This commit is contained in:
silva guimaraes 2025-01-25 23:28:00 -03:00
parent df56b0237e
commit 9a0383488d

271
main.go
View file

@ -3,18 +3,19 @@ package main
import (
"fmt"
"math"
// "path"
"strconv"
rl "github.com/gen2brain/raylib-go/raylib"
)
// diz para um inimigo como ele deve se mover
type movementPattern func(*enemy)rl.Vector2
type movementPattern func(*enemy) rl.Vector2
// diz para um inimigo em que condições atirar. acionado pelo movementPattern
type shootingPattern func(*enemy)
// diz para uma bala como ela deve se mover.
type bulletMovementPattern func(*bullet)rl.Vector2
type bulletMovementPattern func(*bullet) rl.Vector2
type hazard interface { // inimigos e projéteis
Pos() rl.Vector2
@ -26,6 +27,8 @@ type game struct {
interfaceWidth int32
frame float32
enemies []*enemy
waves []*wave
currentWave int
bullets []*bullet
score int
gameSpeed float32 // 1 = velocidade normal
@ -59,6 +62,11 @@ type enemy struct {
hitBoxRadius float32
}
type wave struct {
enemies []*enemy
entrance movementPattern
}
func (g game) insideArena(v rl.Vector2) bool {
return v.X >= 0 && v.Y >= 0 &&
v.Y <= float32(g.arenaHeight) && v.X <= float32(g.arenaWidth)
@ -81,12 +89,14 @@ func (b *bullet) update(g *game, index int) {
}
func bulletExplosion(g *game, rate, amount int, bulletSpeed, size float32) shootingPattern {
t := newTimer(second)
return func(e *enemy) {
if int(g.frame) % rate != 0 {
t.tick(g)
if !t.isTimeout() {
return
}
// radius := e.hitBoxRadius
t.reset()
var bullets []*bullet
@ -111,9 +121,9 @@ func bulletExplosion(g *game, rate, amount int, bulletSpeed, size float32) shoot
}
func ShootAtPlayer(g *game, p *player, rate int,
bulletMoveSpeed float32) shootingPattern {
bulletMoveSpeed float32) shootingPattern {
return func(e *enemy) {
if int(g.frame) % rate != 0 {
if int(g.frame)%rate != 0 {
return
}
direction := rl.Vector2Subtract(p.pos, e.pos)
@ -130,21 +140,62 @@ bulletMoveSpeed float32) shootingPattern {
}
}
func burstShootAtPlayer(g *game, p *player,
rate int, bulletMoveSpeed float32) shootingPattern {
type timer struct {
time, ttl float32
start float64
}
func (t *timer) tick(g *game) {
t.time += rl.GetFrameTime() * g.gameSpeed
}
func (t *timer) isTimeout() bool {
return t.time >= t.ttl
}
func (t *timer) reset() {
t.start = float64(t.time)
t.time = 0
}
func newTimer(duration float32) *timer {
return &timer {
time: 0,
ttl: duration,
start: rl.GetTime(),
}
}
var second float32 = 1
func burstShootAtPlayer(g *game, p *player, rate float32, bulletMoveSpeed float32) shootingPattern {
flag := true
off := newTimer(second)
on := newTimer(second*rate)
return func(e *enemy) {
if int(g.frame) % 100 == 0 {
fmt.Printf("\r %f %f", rl.GetTime(), rl.GetFrameTime())
off.tick(g)
if off.isTimeout() {
flag = !flag
fmt.Println()
fmt.Println(off)
off.reset()
fmt.Println(off)
fmt.Println()
}
if !flag {
return
}
if int(g.frame) % rate != 0 {
on.tick(g)
if !on.isTimeout() {
return
}
on.reset()
direction := rl.Vector2Subtract(p.pos, e.pos)
direction = rl.Vector2Normalize(direction)
@ -162,7 +213,7 @@ rate int, bulletMoveSpeed float32) shootingPattern {
func shootStraightDown(g *game) shootingPattern {
return func(e *enemy) {
if int(g.frame) % 10 != 0 {
if int(g.frame)%10 != 0 {
return
}
g.bullets = append(g.bullets, &bullet{
@ -196,42 +247,65 @@ func horizonalPattern(g *game) movementPattern {
}
}
// func foobarPattern(g *game) movementPattern {
//
// pos := rl.Vector2{}
// state := 0
// wait := 0
//
// return func(e *enemy) rl.Vector2 {
//
// switch state {
// case 0: // init
// pos.X = e.pos.X
// state = 1
// return pos
// case 1: // descer
// pos.Y += 1
// if pos.Y >= 100 { state = 2; wait = 50 }
// return pos
// case 2: // atirar por um tempo
// e.shoot(e)
// wait -= 1
// if wait <= 0 { state = 3; wait = 60 }
// return pos
// case 3: // wait
// wait -= 1
// if wait <= 0 { state = 4 }
// return pos
// case 4: // retornar
// pos.Y -= 3
// if pos.Y - e.hitBoxRadius < 0 {
// e.health = 0
// }
// return pos
// }
// panic(state)
// }
// }
func sineHorizonalPattern(g *game) movementPattern {
direction := rl.Vector2{X: 4, Y: 0}
return func(e *enemy) rl.Vector2 {
if e.shoot != nil {
e.shoot(e)
}
result := rl.Vector2Add(direction, e.pos)
if !g.insideArena(result) {
direction = rl.Vector2Negate(direction)
}
sine := rl.Vector2{
X: 0,
Y: float32(math.Sin(float64(g.frame*0.04))*2),
}
return rl.Vector2Add(sine, direction)
}
}
