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