Y <= e.GetPosition().Y+float64(e.GetSprite().Bounds().Dy())/2 &&
e.IsToggled() && e.GetEnemyState() < gamedata.EnemyStateDying {
c.collisionMask.Clear()
c.collisionMask.DrawImage(c.projectileMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
c.collisionMask.DrawImage(e.GetSprite(), op)
if c.HasCollided(c.collisionMask, 640*480*4) {
projectilevalid = false
e.SetHit()
if c.eventmap[gamedata.GameEventTargetHit] != nil {
c.eventmap[gamedata.GameEventTargetHit]()
}
}
}
}
if projectilevalid {
c.projectiles[i] = p
i++
}
}
for j := i; j < len(c.projectiles); j++ {
c.projectiles[j] = nil
}
c.projectiles = c.projectiles[:i]
}
func (c *Canvas) UpdateLaser() {
c.laser.Update()
c.laser.SetFiring(c.lastInputs.Shot)
if c.lastInputs.Shot {
c.laser.SetPosition(c.hero.Pos)
c.laser.SetAngle(c.lastInputs.ShotAngle)
c.laserMask.Clear()
lpos := c.laser.GetPosition()
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
//op.GeoM.Translate(-float64(c.laser.Sprite.Bounds().Dx())/2, -float64(c.laser.Sprite.Bounds().Dy())/2)
op.GeoM.Translate(0, -float64(c.laser.Sprite.Bounds().Dy())/2)
op.GeoM.Rotate(c.laser.GetAngle())
op.GeoM.Translate(lpos.X, lpos.Y)
c.laserMask.DrawImage(c.laser.Sprite, op)
//c.LaserAttempt1()
//c.LaserAttempt2()
//c.LaserAttempt3()
c.LaserAttempt4()
}
}
func (c *Canvas) UpdateCharge() {
if c.lastInputs.Charge && !c.charge.Active && !c.gameover {
c.charge.SetOrigin(c.hero.Pos)
c.charge.Reset()
c.charge.ToggleActivate()
if c.eventmap[gamedata.GameEventCharge] != nil {
c.eventmap[gamedata.GameEventCharge]()
}
}
c.charge.Update()
if c.charge.Active {
if c.charge.Radius > math.Sqrt(640*640+480*480) {
c.charge.ToggleActivate()
c.charge.Reset()
c.ResetTargetTouches()
}
for _, e := range c.enemies {
dx := e.GetPosition().X - c.hero.Pos.X
dy := e.GetPosition().Y - c.hero.Pos.Y
r := math.Sqrt(dx*dx + dy*dy)
if r >= c.charge.Radius-5 && r <= c.charge.Radius+5 &&
!e.IsTouched() && e.GetEnemyState() <= gamedata.EnemyStateHit {
e.SetToggle()
e.SetTouched()
}
}
}
}
func (c *Canvas) ResetTargetTouches() {
for _, e := range c.enemies {
e.ClearTouched()
}
}
func (c *Canvas) UpdateEnemies() {
//update existing enemies
for _, e := range c.enemies {
if !c.gameover {
e.SetTarget(c.hero.Pos)
if e.GetEnemyState() == gamedata.EnemyStateExploding && !e.ExplosionInitiated() {
if c.eventmap[gamedata.GameEventExplosion] != nil {
c.eventmap[gamedata.GameEventExplosion]()
}
e.SetExplosionInitiated()
}
} else {
e.SetTarget(e.GetPosition())
}
e.Update()
}
}
func (c *Canvas) SpawnEnemies() {
if !c.gameover {
if !c.goblinspawned || c.goblindead {
c.SpawnFlyEyes()
}
if !c.goblinspawned && c.counter > 2400 && !c.goblindead {
c.SpawnGoblin()
}
}
}
func (c *Canvas) SpawnFlyEyes() {
//spawn new enemies
f := 40000 / (c.counter + 1)
if c.counter%f == 0 {
newenemy := elements.NewFlyEye()
x0 := rand.Float64() * 640
y0 := rand.Float64() * 480
quadrant := rand.IntN(3)
switch quadrant {
case 0:
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: -48})
case 1:
newenemy.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
case 2:
newenemy.SetPosition(gamedata.Coordinates{X: -48, Y: y0})
case 3:
newenemy.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
}
newenemy.SetTarget(c.hero.Pos)
c.enemies = append(c.enemies, newenemy)
}
}
func (c *Canvas) SpawnGoblin() {
newfg := elements.NewFlyGoblin()
newfg.SetDeathEvent(c.GoblinDeathEvent)
newfg.SetFireballCallback(c.GoblinFireballEvent)
x0 := rand.Float64() * 640
y0 := rand.Float64() * 480
quadrant := rand.IntN(3)
switch quadrant {
case 0:
newfg.SetPosition(gamedata.Coordinates{X: x0, Y: -96})
case 1:
newfg.SetPosition(gamedata.Coordinates{X: x0, Y: 480 + 48})
case 2:
newfg.SetPosition(gamedata.Coordinates{X: -96, Y: y0})
case 3:
newfg.SetPosition(gamedata.Coordinates{X: 640 + x0, Y: y0})
}
c.goblin = newfg
c.enemies = append(c.enemies, newfg)
c.goblinspawned = true
}
func (c *Canvas) HasCollided(mask *ebiten.Image, size int) bool {
var result bool = false
var pixels []byte = make([]byte, size)
mask.ReadPixels(pixels)
for i := 0; i < len(pixels); i = i + 4 {
if pixels[i+3] != 0 {
result = true
break
}
}
return result
}
func (c *Canvas) RegisterEvents(e gamedata.GameEvent, f func()) {
c.eventmap[e] = f
}
func (c *Canvas) CleanupTargets() {
// remove dead targets by iterating over all targets
i := 0
for _, e := range c.enemies {
//compute odds for dropping an item on dead enemies
if e.GetEnemyState() == elements.MoverActionDead {
if rand.Float64() > 0.98 {
drop := elements.NewWeaponDrop(gamedata.WeaponTypeLaser)
drop.SetPosition(e.GetPosition())
c.wpdrops = append(c.wpdrops, drop)
}
}
//moving valid targets to the front of the slice
if e.GetEnemyState() < elements.MoverActionDead &&
!(e.GetPosition().X < -640*2 || e.GetPosition().X > 640*2 ||
e.GetPosition().Y > 480*2 || e.GetPosition().Y < -480*2) {
c.enemies[i] = e
i++
}
}
//then culling the last elements of the slice, and conveniently we can update
//our base score with the number of elements removed (bonuses calculated elsewhere)
if len(c.enemies)-i > 0 {
c.score += len(c.enemies) - i
}
for j := i; j < len(c.enemies); j++ {
c.enemies[j] = nil
}
c.enemies = c.enemies[:i]
}
func (c *Canvas) GoblinDeathEvent() {
c.goblindead = true
c.goblinspawned = false
c.score += 10
}
func (c *Canvas) GoblinFireballEvent() {
if !c.gameover {
velocity := 8.
dx := c.hero.Pos.X - c.goblin.GetPosition().X
dy := c.hero.Pos.Y - c.goblin.GetPosition().Y
angle := math.Atan2(dy, dx)
//add some randomness to the angle
arand := rand.Float64() * math.Pi / 3
newfb := elements.NewFireBall(angle+arand, velocity)
newfb.SetPosition(c.goblin.GetPosition())
c.enemies = append(c.enemies, newfb)
if c.eventmap[gamedata.GameEventFireball] != nil {
c.eventmap[gamedata.GameEventFireball]()
}
}
}
func IsPixelColliding(img1, img2 *ebiten.Image, offset1, offset2 image.Point) bool {
// Get the pixel data from both images
bounds1 := img1.Bounds()
bounds2 := img2.Bounds()
// Create slices to hold the pixel data
pixels1 := make([]byte, 4*bounds1.Dx()*bounds1.Dy()) // RGBA (4 bytes per pixel)
pixels2 := make([]byte, 4*bounds2.Dx()*bounds2.Dy())
// Read pixel data from the images
img1.ReadPixels(pixels1)
img2.ReadPixels(pixels2)
// Determine the overlapping rectangle
rect1 := bounds1.Add(offset1)
rect2 := bounds2.Add(offset2)
intersection := rect1.Intersect(rect2)
if intersection.Empty() {
return false // No overlap
}
// Check pixel data in the overlapping region
for y := intersection.Min.Y; y < intersection.Max.Y; y++ {
for x := intersection.Min.X; x < intersection.Max.X; x++ {
// Calculate the indices in the pixel slices
idx1 := ((y-offset1.Y)*bounds1.Dx() + (x - offset1.X)) * 4
idx2 := ((y-offset2.Y)*bounds2.Dx() + (x - offset2.X)) * 4
// Extract alpha values (transparency)
alpha1 := pixels1[idx1+3]
alpha2 := pixels2[idx2+3]
// If both pixels are non-transparent, there's a collision
if alpha1 > 0 && alpha2 > 0 {
return true
}
}
}
return false // No collision detected
}
// RotatePoint rotates a point (x, y) around an origin (ox, oy) by a given angle (in radians).
func RotatePoint(x, y, ox, oy, angle float64) (float64, float64) {
sin, cos := math.Sin(angle), math.Cos(angle)
dx, dy := x-ox, y-oy
return ox + dx*cos - dy*sin, oy + dx*sin + dy*cos
}
// IsPixelCollidingWithRotation checks for pixel-perfect collision between two rotated images.
func IsPixelCollidingWithRotation(img1, img2 *ebiten.Image, center1, center2 image.Point, angle1, angle2 float64) bool {
