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7 changed files with 218 additions and 1000 deletions

3
.gitignore vendored
View file

@ -1,3 +0,0 @@
danmaku
danmaku.exe
shaders/*

21
ease.go
View file

@ -1,21 +0,0 @@
package main
import (
"math"
)
func easeInOutCubic(x float32) float32 {
if x < 0.5 {
return 4 * x * x * x
} else {
return 1 - float32(math.Pow(float64(-2*x+2), 3))/2
}
}
func lerp(v0, v1, t float32) float32 {
return (1-t)*v0 + t*v1
}
func easeInOutSine(x float32) float32 {
return -float32(math.Cos(math.Pi*float64(x))-1) / 2
}

2
go.mod
View file

@ -1,5 +1,5 @@
module danmaku
go 1.23
go 1.20
require github.com/gen2brain/raylib-go/raylib v0.0.0-20230719211022-1083eace2049

684
main.go
View file

@ -3,51 +3,24 @@ package main
import (
"fmt"
"math"
"math/rand"
"path"
"strconv"
rl "github.com/gen2brain/raylib-go/raylib"
)
// diz para um inimigo em que condições atirar. acionado pelo movementPattern
type shootingPattern func(body)
type movementPattern int
type shootingPattern int
// diz para uma bala como ela deve se mover.
type bulletMovementPattern func(*bullet) rl.Vector2
type duration float32
const second duration = 1
type body interface { // implementado por player e enemy
Pos() rl.Vector2
SetPos(rl.Vector2)
Direction() rl.Vector2
}
// type hazard interface { // inimigos e projéteis
// body
// }
const (
horizontal movementPattern = iota
circular movementPattern = iota
)
type game struct {
arenaWidth int32
arenaHeight int32
interfaceWidth int32
frame float32
screenWidth int32
screenHeight int32
time int
enemies []*enemy
waves []*wave
walls []plane
currentWave int
bullets []*bullet
score int
gameSpeed float32 // 1 = velocidade normal
backgroundColor rl.Color
}
type plane struct {
normal rl.Vector2
pos rl.Vector2
}
type bullet struct {
@ -55,72 +28,27 @@ type bullet struct {
speed rl.Vector2
size float32
dmg int
owner body
onHit func(body)
onDestroy func()
enemy bool
}
type player struct {
pos rl.Vector2
moveSpeed float32
bulletMoveSpeed float32
hitBoxRadius float32
}
type enemy struct {
pos rl.Vector2
direction rl.Vector2
health int
move movementPattern
shoot shootingPattern
movePattern func(*enemy)rl.Vector2
shootPattern func()
hitBoxRadius float32
}
func (e *enemy) Pos() rl.Vector2 {
return e.pos
}
func (e *enemy) Direction() rl.Vector2 {
return e.direction
}
func (e *enemy) SetPos(x rl.Vector2) {
e.pos = x
}
type wave struct {
duration *timer
enemies []*enemy
entrance movementPattern
}
type timer struct {
ttl duration
time float32
start float64
}
func (t *timer) tick(g *game) {
t.time += rl.GetFrameTime() * g.gameSpeed
}
func (t *timer) isTimeout() bool {
return t.time >= float32(t.ttl)
}
func (t *timer) reset() {
t.start = float64(t.time)
t.time = 0
}
func (t *timer) unit() float32 {
return t.time / float32(t.ttl)
}
func newTimer(duration duration) *timer {
return &timer{
time: 0,
ttl: duration,
start: rl.GetTime(),
}
}
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)
v.Y <= float32(g.screenHeight) && v.X <= float32(g.screenWidth)
}
func (g *game) removeBullet(index int) {
@ -129,12 +57,9 @@ func (g *game) removeBullet(index int) {
}
func (b *bullet) update(g *game, index int) {
b.pos = rl.Vector2Add(b.pos, rl.Vector2Scale(b.speed, rl.GetFrameTime()*g.gameSpeed))
b.pos = rl.Vector2Add(b.pos, b.speed)
if !g.insideArena(b.pos) {
if b.onDestroy != nil {
b.onDestroy()
}
g.removeBullet(index)
return
}
@ -142,172 +67,71 @@ func (b *bullet) update(g *game, index int) {
rl.DrawCircleV(b.pos, b.size, rl.Yellow)
}
func bulletExplosion(g *game, rate float32, amount int, bulletSpeed, size float32) shootingPattern {
t := newTimer(second * duration(rate+rand.Float32()))
return func(e body) {
t.tick(g)
if !t.isTimeout() {
return
}
t.reset()
var bullets []*bullet
for i := 0; i < amount; i++ {
angle := 2.0 * math.Pi * float64(i) / float64(amount)
cos := math.Cos(angle)
sin := math.Sin(angle)
direction := rl.Vector2{X: float32(cos), Y: float32(sin)}