func foobarPattern(g *game) movementPattern {
pos := rl.Vector2{}
state := 0
wait := 0
return func(e *enemy) rl.Vector2 {
switch state {
case 0: // init
pos.X = e.pos.X
state = 1
return pos
case 1: // descer
pos.Y += 1
if pos.Y >= 100 { state = 2; wait = 50 }
return pos
case 2: // atirar por um tempo
e.shoot(e)
wait -= 1
if wait <= 0 { state = 3; wait = 60 }
return pos
case 3: // wait
wait -= 1
if wait <= 0 { state = 4 }
return pos
case 4: // retornar
pos.Y -= 3
if pos.Y - e.hitBoxRadius < 0 {
e.health = 0
}
return pos
}
panic(state)
}
}
func (e *enemy) checkHit(g *game) (bool, *bullet, int) {
for index, bullet := range g.bullets {
@ -254,8 +328,11 @@ func (g *game) killEnemy(index int) {
g.enemies = g.enemies[:len(g.enemies)-1]
}
func (e *enemy) update(g *game) {
func (e *enemy) update(g *game, index int) {
if e.health <= 0 {
return
}
enemyColor := rl.Blue
@ -272,10 +349,6 @@ func (e *enemy) update(g *game, index int) {
g.backgroundColor = rl.NewColor(20, 20, 20, 255)
}
if e.health <= 0 {
g.killEnemy(index)
return
}
rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
}
@ -291,10 +364,18 @@ func (p *player) move(g *game) {
p.speed = rl.Vector2{X: 0, Y: 0}
if rl.IsKeyDown(rl.KeyW) { p.speed.Y -= 1 }
if rl.IsKeyDown(rl.KeyS) { p.speed.Y += 1 }
if rl.IsKeyDown(rl.KeyA) { p.speed.X -= 1 }
if rl.IsKeyDown(rl.KeyD) { p.speed.X += 1 }
if rl.IsKeyDown(rl.KeyW) {
p.speed.Y -= 1
}
if rl.IsKeyDown(rl.KeyS) {
p.speed.Y += 1
}
if rl.IsKeyDown(rl.KeyA) {
p.speed.X -= 1
}
if rl.IsKeyDown(rl.KeyD) {
p.speed.X += 1
}
if !(p.speed.X == 0 && p.speed.Y == 0) {
// jogador se move mais rapido na diagonal caso o contrario
@ -304,24 +385,24 @@ func (p *player) move(g *game) {
result := rl.Vector2Add(p.pos, p.speed)
if result.Y - p.hitBoxRadius < 0 ||
result.Y + p.hitBoxRadius > float32(g.arenaHeight) {
if result.Y-p.hitBoxRadius < 0 ||
result.Y+p.hitBoxRadius > float32(g.arenaHeight) {
p.speed.Y = 0
}
if result.X - p.hitBoxRadius < 0 ||
result.X + p.hitBoxRadius > float32(g.arenaWidth) {
if result.X-p.hitBoxRadius < 0 ||
result.X+p.hitBoxRadius > float32(g.arenaWidth) {
p.speed.X = 0
}
p.pos = rl.Vector2Add(p.pos, p.speed)
}
func (p *player) shoot(g *game){
func (p *player) shoot(g *game) {
if p.focusMode {
return
}
if int(g.frame) % 3 != 0 {
if int(g.frame)%3 != 0 {
return
}
@ -391,6 +472,15 @@ func (p *player) update(g *game) {
}
func (g *game) fullClear() bool {
for _, e := range g.waves[g.currentWave].enemies {
if e.health != 0 {
return false
}
}
return true
}
func main() {
state := &game{
@ -415,9 +505,9 @@ func main() {
// rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
rl.SetConfigFlags(rl.FlagMsaa4xHint)
rl.InitWindow(state.arenaWidth + state.interfaceWidth, state.arenaHeight, "danmaku")
rl.SetTargetFPS(60)
rl.InitWindow(state.arenaWidth+state.interfaceWidth, state.arenaHeight, "danmaku")
targetFPS := 120
rl.SetTargetFPS(int32(targetFPS))
// shader_path := path.Join("shaders", "trails.glsl")
// shader := rl.LoadShader("", shader_path)
@ -427,27 +517,54 @@ func main() {
// state.arenaHeight,
// )
state.enemies = []*enemy{
state.waves = []*wave{
{
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
hitBoxRadius: 20,
move: sineHorizonalPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 4),
},
},
},
{
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
},
},
},
{
enemies: []*enemy{
{
pos: rl.Vector2{X: 200, Y: 200},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, 60, 20, 2, 11),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
},
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: burstShootAtPlayer(state, &player, 20, 4),
shoot: burstShootAtPlayer(state, &player, 0.2, 4),
},
{
pos: rl.Vector2{X: 50, Y: 250},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: bulletExplosion(state, 60, 20, 2, 11),
shoot: bulletExplosion(state, targetFPS, 20, 2, 11),
// shoot: shootStraightDown(state),
},
},
},
}
@ -462,8 +579,16 @@ func main() {
player.update(state)
if state.fullClear() {
state.currentWave++
}
if state.currentWave >= len(state.waves) {
break
}
state.enemies = state.waves[state.currentWave].enemies
for i := 0; i < len(state.enemies); i++ {
state.enemies[i].update(state, i)
state.enemies[i].update(state)
}
for i := 0; i < len(state.bullets); i++ {
@ -481,6 +606,7 @@ func main() {
state.gameSpeed = 1
}
// rl.EndTextureMode()
// { // shaders
@ -526,7 +652,6 @@ func main() {
rl.DrawFPS(0, 0)
}
rl.EndDrawing()
}