// Get pixel data
bounds1 := img1.Bounds()
bounds2 := img2.Bounds()
pixels1 := make([]byte, 4*bounds1.Dx()*bounds1.Dy())
pixels2 := make([]byte, 4*bounds2.Dx()*bounds2.Dy())
img1.ReadPixels(pixels1)
img2.ReadPixels(pixels2)
// Loop through all pixels in the bounding boxes of the first image
for y1 := bounds1.Min.Y; y1 < bounds1.Max.Y; y1++ {
for x1 := bounds1.Min.X; x1 < bounds1.Max.X; x1++ {
// Get alpha for the pixel in img1
idx1 := (y1*bounds1.Dx() + x1) * 4
alpha1 := pixels1[idx1+3]
if alpha1 == 0 {
continue // Skip transparent pixels
}
// Rotate this pixel to its global position
globalX, globalY := RotatePoint(float64(x1), float64(y1), float64(bounds1.Dx()/2), float64(bounds1.Dy()/2), angle1)
globalX += float64(center1.X)
globalY += float64(center1.Y)
// Transform global position to img2's local space
localX, localY := RotatePoint(globalX-float64(center2.X), globalY-float64(center2.Y), 0, 0, -angle2)
// Check if the transformed position is within img2's bounds
lx, ly := int(localX)+bounds2.Dx()/2, int(localY)+bounds2.Dy()/2
if lx < 0 || ly < 0 || lx >= bounds2.Dx() || ly >= bounds2.Dy() {
continue
}
// Get alpha for the pixel in img2
idx2 := (ly*bounds2.Dx() + lx) * 4
alpha2 := pixels2[idx2+3]
if alpha2 > 0 {
return true // Collision detected
}
}
}
return false // No collision
}
func (c *Canvas) LaserAttempt1() {
//for _, e := range c.enemies {
/*
rgba1 := c.laserMask.SubImage(c.laserMask.Bounds()).(*image.RGBA)
rgba2 := e.GetSprite().SubImage(e.GetSprite().Bounds()).(*image.RGBA)
*/
// Check collision
/*
if IsPixelCollidingWithRotation(c.laser.Sprite,
e.GetSprite(),
image.Pt(int(c.laser.GetPosition().X), int(c.laser.GetPosition().Y)),
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y)),
c.laser.GetAngle(),
0,
) {
println("Pixel-perfect collision detected!")
}
*/
/*
c.collisionMask.Clear()
c.collisionMask.DrawImage(c.laserMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendDestinationIn
op.GeoM.Translate(e.GetPosition().X-float64(e.GetSprite().Bounds().Dx())/2, e.GetPosition().Y-float64(e.GetSprite().Bounds().Dy())/2)
c.collisionMask.DrawImage(e.GetSprite(), op)
*/
/*
if c.HasCollided(c.collisionMask, 640*480*4) {
if c.eventmap[gamedata.GameEventTargetHit] != nil {
c.eventmap[gamedata.GameEventTargetHit]()
}
fmt.Println("enemy sliced")
}
*/
//}
}
// try to find if the enemy is along the laser line first, then apply pixel collision
func (c *Canvas) LaserAttempt2() {
for _, e := range c.enemies {
a := c.lastInputs.ShotAngle
x0 := c.hero.Pos.X
y0 := c.hero.Pos.Y
thresh := 25.
x := e.GetPosition().X
y := math.Tan(a)*(x-x0) + y0
var laserd bool = false
if !math.IsNaN(math.Tan(a)) {
if math.Abs(e.GetPosition().Y-y) <= thresh {
laserd = true
} else {
if math.Abs(e.GetPosition().X-x0) <= thresh {
laserd = true
}
}
}
if laserd {
//check for pixel collision
if IsPixelColliding(c.laserMask, e.GetSprite(),
image.Pt(0, 0),
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
e.SetHit()
if c.eventmap[gamedata.GameEventTargetHit] != nil {
c.eventmap[gamedata.GameEventTargetHit]()
}
fmt.Println("laser'd")
}
}
}
}
// straight up just pixel collision check, expensive though
func (c *Canvas) LaserAttempt3() {
for _, e := range c.enemies {
if IsPixelColliding(c.laserMask, e.GetSprite(),
image.Pt(0, 0),
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
e.SetHit()
if c.eventmap[gamedata.GameEventTargetHit] != nil {
c.eventmap[gamedata.GameEventTargetHit]()
}
fmt.Println("laser'd")
}
}
}
// straight up just pixel collision check, expensive though
func (c *Canvas) LaserAttempt4() {
for _, e := range c.enemies {
c.lasercoords[2] = e.GetPosition()
x0 := c.hero.Pos.X
y0 := c.hero.Pos.Y
x1 := e.GetPosition().X
y1 := e.GetPosition().Y
a := c.lastInputs.ShotAngle
var d float64 = 100
/*
if !math.IsNaN(math.Tan(a)) {
m0 := math.Tan(a)
if m0 == 0 {
d = math.Abs(y1 - y0)
fmt.Printf("horizontal beam\n")
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y0}
} else {
m1 := -1 / m0
if (m0 - m1) != 0 {
xi := (y1 + x0*m0 - y0 - m1*x1) / (m0 - m1)
yi := xi*m0 - x0*m0 + y0
c.lasercoords[3] = gamedata.Coordinates{X: xi, Y: yi}
d = math.Sqrt(math.Pow(x1-xi, 2) + math.Pow(y1-yi, 2))
fmt.Printf("%f \n", d)
} else {
}
}
fmt.Printf("%f \n", a)
} else {
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y1}
d = math.Abs(x1 - x0)
fmt.Printf("vertical beam\n")
}
*/
if math.Abs(math.Mod(a, math.Pi)) == math.Pi/2 { // Check for vertical beam
d = math.Abs(x1 - x0)
c.lasercoords[3] = gamedata.Coordinates{X: x0, Y: y1} // Align on x-axis
//fmt.Printf("vertical beam\n")
} else if math.Tan(a) == 0 { // Check for horizontal beam
d = math.Abs(y1 - y0)
c.lasercoords[3] = gamedata.Coordinates{X: x1, Y: y0} // Align on y-axis
//fmt.Printf("horizontal beam\n")
} else { // General case
m0 := math.Tan(a)
m1 := -1 / m0
xi := (y1 + x0*m0 - y0 - m1*x1) / (m0 - m1)
yi := xi*m0 - x0*m0 + y0
c.lasercoords[3] = gamedata.Coordinates{X: xi, Y: yi}
d = math.Sqrt(math.Pow(x1-xi, 2) + math.Pow(y1-yi, 2))
//fmt.Printf("%f \n", d)
}
//fmt.Printf("%f \n", a)
if d <= float64(e.GetSprite().Bounds().Dx()) && e.GetEnemyState() <= gamedata.EnemyStateHit {
if IsPixelColliding(c.laserMask, e.GetSprite(),
image.Pt(0, 0),
image.Pt(int(e.GetPosition().X), int(e.GetPosition().Y))) {
e.SetHit()
newsplash := elements.NewSplash()
//newsplash.SetPosition(c.lasercoords[3])
newsplash.SetPosition(e.GetPosition())
c.splashes = append(c.splashes, newsplash)
if c.eventmap[gamedata.GameEventTargetHit] != nil {
c.eventmap[gamedata.GameEventTargetHit]()
}
//fmt.Println("laser'd")
}
}
}
}
func (c *Canvas) UpdateSplashes() {
for _, sp := range c.splashes {
sp.Update()
}
}
func (c *Canvas) CleanSplashes() {
i := 0
for _, sp := range c.splashes {
if sp.GetAlpha() > 0 {
c.splashes[i] = sp
i++
}
}
for j := i; j < len(c.splashes); j++ {
c.splashes[j] = nil
}
c.splashes = c.splashes[:i]
}
func (c *Canvas) CleanupDrops() {
i := 0
for _, drop := range c.wpdrops {
if !drop.IsCollected() {
c.wpdrops[i] = drop
i++
}
}
for j := i; j < len(c.wpdrops); j++ {
c.wpdrops[j] = nil
}
c.wpdrops = c.wpdrops[:i]
}
func (c *Canvas) UpdateWeapons() {
if !c.gameover {
//check for weapon inputs
if c.lastInputs.CycleWeapon {
c.holster.CycleWeapon()
}
//now let's update some shit based on the weapon
switch c.holster.GetActiveWeapon().GetWeaponType() {
case gamedata.WeaponTypeGun:
c.AddProjectiles()
case gamedata.WeaponTypeLaser:
c.UpdateLaser()
}
} else {
c.laser.SetFiring(false)
}
}
func (c *Canvas) UpdateWeaponDrops() {
//do we have any drops? let's calculate the chances
//
for _, drop := range c.wpdrops {
drop.Update()
//has the hero collided with any? add to holster
//boundary box collision check
if c.hero.Pos.X >= drop.GetPosition().X-float64(drop.Sprite.Bounds().Dx())/2 &&
c.hero.Pos.X <= drop.GetPosition().X+float64(drop.Sprite.Bounds().Dx())/2 &&
c.hero.Pos.Y >= drop.GetPosition().Y-float64(drop.Sprite.Bounds().Dy())/2 &&
c.hero.Pos.Y <= drop.GetPosition().Y+float64(drop.Sprite.Bounds().Dy())/2 {
//fmt.Println("hero trying to pick up weapon maybe")
if IsPixelColliding(
c.hero.Sprite,
drop.Sprite,
image.Pt(int(c.hero.Pos.X), int(c.hero.Pos.Y)),
image.Pt(int(drop.GetPosition().X), int(drop.GetPosition().Y)),
) {
fmt.Println("weapon acquired")
drop.SetCollected(true)
c.holster.AddWeapon(weapons.NewLaser())
}
}
}
}
func (c *Canvas) ResetWeaponDrops() {
for i := range c.wpdrops {
c.wpdrops[i] = nil
}
c.wpdrops = c.wpdrops[:0]
c.holster = weapons.NewHolster()
}