direction = rl.Vector2Scale(direction, bulletSpeed)
bullets = append(bullets, &bullet{
speed: direction,
size: size,
dmg: 1,
owner: e,
pos: e.Pos(),
})
}
g.bullets = append(g.bullets, bullets...)
}
}
// func ShootAtPlayer(g *game, p *player, rate int,
// bulletMoveSpeed float32) shootingPattern {
// return func(e body) {
// if int(g.frame)%rate != 0 {
// return
// }
// direction := rl.Vector2Subtract(p.pos, e.Pos())
// direction = rl.Vector2Normalize(direction)
// direction = rl.Vector2Scale(direction, bulletMoveSpeed)
//
// g.bullets = append(g.bullets, &bullet{
// speed: direction,
// size: 12,
// dmg: 1,
// enemy: true,
// pos: e.Pos(),
// })
// }
// }
func burstShootAtPlayer(g *game, p *player, rate float32, bulletMoveSpeed float32) shootingPattern {
flag := true
off := newTimer(second)
on := newTimer(duration(float32(second) * rate))
return func(e body) {
off.tick(g)
if off.isTimeout() {
flag = !flag
off.reset()
}
if !flag {
func (e *enemy) shoot(g *game) {
if g.time % 15 != 0 {
return
}
on.tick(g)
if !on.isTimeout() {
return
}
on.reset()
direction := rl.Vector2Subtract(p.pos, e.Pos())
direction = rl.Vector2Normalize(direction)
direction = rl.Vector2Scale(direction, bulletMoveSpeed)
g.bullets = append(g.bullets, &bullet{
speed: direction,
size: 12,
speed: rl.Vector2{X: 0, Y: 10},
size: 4,
dmg: 1,
owner: e,
pos: e.Pos(),
enemy: true,
pos: e.pos,
})
}
}
func shootStraightDown(g *game) shootingPattern {
return func(e body) {
if int(g.frame)%10 != 0 {
return
func horizonalPattern(g *game) (func(*enemy)rl.Vector2) {
direction := rl.Vector2{X: 4, Y: 0}
return func(e *enemy) rl.Vector2 {
result := rl.Vector2Add(direction, e.pos)
if !g.insideArena(result) {
direction = rl.Vector2Negate(direction)
}
g.bullets = append(g.bullets, &bullet{
speed: rl.Vector2{X: 0, Y: 5},
size: 12,
dmg: 1,
owner: e,
pos: e.Pos(),
})
return result
}
}
// func detectWallCollision(planes []plane, initialPos, direction rl.Vector2) float32 {
// p := initialPos
// w := direction
// var closest = math.Inf(1)
// for _, plane := range planes {
// c := plane.pos
// n := plane.normal
// denominator := rl.Vector2DotProduct(w, n)
// if denominator == 0 {
// continue
// }
// t := rl.Vector2DotProduct(rl.Vector2Subtract(p, c), n) / denominator
// closest = min(float64(t), closest)
// }
// return float32(-closest)
// }
func circlePattern(g *game, center rl.Vector2) (func(*enemy)rl.Vector2) {
// func foobarPattern(g *game) movementPattern {
t := float64(0.5)
return func(e *enemy) rl.Vector2 {
// x' = (x - x₀) * cos(θ) - (y - y₀) * sin(θ) + x₀
// y' = (x - x₀) * sin(θ) + (y - y₀) * cos(θ) + y₀
// x' = x * cos(θ) - y * sin(θ)
// y' = x * sin(θ) + y * cos(θ)
// result := center
//
// pos := rl.Vector2{}
// state := 0
// wait := 0
// result.X = result.X + (e.pos.X - result.X) * float32(math.Cos(t)) -
// (e.pos.Y - result.Y) * float32(math.Sin(t))
//
// 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)
// }
// }
// result.Y = result.Y + (e.pos.Y - result.Y) * float32(math.Sin(t)) +
// (e.pos.Y - result.Y) * float32(math.Cos(t))
result := center
result.X = result.X * float32(math.Cos(t)) - result.Y * float32(math.Sin(t))
result.Y = result.X * float32(math.Sin(t)) - result.Y * float32(math.Cos(t))
t += .08
return result
}
}
func (e *enemy) checkHit(g *game) (bool, *bullet, int) {
for index, bullet := range g.bullets {
_, playerBullet := bullet.owner.(*player)
playerBullet := !bullet.enemy
if !playerBullet {
continue
}
distance := rl.Vector2Distance(e.pos, bullet.pos) - bullet.size
// fmt.Println(distance)
if distance < e.hitBoxRadius {
return true, bullet, index
@ -321,348 +145,150 @@ func (g *game) killEnemy(index int) {
g.enemies = g.enemies[:len(g.enemies)-1]
}
func (e *enemy) deleteBullets(g *game) {
for i := 0; i < len(g.bullets); i++ {
enemy, isEnemyBullet := g.bullets[i].owner.(*enemy)
if isEnemyBullet && enemy == e {
g.removeBullet(i)
i--
}
}
}
func (e *enemy) update(g *game) {
func (e *enemy) update(g *game, index int) {
if e.health <= 0 {
