Files
survive/gameelement/rainlayer.go

150 lines
3.2 KiB
Go

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]
}