109
gameelement/cloudlayer.go Normal file
View File

@@ -0,0 +1,109 @@
package gameelement
import (
"math"
"math/rand/v2"
"mover/elements"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type CloudLayer struct {
Sprite *ebiten.Image
clouds []*elements.Cloud
dimensions gamedata.Area
cycle int
}
func NewCloudLayer(a gamedata.Area) *CloudLayer {
c := &CloudLayer{
Sprite: ebiten.NewImage(a.Width, a.Height),
cycle: 0,
dimensions: a,
}
return c
}
func (c *CloudLayer) SetInputs(gamedata.GameInputs) {
}
func (c *CloudLayer) Update() error {
c.cycle++
for _, cloud := range c.clouds {
cloud.Update()
cpos := cloud.GetPosition()
if cpos.X > float64(c.dimensions.Width)+float64(cloud.Sprite.Bounds().Dx()) {
dx := -float64(cloud.Sprite.Bounds().Dx())
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
}
if cpos.X < -float64(cloud.Sprite.Bounds().Dx()) {
dx := float64(c.dimensions.Width + cloud.Sprite.Bounds().Dx())
cloud.SetPosition(gamedata.Coordinates{X: dx, Y: cloud.GetPosition().Y})
}
if cpos.Y > float64(c.dimensions.Height)+float64(cloud.Sprite.Bounds().Dy()) {
dy := -float64(cloud.Sprite.Bounds().Dy())
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
}
if cpos.Y < -float64(cloud.Sprite.Bounds().Dy()) {
dy := float64(c.dimensions.Height + cloud.Sprite.Bounds().Dy())
cloud.SetPosition(gamedata.Coordinates{X: cloud.GetPosition().X, Y: dy})
}
}
return nil
}
func (c *CloudLayer) Draw(drawimg *ebiten.Image) {
c.Sprite.Clear()
for _, cloud := range c.clouds {
cloud.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(cloud.GetPosition().X, cloud.GetPosition().Y)
op.ColorScale.ScaleAlpha(float32(cloud.Alpha))
c.Sprite.DrawImage(cloud.Sprite, op)
}
drawimg.DrawImage(c.Sprite, nil)
}
func (c *CloudLayer) Initialize() {
//cull previous cloud layer
for i := 0; i < len(c.clouds); i++ {
c.clouds[i] = nil
}
c.clouds = c.clouds[:0]
numclouds := rand.IntN(20)
angle := rand.Float64() * math.Pi * 2
for i := 0; i < numclouds; i++ {
a := gamedata.Area{
Height: rand.IntN(c.dimensions.Width/2) + 1,
Width: rand.IntN(c.dimensions.Height/2) + 1,
}
velocity := rand.Float64() * 3
//velocity := 0.
newcloud := elements.NewCloud(a, angle, velocity)
newcloud.Alpha = rand.Float64() / 2
newcloud.SetPosition(gamedata.Coordinates{
X: rand.Float64() * float64(c.dimensions.Width),
Y: rand.Float64() * float64(c.dimensions.Height),
})
c.clouds = append(c.clouds, newcloud)
}
}
func (c *CloudLayer) RegisterEvents(e gamedata.GameEvent, f func()) {
}

View File

@@ -0,0 +1,15 @@
package gameelement
import (
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type GameElement interface {
SetInputs(gamedata.GameInputs)
Update() error
Draw(drawimg *ebiten.Image)
Initialize()
RegisterEvents(e gamedata.GameEvent, f func())
}

149
gameelement/rainlayer.go Normal file
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]
}

8
go.mod
View File

@@ -4,13 +4,19 @@ go 1.22.0
toolchain go1.22.8
require github.com/hajimehoshi/ebiten/v2 v2.8.2
require (
github.com/hajimehoshi/ebiten v1.12.12
github.com/hajimehoshi/ebiten/v2 v2.8.2
golang.org/x/image v0.20.0
)
require (
github.com/ebitengine/gomobile v0.0.0-20240911145611-4856209ac325 // indirect
github.com/ebitengine/hideconsole v1.0.0 // indirect
github.com/ebitengine/oto/v3 v3.3.1 // indirect
github.com/ebitengine/purego v0.8.0 // indirect
github.com/jezek/xgb v1.1.1 // indirect
golang.org/x/sync v0.8.0 // indirect
golang.org/x/sys v0.25.0 // indirect
golang.org/x/text v0.18.0 // indirect
)

28
main.go
View File

@@ -1,8 +1,11 @@
package main
import (
"fmt"
"log"
"mover/assets"
"mover/gamedata"
"mover/screenmanager"
"mover/screens"
"github.com/hajimehoshi/ebiten/v2"
)
@@ -13,17 +16,26 @@ const (
)
func main() {
ver := "Mover Test v0.05"
fmt.Println(ver)
moverGame := &Game{}
//moverGame := &Game{}
moverGame := screenmanager.NewManager()
moverGame.SetDimensions(gamedata.Area{Width: screenWidth, Height: screenHeight})
ebiten.SetWindowSize(screenWidth*1.5, screenHeight*1.5)
ebiten.SetWindowTitle(ver)
ebiten.SetWindowTitle(moverGame.Info.Name + ": v" + moverGame.Info.Version)
if err := ebiten.RunGame(moverGame); err != nil {
loadScreens(&moverGame)
if err := ebiten.RunGame(&moverGame); err != nil {
log.Fatal(err)
}
}
func loadScreens(m *screenmanager.Manager) {
assets.LoadImages()
assets.LoadSounds()
m.AddScene(screens.NewStartScreen())
//m.AddScene(screens.NewGame())
m.AddScene(screens.NewPrimary())
m.ResetScenes()
}

174
mover.go
View File

@@ -1,174 +0,0 @@
package main
import (
"bytes"
"image"
"log"
_ "embed"
"image/color"
_ "image/png"
"github.com/hajimehoshi/ebiten/v2"
)
var (
flyeyeImage *ebiten.Image
flyeyeImage2 *ebiten.Image
flyeyeImage3 *ebiten.Image
//go:embed fly-eye.png
flyeye_img []byte
//go:embed fly-eye2.png
flyeye_img2 []byte
//go:embed fly-eye3.png
flyeye_img3 []byte
)
const (
MoverActionDefault = iota
MoverActionDamaged
MoverActionDying
MoverActionExploding
MoverActionDead
MoverActionMax
)
type MoverAction uint
func init() {
img, _, err := image.Decode(bytes.NewReader(flyeye_img))
if err != nil {
log.Fatal(err)
}
flyeyeImage = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(flyeye_img2))
if err != nil {
log.Fatal(err)
}
flyeyeImage2 = ebiten.NewImageFromImage(img)
img, _, err = image.Decode(bytes.NewReader(flyeye_img3))
if err != nil {
log.Fatal(err)
}
flyeyeImage3 = ebiten.NewImageFromImage(img)
}
type Mover struct {
Sprite *ebiten.Image
Maks *ebiten.Image
MaksDest *ebiten.Image
Angle float64
Pos Coordinates
Origin Coordinates
Action MoverAction
cycles int
rotating bool
Toggled bool
Hit bool
Touched bool
dyingcount int
}
func NewMover() *Mover {
m := &Mover{
Sprite: ebiten.NewImage(48, 48),
Maks: ebiten.NewImage(48, 48),
MaksDest: ebiten.NewImage(48, 48),
Action: MoverActionDefault,
cycles: 4,
Angle: 0,
rotating: false,
Toggled: false,
dyingcount: 0,
}
m.Maks.Fill(color.White)
return m
}
func (m *Mover) ToggleRotate() {
m.rotating = !m.rotating
}
func (m *Mover) SetAngle(a float64) {
m.Angle = a
}
func (m *Mover) SetOrigin(coords Coordinates) {
m.Origin = coords
m.Pos = coords
}
func (m *Mover) Draw() {
m.Sprite.Clear()
m.MaksDest.Clear()
idx := (m.cycles / 8) % 4
y0 := 0
y1 := 48
x0 := 48 * idx
x1 := x0 + 48
switch m.Action {
case MoverActionDefault:
m.Sprite.DrawImage(flyeyeImage.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDamaged:
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
case MoverActionDying:
m.dyingcount++
if (m.cycles/5)%2 == 0 {
m.MaksDest.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceAtop
m.MaksDest.DrawImage(m.Maks, op)
m.Sprite.DrawImage(m.MaksDest, nil)
} else {
m.Sprite.DrawImage(flyeyeImage2.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
}
if m.dyingcount > 60 {
m.cycles = 0
m.SetHit()
}
case MoverActionExploding:
m.Sprite.DrawImage(flyeyeImage3.SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), nil)
if idx == 3 {
m.SetHit()
}
default:
}
}
func (m *Mover) Update() {
/*
dx := 0. //40 * math.Cos(float64(m.cycles)/16)
dy := 0. //40 * math.Sin(float64(m.cycles)/16)
m.Pos = Coordinates{X: m.Origin.X + dx, Y: m.Origin.Y + dy}
*/
/*
if m.rotating {
m.Angle = float64(m.cycles) / (math.Pi * 2)
}
*/
m.cycles++
}
func (m *Mover) SetHit() {
m.Action++ // = (m.Action + 1) % MoverActionMax
}
func (m *Mover) ToggleColor() {
//m.Toggled = !m.Toggled
if m.Action == MoverActionDefault {
m.Action = MoverActionDamaged
} else if m.Action == MoverActionDamaged {
m.Action = MoverActionDefault
}
}

136
screenmanager/manager.go Normal file
View File

@@ -0,0 +1,136 @@
package screenmanager
import (
"mover/gamedata"
"mover/screens"
"github.com/hajimehoshi/ebiten/v2"
)
const (
defaultWidth = 1024
defaultHeight = 768
)
type Manager struct {
Info gamedata.GameInfo
currentScene screens.Screen
currentSceneId uint
nextSceneId uint
screens []screens.Screen
internalerr error
}
// can be used to create default manager instance
func NewManager() Manager {
return Manager{
Info: gamedata.GameInfo{
Name: "survive",
Version: "0.34",
Dimensions: gamedata.Area{
Width: defaultWidth,
Height: defaultHeight,
},
},
currentSceneId: 0,
nextSceneId: 1,
internalerr: nil,
}
}
// ebitengine update proxy on behalf of current scene
func (m *Manager) Update() error {
if m.currentScene == nil {
return nil
}
err := m.currentScene.Update()
if err != nil {
return err
}
return m.internalerr
}
// shutdown application
func (m *Manager) Quit() {
m.internalerr = ebiten.Termination
}
// calls current scene's draw method if the currentscene is valid
func (m *Manager) Draw(screen *ebiten.Image) {
if m.currentScene != nil {
m.currentScene.Draw(screen)
}
}
// ebitengine proxy for layout
func (m *Manager) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return m.Info.Dimensions.Width, m.Info.Dimensions.Height
}
// appends scene to the managed screens
func (m *Manager) AddScene(s screens.Screen) {
setDefaultHandlers(m, s)
s.SetDimensions(m.Info.Dimensions)
m.screens = append(m.screens, s)
}
// sets the default callback handlers for a given scene within manager
// Default Handling behaviours:
//
// reset: sets (scene, nextscene) to {0, 1}
// scene completion: sets (scene, nextscene) to {nextscene, nextscene+1}
// end game: shutdown groovy
//
// note: NOOP and RELOAD are purposefully not mapped; they are scene
// specific and should be mapped to by user of groovy
func setDefaultHandlers(m *Manager, s screens.Screen) {
s.SetEventHandler(screens.EventReset, func() { m.ResetScenes() })
s.SetEventHandler(screens.EventCompleted, func() { m.TransitionScene() })
s.SetEventHandler(screens.EventEndgame, func() { m.Quit() })
}
// we're going to reset the scene to the first one
func (m *Manager) ResetScenes() {
m.currentSceneId = 0
m.nextSceneId = 1
m.SetCurrentScene(0)
}
// sets the current scene, based on sceneindex n
// n > scenelist, quit
// otherwise, scene = n
func (m *Manager) SetCurrentScene(sceneId uint) {
if sceneId >= uint(len(m.screens)) {
m.Quit()
} else {
m.currentSceneId = sceneId
m.currentScene = m.screens[sceneId]
m.nextSceneId = m.currentSceneId + 1
}
}
// handle scene transition
func (m *Manager) TransitionScene() {
m.SetCurrentScene(m.nextSceneId)
}
// set new sceneId as the successor
func (m *Manager) SetNextScene(sceneId uint) {
m.nextSceneId = sceneId
}
// sets sene dimensions
func (m *Manager) SetDimensions(a gamedata.Area) {
m.Info.Dimensions = a
}
// report number of total screens
func (m *Manager) SceneCount() uint {
return uint(len(m.screens))
}
func (m *Manager) GetScene(sceneId uint) screens.Screen {
return m.screens[sceneId]
}

729
screens/game.go Normal file
View File

@@ -0,0 +1,729 @@
package screens
import (
"fmt"
"image"
"image/color"
"math"
"math/rand/v2"
"mover/assets"
"mover/elements"
"mover/fonts"
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
"github.com/hajimehoshi/ebiten/v2/vector"
)
const (
MOVER_WIDTH = 48
MOVER_HEIGHT = 48
sampleRate = 44100
)
type Game struct {
events map[ScreenManagerEvent]func()
background *ebiten.Image
collisionMask *ebiten.Image
projectileMask *ebiten.Image
heroCollisionMask *ebiten.Image
heroCollisionCpy *ebiten.Image
dimensions gamedata.Area
Pos gamedata.Coordinates
Paused bool
initialized bool
gameover bool
reset bool
musicInitialized bool
runtime float64
hero *elements.Hero
projectiles map[int]*elements.Projectile
explosion *elements.Explosion
audioplayer *audio.Player
score int
counter int
timer int
targets []*elements.Mover
boss *elements.Boss
}
var (
audioContext = audio.NewContext(sampleRate)
)
func NewGame() *Game {
g := &Game{
events: make(map[ScreenManagerEvent]func()),
musicInitialized: false,
boss: elements.NewBoss(),
}
return g
}
func (g *Game) Initialize() {
if !g.musicInitialized {
s := audio.NewInfiniteLoop(assets.SoundBank[assets.MainLoop], assets.SoundBank[assets.MainLoop].Length())
g.audioplayer, _ = audioContext.NewPlayer(s)
g.audioplayer.Play()
g.musicInitialized = true
}
origin := gamedata.Coordinates{X: 640 / 2, Y: 480 / 2}
g.ConstructBackground()
g.hero = elements.NewHero()
g.hero.SetOrigin(origin)
g.hero.ToggleRotate()
g.gameover = false
g.collisionMask = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
g.projectileMask = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
g.heroCollisionMask = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
g.heroCollisionCpy = ebiten.NewImage(MOVER_WIDTH, MOVER_HEIGHT)
g.explosion = elements.NewExplosion()
g.explosion.SetOrigin(origin)
g.score = 0
g.reset = false
//clean up all targets
for j := 0; j < len(g.targets); j++ {
g.targets[j] = nil
}
g.targets = g.targets[:0]
g.score = 0
g.counter = 0
g.timer = 0
g.runtime = 0.
g.boss.Reset()
g.projectiles = make(map[int]*elements.Projectile)
g.initialized = true
g.reset = false
}
func (g *Game) Update() error {
if !g.initialized || g.reset {
g.Initialize()
} else {
g.StepGame()
}
g.timer++
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
screen.Clear()
if g.initialized {
screen.DrawImage(g.background, nil)
g.hero.Draw()
op := &ebiten.DrawImageOptions{}
if !g.gameover {
g.runtime = float64(g.counter) / 60.
}
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
screen.DrawImage(g.hero.Sprite, op)
op.GeoM.Reset()
op.GeoM.Translate(0, -16)
op.GeoM.Rotate(g.hero.Angle)
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
screen.DrawImage(assets.ImageBank[assets.Weapon], op)
//secondary/upgraded weapon sprite; in testing proves sort of distracting
/*
if g.hero.Upgrade {
op.GeoM.Reset()
op.GeoM.Translate(-16, -16)
op.GeoM.Scale(0.75, 0.75)
op.GeoM.Translate(16, 0)
op.GeoM.Rotate(g.hero.Angle + math.Pi)
op.GeoM.Translate(g.hero.Pos.X, g.hero.Pos.Y)
screen.DrawImage(weaponImage, op)
}
*/
//draw shadows--------------------------------------------------------------
for _, target := range g.targets {
if target.Action < elements.MoverActionExploding {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(target.Pos.X-10, target.Pos.Y+10)
screen.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
}
}
if g.boss.Spawned && g.boss.Action < elements.MoverActionExploding {
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(4, 2)
op.GeoM.Translate(g.boss.Pos.X-96/2, g.boss.Pos.Y+96/2-10)
screen.DrawImage(assets.ImageBank[assets.FlyEyeShadow], op)
}
//draw enemies--------------------------------------------------------------
for _, target := range g.targets {
target.Draw()
op.GeoM.Reset()
op.GeoM.Translate(-MOVER_WIDTH/2, -MOVER_HEIGHT/2)
op.GeoM.Rotate(target.Angle)
op.GeoM.Translate(target.Pos.X, target.Pos.Y)
screen.DrawImage(target.Sprite, op)
}
if g.boss.Spawned {
g.boss.Draw()
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(-MOVER_WIDTH, -MOVER_HEIGHT)
op.GeoM.Translate(g.boss.Pos.X, g.boss.Pos.Y)
screen.DrawImage(g.boss.Sprite, op)
//text.Draw(screen, fmt.Sprintf("%d", g.boss.Health), fonts.SurviveFont.Arcade, 100, 50, color.White)
//boss health bar
x0 := g.boss.Pos.X - 96
y0 := g.boss.Pos.Y - 60
vector.DrawFilledRect(screen, float32(x0), float32(y0), 204, 12, color.Black, true)
vector.DrawFilledRect(screen, float32(x0+2), float32(y0+2), float32(g.boss.Health)*2, 8, color.RGBA{R: 0xff, G: 0x00, B: 0x00, A: 0xff}, true)
}
g.projectileMask.Clear()
for _, p := range g.projectiles {
vector.DrawFilledCircle(g.projectileMask, float32(p.Pos.X), float32(p.Pos.Y), 3, color.White, true)
}
screen.DrawImage(g.projectileMask, nil)
/*
op.GeoM.Reset()
op.GeoM.Scale(0.25, 0.25)
screen.DrawImage(g.collisionMask, op)
*/
vector.StrokeCircle(screen, float32(g.explosion.Origin.X), float32(g.explosion.Origin.Y), float32(g.explosion.Radius), 3, color.White, true)
s := fmt.Sprintf("%02.3f", g.runtime)
if !g.gameover {
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
} else {
if (g.counter/30)%2 == 0 {
text.Draw(screen, "TIME: "+s, fonts.SurviveFont.Arcade, 640/2-250, 25, color.White)
text.Draw(screen, fmt.Sprintf("SCORE: %d", g.score*10), fonts.SurviveFont.Arcade, 640/2+100, 25, color.White)
}
text.Draw(screen, "PRESS START TO TRY AGAIN", fonts.SurviveFont.Arcade, 640/2-150, 480/2, color.White)
}
}
}
func (g *Game) Layout(width, height int) (int, int) {
return g.dimensions.Width, g.dimensions.Height
}
func (g *Game) CleanupTargets() {
// remove dead targets by 1) iterating over all targets
i := 0
for _, target := range g.targets {
//moving valid targets to the front of the slice
if target.Action < elements.MoverActionDead {
g.targets[i] = target
i++
}
}
//then culling the last elements of the slice
if len(g.targets)-i > 0 {
// fmt.Printf("Removing %d elements\n", len(g.targets)-i)
g.score += len(g.targets) - i
}
for j := i; j < len(g.targets); j++ {
g.targets[j] = nil
}
g.targets = g.targets[:i]
}
func (g *Game) StepGame() {
g.HandleInput()
if !g.Paused {
if !g.audioplayer.IsPlaying() {
g.audioplayer.Play()
}
g.hero.Update()
g.explosion.Update()
g.UpdateTargets()
if g.boss.Spawned {
g.UpdateBoss()
}
g.UpdateProjectiles()
if !g.gameover {
g.UpdateHeroPosition()
//append new projectiles
g.AppendProjectiles()
//handle pulsewave updates
g.HandlePulseWaveUpdate()
if !g.boss.Spawned {
//add new target with increasing frequency
g.SpawnEnemies()
if g.counter > 2000 {
g.SpawnBoss()
}
}
}
g.CleanupTargets()
g.counter++
} else {
g.audioplayer.Pause()
}
}
func (g *Game) SpawnEnemies() {
f := 40000 / (g.counter + 1)
if g.counter%f == 0 {
g.targets = append(g.targets, elements.NewMover())
x0 := rand.Float64() * 640
y0 := rand.Float64() * 480
quadrant := rand.IntN(3)
switch quadrant {
case 0:
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: -MOVER_HEIGHT})
case 1:
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: float64(g.dimensions.Height) + MOVER_HEIGHT})
case 2:
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: -MOVER_WIDTH, Y: y0})
case 3:
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: float64(g.dimensions.Width) + x0, Y: y0})
default:
g.targets[len(g.targets)-1].SetOrigin(gamedata.Coordinates{X: x0, Y: y0})
fmt.Println("WTF " + string(quadrant))
}
}
}
func (g *Game) HandlePulseWaveUpdate() {
if g.explosion.Active {
if g.explosion.Radius > math.Sqrt(640*640+480*480) {
g.explosion.ToggleActivate()
g.explosion.Reset()
g.ResetTargetTouches()
}
//check collisions
for _, target := range g.targets {
dx := target.Pos.X - g.hero.Pos.X
dy := target.Pos.Y - g.hero.Pos.Y
r := math.Sqrt(dx*dx + dy*dy)
if r >= g.explosion.Radius-5 && r <= g.explosion.Radius+5 &&
target.Action <= elements.MoverActionDamaged && !target.Touched {
target.ToggleColor()
target.Touched = true
//target.SetHit()
}
}
//check for boss
if g.boss.Spawned {
dx := g.boss.Pos.X - g.hero.Pos.X
dy := g.boss.Pos.Y - g.hero.Pos.Y
r := math.Sqrt(dx*dx + dy*dy)
if r >= g.explosion.Radius-40 && r <= g.explosion.Radius+40 &&
g.boss.Action <= elements.MoverActionDamaged && !g.boss.Touched {
g.boss.ToggleColor()
g.boss.Touched = true
//target.SetHit()
}
}
}
}
func (g *Game) UpdateProjectiles() {
for k, p := range g.projectiles {
p.Update()
//cleanup projectiles at boundaries
if p.Pos.X < -640/2 || p.Pos.X > 1.5*640 || p.Pos.Y < -480/2 || p.Pos.Y > 1.5*480 {
p.Velocity = 0
delete(g.projectiles, k)
}
//compute projectile collisions
for _, target := range g.targets {
//first, boundary check
if p.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && p.Pos.X <= target.Pos.X+MOVER_WIDTH/2 &&
p.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && p.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 &&
target.Action == elements.MoverActionDamaged {
//fmt.Println("potential collision")
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
//there's definitely room for optimization here
g.collisionMask.Clear()
g.collisionMask.DrawImage(g.projectileMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate(target.Pos.X-MOVER_WIDTH/2, target.Pos.Y-MOVER_HEIGHT/2)
g.collisionMask.DrawImage(target.Sprite, op)
if g.HasCollided(g.collisionMask, g.dimensions.Width*g.dimensions.Height*4) {
//fmt.Println("pixel collision")
delete(g.projectiles, k)
//target.ToggleColor()
target.SetHit()
//target.SetOrigin(gamedata.Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
target.Hit = true
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
player.Play()
}
}
}
//boss check: first, boundary check
if p.Pos.X >= g.boss.Pos.X-MOVER_WIDTH && p.Pos.X <= g.boss.Pos.X+MOVER_WIDTH &&
p.Pos.Y >= g.boss.Pos.Y-MOVER_HEIGHT && p.Pos.Y <= g.boss.Pos.Y+MOVER_HEIGHT &&
g.boss.Action == elements.MoverActionDamaged {
//fmt.Println("potential collision")
//the following computes total collisions in the image using a projectile mask that is a duplicate of what is on screen
//there's definitely room for optimization here
g.collisionMask.Clear()
g.collisionMask.DrawImage(g.projectileMask, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate(g.boss.Pos.X-MOVER_WIDTH/2, g.boss.Pos.Y-MOVER_HEIGHT/2)
g.collisionMask.DrawImage(g.boss.Sprite, op)
if g.HasCollided(g.collisionMask, g.dimensions.Width*g.dimensions.Height*4) {
//fmt.Println("pixel collision")
delete(g.projectiles, k)
//target.ToggleColor()
g.boss.SetHit()
//target.SetOrigin(gamedata.Coordinates{X: rand.Float64() * 640, Y: rand.Float64() * 480})
//g.boss.Hit = true
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
player.Play()
}
}
}
}
func (g *Game) UpdateTargets() {
for _, target := range g.targets {
if target.Action == elements.MoverActionExploding && !target.SplodeInitiated {
player := audioContext.NewPlayerFromBytes(assets.Splode)
player.Play()
target.SplodeInitiated = true
}
if !target.Hit && g.hero.Action < elements.HeroActionDying {
dx := g.hero.Pos.X - target.Pos.X
dy := g.hero.Pos.Y - target.Pos.Y
angle := math.Atan2(dy, dx)
//maxspeed := (float64(g.counter) + 1.) / 1000.
maxspeed := 2.9
target.Pos.X += maxspeed * math.Cos(angle)
target.Pos.Y += maxspeed * math.Sin(angle)
}
//compute collision with hero
if g.hero.Pos.X >= target.Pos.X-MOVER_WIDTH/2 && g.hero.Pos.X <= target.Pos.X+MOVER_WIDTH/2 &&
g.hero.Pos.Y >= target.Pos.Y-MOVER_HEIGHT/2 && g.hero.Pos.Y <= target.Pos.Y+MOVER_HEIGHT/2 &&
target.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
g.heroCollisionMask.Clear()
g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate((g.hero.Pos.X-target.Pos.X)-MOVER_WIDTH/2, (g.hero.Pos.Y-target.Pos.Y)-MOVER_HEIGHT/2)
g.heroCollisionMask.DrawImage(target.Sprite, op)
if g.HasCollided(g.heroCollisionMask, MOVER_HEIGHT*MOVER_HEIGHT*4) {
g.hero.SetHit()
g.gameover = true
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
player.Play()
}
}
target.Update()
}
}
func (g *Game) ResetTargetTouches() {
for _, t := range g.targets {
t.Touched = false
}
g.boss.Touched = false
}
func (g *Game) AppendProjectiles() {
if g.counter%14 == 0 && ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight) {
g.projectiles[g.counter] = elements.NewProjectile(gamedata.Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle, 5.)
if g.hero.Upgrade {
g.projectiles[g.counter+1] = elements.NewProjectile(gamedata.Coordinates{X: g.hero.Pos.X, Y: g.hero.Pos.Y}, g.hero.Angle+math.Pi, 5.)
}
player := audioContext.NewPlayerFromBytes(assets.Shot)
player.Play()
}
}
func (g *Game) HandleInput() {
//if len(g.gamepadIDs) > 0 {
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick) {
if !g.explosion.Active && !g.gameover {
g.explosion.SetOrigin(g.hero.Pos)
g.explosion.Reset()
g.explosion.ToggleActivate()
player := audioContext.NewPlayerFromBytes(assets.Magic)
player.Play()
}
}
if inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight) {
if g.gameover {
g.reset = true
} else {
g.Paused = !g.Paused
var player *audio.Player
if g.Paused {
player = audioContext.NewPlayerFromBytes(assets.PauseIn)
} else {
player = audioContext.NewPlayerFromBytes(assets.PauseOut)
}
player.Play()
}
}
//account for controller sensitivity
if !g.gameover && !g.Paused {
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
if yaxis <= 0.09 && yaxis >= -0.09 {
yaxis = 0
}
if xaxis <= 0.09 && xaxis >= -0.09 {
xaxis = 0
}
inputangle := math.Atan2(yaxis, xaxis)
g.hero.SetAngle(inputangle)
}
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
g.events[EventEndgame]()
}
//}
}
func (g *Game) UpdateHeroPosition() {
//handle gamepad input
inpx := ebiten.GamepadAxisValue(0, 0)
inpy := ebiten.GamepadAxisValue(0, 1)
//handle wasd input
if ebiten.IsKeyPressed(ebiten.KeyD) {
inpx = 1
}
if ebiten.IsKeyPressed(ebiten.KeyA) {
inpx = -1
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
inpy = 1
}
if ebiten.IsKeyPressed(ebiten.KeyW) {
inpy = -1
}
if inpx >= 0.15 || inpx <= -0.15 {
g.hero.Left = inpx < 0
g.hero.Pos.X += inpx * 5
}
if inpy >= 0.15 || inpy <= -0.15 {
g.hero.Pos.Y += inpy * 5
}
}
func (g *Game) ConstructBackground() {
g.background = ebiten.NewImage(g.dimensions.Width, g.dimensions.Height)
BLOCK_SIZE := 32
for i := 0; i < 640/BLOCK_SIZE; i++ {
for j := 0; j < 480/BLOCK_SIZE; j++ {
//select random tile in x and y from tileset
idx_y := rand.IntN(256 / BLOCK_SIZE)
idx_x := rand.IntN(256 / BLOCK_SIZE)
x0 := BLOCK_SIZE * idx_x
y0 := BLOCK_SIZE * idx_y
x1 := x0 + BLOCK_SIZE
y1 := y0 + BLOCK_SIZE
//translate for grid element we're painting
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(i*BLOCK_SIZE), float64(j*BLOCK_SIZE))
g.background.DrawImage(assets.ImageBank[assets.TileSet].SubImage(image.Rect(x0, y0, x1, y1)).(*ebiten.Image), op)
}
}
ax := float64(rand.IntN(640/BLOCK_SIZE) * BLOCK_SIZE)
ay := float64(rand.IntN(480/BLOCK_SIZE) * BLOCK_SIZE)
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(ax, ay)
g.background.DrawImage(assets.ImageBank[assets.Altar], op)
}
func (g *Game) SetDimensions(a gamedata.Area) {
g.dimensions = a
}
func (g *Game) SetEventHandler(e ScreenManagerEvent, f func()) {
g.events[e] = f
}
func (g *Game) SpawnBoss() {
x0 := rand.Float64() * 640
y0 := rand.Float64() * 480
quadrant := rand.IntN(3)
switch quadrant {
case 0:
g.boss.Pos = gamedata.Coordinates{X: x0, Y: -(MOVER_HEIGHT * 2)}
case 1:
g.boss.Pos = gamedata.Coordinates{X: x0, Y: float64(g.dimensions.Height) + (MOVER_HEIGHT * 2)}
case 2:
g.boss.Pos = gamedata.Coordinates{X: -(MOVER_HEIGHT * 2), Y: y0}
case 3:
g.boss.Pos = gamedata.Coordinates{X: float64(g.dimensions.Width) + x0, Y: y0}
default:
g.boss.Pos = gamedata.Coordinates{X: x0, Y: y0}
fmt.Println("WTF " + string(quadrant))
}
//g.boss.Pos = gamedata.Coordinates{X: 640 / 2, Y: 480 / 2}
g.boss.Spawned = true
}
func (g *Game) UpdateBoss() {
g.boss.Update()
if g.boss.Action == elements.MoverActionExploding && !g.boss.SplodeInitiated {
g.score += 10
player := audioContext.NewPlayerFromBytes(assets.Splode)
player.Play()
g.boss.SplodeInitiated = true
}
/*
if g.boss.Action >= elements.MoverActionDying {
g.boss.Spawned = false
}*/
if g.boss.Action >= elements.MoverActionDead {
g.boss.Pos = gamedata.Coordinates{X: -96, Y: -96}
}
if g.boss.Action < elements.MoverActionDying {
dx := g.hero.Pos.X - g.boss.Pos.X
dy := g.hero.Pos.Y - g.boss.Pos.Y
g.boss.Right = dx/48 > 0
g.boss.Pos = gamedata.Coordinates{
X: g.boss.Pos.X + dx/48,
Y: g.boss.Pos.Y + dy/48,
}
}
//compute collision with hero
if g.hero.Pos.X >= g.boss.Pos.X-MOVER_WIDTH && g.hero.Pos.X <= g.boss.Pos.X+MOVER_WIDTH &&
g.hero.Pos.Y >= g.boss.Pos.Y-MOVER_HEIGHT && g.hero.Pos.Y <= g.boss.Pos.Y+MOVER_HEIGHT &&
g.boss.Action < elements.MoverActionDying && g.hero.Action < elements.HeroActionDying {
g.heroCollisionMask.Clear()
g.heroCollisionMask.DrawImage(g.hero.Sprite, nil)
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.Blend = ebiten.BlendSourceIn
op.GeoM.Translate((g.hero.Pos.X-g.boss.Pos.X)-MOVER_WIDTH, (g.hero.Pos.Y-g.boss.Pos.Y)-MOVER_HEIGHT)
g.heroCollisionMask.DrawImage(g.boss.Sprite, op)
if g.HasCollided(g.heroCollisionMask, MOVER_HEIGHT*MOVER_HEIGHT*4) {
g.hero.SetHit()
g.gameover = true
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
player.Play()
}
}
}
func (g *Game) HasCollided(mask *ebiten.Image, size int) bool {
var result bool = false
var pixels []byte = make([]byte, size)
mask.ReadPixels(pixels)
for i := 0; i < len(pixels); i = i + 4 {
if pixels[i+3] != 0 {
result = true
break
}
}
return result
}
func (g *Game) SetInputs(gamedata.GameInputs) {
}

250
screens/primary.go Normal file
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package screens
import (
"math"
"mover/assets"
"mover/gamedata"
"mover/gameelement"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
type Primary struct {
events map[ScreenManagerEvent]func()
dimensions gamedata.Area
elements []gameelement.GameElement
gameevents map[gamedata.GameEvent]bool
paused bool
gameover bool
musicInitialized bool
audioplayer *audio.Player
}
func NewPrimary() *Primary {
p := &Primary{
events: make(map[ScreenManagerEvent]func()),
paused: false,
gameover: false,
musicInitialized: false,
}
gamearea := gamedata.Area{Width: 640, Height: 480}
//initialize our layer map
p.gameevents = make(map[gamedata.GameEvent]bool)
//create background layer
p.elements = append(p.elements, gameelement.NewBackground(gamearea))
//create canvas (game) layer
canvas := gameelement.NewCanvas(gamearea)
canvas.RegisterEvents(gamedata.GameEventPlayerDeath, p.EventHandlerPlayerDeath)
canvas.RegisterEvents(gamedata.GameEventCharge, p.EventHandlerCharge)
canvas.RegisterEvents(gamedata.GameEventNewShot, p.EventHandlerNewShot)
canvas.RegisterEvents(gamedata.GameEventTargetHit, p.EventHandlerTargetHit)
canvas.RegisterEvents(gamedata.GameEventExplosion, p.EventHandlerExplosion)
canvas.RegisterEvents(gamedata.GameEventFireball, p.EventHandlerFireball)
p.elements = append(p.elements, canvas)
//rainlayer
rain := gameelement.NewRainLayer(gamearea)
rain.Initialize()
p.elements = append(p.elements, rain)
//create foreground cloud layer
clouds := gameelement.NewCloudLayer(gamearea)
clouds.Initialize()
p.elements = append(p.elements, clouds)
return p
}
func (p *Primary) Update() error {
if !p.musicInitialized {
s := audio.NewInfiniteLoop(assets.SoundBank[assets.MainLoop], assets.SoundBank[assets.MainLoop].Length())
p.audioplayer, _ = audioContext.NewPlayer(s)
p.audioplayer.Play()
p.musicInitialized = true
}
//collect all inputs
inputs := p.CollectInputs()
if inputs.Quit {
p.events[EventEndgame]()
}
if inputs.Reset {
p.Reset()
}
p.ProcessEventAudio()
if inputs.Start {
if p.gameover {
p.Reset()
} else {
p.TogglePause()
}
}
//primary game loop, for each element pass along the inputs
//and process its update logic
if !p.paused {
for _, ge := range p.elements {
ge.SetInputs(inputs)
ge.Update()
}
}
return nil
}
func (p *Primary) Draw(screen *ebiten.Image) {
//here we simply call each game elements draw function
//as a layer on top of each other
for _, ge := range p.elements {
ge.Draw(screen)
}
}
func (p *Primary) SetEventHandler(e ScreenManagerEvent, f func()) {
p.events[e] = f
}
func (p *Primary) SetDimensions(a gamedata.Area) {
p.dimensions = a
}
func (p *Primary) CollectInputs() gamedata.GameInputs {
if inpututil.IsKeyJustPressed(ebiten.KeyQ) {
p.events[EventEndgame]()
}
gi := gamedata.GameInputs{}
//axes
inpx := ebiten.GamepadAxisValue(0, 0)
inpy := ebiten.GamepadAxisValue(0, 1)
//handle wasd input
if ebiten.IsKeyPressed(ebiten.KeyD) {
inpx = 1
}
if ebiten.IsKeyPressed(ebiten.KeyA) {
inpx = -1
}
if ebiten.IsKeyPressed(ebiten.KeyS) {
inpy = 1
}
if ebiten.IsKeyPressed(ebiten.KeyW) {
inpy = -1
}
gi.XAxis = inpx
gi.YAxis = inpy
xaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickHorizontal)
yaxis := ebiten.StandardGamepadAxisValue(0, ebiten.StandardGamepadAxisRightStickVertical)
if yaxis <= 0.09 && yaxis >= -0.09 {
yaxis = 0
}
if xaxis <= 0.09 && xaxis >= -0.09 {
xaxis = 0
}
gi.ShotAngle = math.Atan2(yaxis, xaxis)
gi.CycleWeapon = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonFrontTopRight)
gi.Charge = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonRightStick)
gi.Start = inpututil.IsStandardGamepadButtonJustPressed(0, ebiten.StandardGamepadButtonCenterRight)
gi.Shot = ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonFrontBottomRight)
gi.Quit = inpututil.IsKeyJustPressed(ebiten.KeyQ)
gi.Reset = inpututil.IsKeyJustPressed(ebiten.KeyR)
return gi
}
func (p *Primary) TogglePause() {
p.paused = !p.paused
var player *audio.Player
if p.paused {
player = audioContext.NewPlayerFromBytes(assets.PauseIn)
p.audioplayer.Pause()
} else {
player = audioContext.NewPlayerFromBytes(assets.PauseOut)
p.audioplayer.Play()
}
player.Play()
}
func (p *Primary) Reset() {
p.paused = false
p.gameover = false
for _, ge := range p.elements {
ge.Initialize()
}
}
func (p *Primary) ProcessEventAudio() {
for event, occurred := range p.gameevents {
if occurred {
p.PlayAudio(event)
p.gameevents[event] = false
}
}
}
func (p *Primary) PlayAudio(e gamedata.GameEvent) {
switch e {
case gamedata.GameEventPlayerDeath:
player := audioContext.NewPlayerFromBytes(assets.HeroDeath)
player.Play()
case gamedata.GameEventCharge:
player := audioContext.NewPlayerFromBytes(assets.Magic)
player.Play()
case gamedata.GameEventNewShot:
player := audioContext.NewPlayerFromBytes(assets.Shot)
player.Play()
case gamedata.GameEventTargetHit:
player := audioContext.NewPlayerFromBytes(assets.TargetHit)
player.Play()
case gamedata.GameEventExplosion:
player := audioContext.NewPlayerFromBytes(assets.Splode)
player.Play()
case gamedata.GameEventFireball:
player := audioContext.NewPlayerFromBytes(assets.Flare)
player.Play()
}
}
func (p *Primary) EventHandlerPlayerDeath() {
p.gameevents[gamedata.GameEventPlayerDeath] = true
p.gameover = true
}
func (p *Primary) EventHandlerCharge() {
p.gameevents[gamedata.GameEventCharge] = true
}
func (p *Primary) EventHandlerNewShot() {
p.gameevents[gamedata.GameEventNewShot] = true
}
func (p *Primary) EventHandlerTargetHit() {
p.gameevents[gamedata.GameEventTargetHit] = true
}
func (p *Primary) EventHandlerExplosion() {
p.gameevents[gamedata.GameEventExplosion] = true
}
func (p *Primary) EventHandlerFireball() {
p.gameevents[gamedata.GameEventFireball] = true
}

25
screens/scene.go Normal file
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package screens
import (
"mover/gamedata"
"github.com/hajimehoshi/ebiten/v2"
)
type ScreenManagerEvent int
const (
EventNoop ScreenManagerEvent = iota
EventReset // reset to initial scene
EventLoad // loading elements
EventReload // reload current scene
EventCompleted // current scene has completed
EventEndgame // shutdown all scenes
)
type Screen interface {
Update() error
Draw(screen *ebiten.Image)
SetEventHandler(e ScreenManagerEvent, f func())
SetDimensions(a gamedata.Area)
}

102
screens/start.go Normal file
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package screens
import (
"image/color"
"math"
"mover/assets"
"mover/fonts"
"mover/gamedata"
"mover/touch"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
)
type StartScreen struct {
eHandler map[ScreenManagerEvent]func()
dimensions gamedata.Area
target gamedata.Coordinates
current gamedata.Coordinates
targetreached bool
audioplayed bool
cycle int
audioplayer *audio.Player
}
func NewStartScreen() *StartScreen {
s := &StartScreen{
eHandler: make(map[ScreenManagerEvent]func()),
target: gamedata.Coordinates{X: 640/2 - 150, Y: 480 / 2},
current: gamedata.Coordinates{X: 640/2 - 150, Y: -100},
targetreached: false,
cycle: 0,
audioplayed: false,
}
return s
}
func (s *StartScreen) Update() error {
touch.UpdateTouchIDs()
ids := touch.GetTouchIDs()
var touched bool = false
for _, id := range ids {
touched = touch.IsTouchJustPressed(id)
if touched {
break
}
}
if inpututil.IsKeyJustPressed(ebiten.KeyEnter) ||
ebiten.IsStandardGamepadButtonPressed(0, ebiten.StandardGamepadButtonCenterRight) ||
touched {
s.eHandler[EventCompleted]()
if s.audioplayer.IsPlaying() {
s.audioplayer.Close()
}
}
if !s.audioplayed {
s.audioplayer = audioContext.NewPlayerFromBytes(assets.Survive)
s.audioplayer.Play()
s.audioplayed = true
}
if !s.targetreached {
s.current.X += (s.target.X - s.current.X) / 8
s.current.Y += (s.target.Y - s.current.Y) / 8
} else {
s.current.Y += 0.5 * math.Sin(float64(s.cycle)/(math.Pi*8))
}
if math.Abs(s.current.Y-s.target.Y) < 1 && !s.targetreached {
s.targetreached = true
}
s.cycle++
return nil
}
func (s *StartScreen) Draw(screen *ebiten.Image) {
screen.Clear()
screen.DrawImage(assets.ImageBank[assets.Title], nil)
text.Draw(screen, "survive", fonts.SurviveFont.ArcadeLarge, int(s.current.X), int(s.current.Y), color.Black)
if s.targetreached && (s.cycle/16)%4 < 2 {
text.Draw(screen, "press start", fonts.SurviveFont.Arcade, 640/2-25, 300, color.Black)
}
text.Draw(screen, "©bsoft games", fonts.SurviveFont.ArcadeSmall, 640/2+25, 180, color.Black)
}
func (s *StartScreen) SetEventHandler(e ScreenManagerEvent, f func()) {
s.eHandler[e] = f
}
func (s *StartScreen) SetDimensions(a gamedata.Area) {
s.dimensions = a
}

51
touch/touch.go Normal file
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package touch
import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"golang.org/x/exp/maps"
)
var (
allTouchIDs []ebiten.TouchID
currentTouchIDs map[ebiten.TouchID]bool
justPressedTouchIDs map[ebiten.TouchID]bool
justReleasedTouchIDs map[ebiten.TouchID]bool
)
func UpdateTouchIDs() {
newPressedTouchIDs := []ebiten.TouchID{}
newPressedTouchIDs = inpututil.AppendJustPressedTouchIDs(newPressedTouchIDs)
justPressedTouchIDs = map[ebiten.TouchID]bool{}
for i := 0; i < len(newPressedTouchIDs); i++ {
justPressedTouchIDs[newPressedTouchIDs[i]] = true
currentTouchIDs[newPressedTouchIDs[i]] = true
}
justReleasedTouchIDs = map[ebiten.TouchID]bool{}
allTouchIDs = maps.Keys(currentTouchIDs)
newReleasedTouchIDs := []ebiten.TouchID{}
newReleasedTouchIDs = inpututil.AppendJustReleasedTouchIDs(newReleasedTouchIDs)
for i := 0; i < len(newReleasedTouchIDs); i++ {
justReleasedTouchIDs[newReleasedTouchIDs[i]] = true
delete(currentTouchIDs, newReleasedTouchIDs[i])
}
}
func GetTouchIDs() []ebiten.TouchID {
return allTouchIDs
}
func IsTouchJustPressed(touchID ebiten.TouchID) bool {
return justPressedTouchIDs[touchID]
}
func IsTouchJustReleased(touchID ebiten.TouchID) bool {
return justReleasedTouchIDs[touchID]
}
func init() {
allTouchIDs = []ebiten.TouchID{}
currentTouchIDs = map[ebiten.TouchID]bool{}
justPressedTouchIDs = map[ebiten.TouchID]bool{}
justReleasedTouchIDs = map[ebiten.TouchID]bool{}
}

26
weapons/gun.go Normal file
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@@ -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
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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
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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
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@@ -0,0 +1,9 @@
package weapons
import "mover/gamedata"
type Weapon interface {
IsActive() bool
SetActivity(bool)
GetWeaponType() gamedata.WeaponType
}