return
}
enemyColor := rl.Blue
if e.move != nil {
// e.pos = rl.Vector2Add(rl.Vector2Scale(e.move(e), g.gameSpeed), e.pos)
e.move(e)
// e.pos = e.move(e)
if e.movePattern != nil {
e.pos = e.movePattern(e)
}
if hit, bullet, idx := e.checkHit(g); hit {
g.score += 273
e.health -= bullet.dmg
if bullet.onHit != nil {
bullet.onHit(e)
}
g.removeBullet(idx)
enemyColor = rl.White
g.backgroundColor = rl.NewColor(20, 20, 20, 255)
}
if e.health <= 0 {
e.deleteBullets(g)
g.killEnemy(index)
return
}
e.shoot(g)
rl.DrawCircleV(e.pos, 5, rl.Blue)
}
rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
func (p *player) move() {
if rl.IsKeyDown(rl.KeyW) { p.pos.Y -= p.moveSpeed }
if rl.IsKeyDown(rl.KeyS) { p.pos.Y += p.moveSpeed }
if rl.IsKeyDown(rl.KeyA) { p.pos.X -= p.moveSpeed }
if rl.IsKeyDown(rl.KeyD) { p.pos.X += p.moveSpeed }
}
func (g *game) fullClear() bool {
for _, e := range g.enemies {
if e.health > 0 {
return false
}
}
return true
func (p *player) shoot(g *game){
if g.time % 10 != 0 {
return
}
func (g *game) waveTimeout() bool {
currentWave := g.waves[g.currentWave]
if currentWave.duration == nil {
return false
if rl.IsMouseButtonDown(rl.MouseLeftButton) {
// não leva em consideração a velocidade do jogador
mouse := rl.GetMousePosition()
direction := rl.Vector2Subtract(mouse, p.pos)
direction = rl.Vector2Normalize(direction)
g.bullets = append(g.bullets, &bullet{
pos: p.pos,
size: 2,
speed: rl.Vector2Scale(direction, p.bulletMoveSpeed),
dmg: 1,
enemy: false,
})
}
if currentWave.duration.isTimeout() {
return true
}
currentWave.duration.tick(g)
return false
}
func (g *game) wavesOver() bool {
return g.currentWave == len(g.waves)
func (p *player) checkHit(g *game) {
for _, bullet := range g.bullets {
if !bullet.enemy {
continue
}
distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size
// fmt.Println(distance)
if distance < p.hitBoxRadius {
fmt.Println("hit!")
}
}
}
func (g *game) nextWave() bool {
g.currentWave++
if g.wavesOver() {
return false
}
g.addEnemy(g.waves[g.currentWave].enemies...)
return true
}
func (p *player) update(g *game) {
p.move()
p.shoot(g)
p.checkHit(g)
// hitbox
rl.DrawCircleV(p.pos, p.hitBoxRadius, rl.Red)
// mira
mouse := rl.GetMousePosition()
inverted := rl.Vector2Subtract(p.pos, mouse)
inverted = rl.Vector2Negate(inverted)
inverted = rl.Vector2Normalize(inverted)
inverted = rl.Vector2Scale(inverted, 2000)
rl.DrawLineV(p.pos, rl.Vector2Add(mouse, inverted), rl.NewColor(255, 0, 0, 100))
func (g *game) addEnemy(e ...*enemy) {
g.enemies = append(g.enemies, e...)
}
func main() {
state := &game{
arenaWidth: 450,
arenaHeight: 900,
interfaceWidth: 400,
gameSpeed: 1,
backgroundColor: rl.NewColor(0, 0, 0, 100),
}
player := player{
pos: rl.Vector2{
X: float32(state.arenaWidth) / 2,
Y: float32(state.arenaHeight) * 0.8,
},
direction: rl.Vector2{X: 0, Y: -1},
moveSpeed: 400,
focusSpeedDecrease: 0.5,
bulletMoveSpeed: 6,
bulletSize: 9,
hitBoxRadius: 5,
shoot: snipe(state),
}
// var arena = []plane{
// {
// normal: rl.Vector2{X: 0, Y: -1},
// pos: rl.Vector2{X: 1, Y: 0},
// },
// {
// normal: rl.Vector2{X: -1, Y: 0},
// pos: rl.Vector2{X: float32(state.arenaWidth), Y: 0},
// },
// {
// normal: rl.Vector2{X: 0, Y: 1},
// pos: rl.Vector2{X: 0, Y: float32(state.arenaHeight)},
// },
// {
// normal: rl.Vector2{X: 1, Y: 0},
// pos: rl.Vector2{X: 0, Y: 1},
// },
// }
// state.walls = arena
state := &game{screenWidth: 450, screenHeight: 700}
player := player{
pos: rl.Vector2{X: 100, Y: 100},
moveSpeed: 4,
bulletMoveSpeed: 8,
hitBoxRadius: 5,
}
rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
rl.InitWindow(state.screenWidth, state.screenHeight, "danmaku")
rl.SetTargetFPS(60)
rl.SetConfigFlags(rl.FlagMsaa4xHint)
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)
// timeShaderLocation := rl.GetShaderLocation(shader, "time")
// target := rl.LoadRenderTexture(
// state.arenaWidth+state.interfaceWidth,
// state.arenaHeight,
// )
shader_path := path.Join("shaders", "pixelized.glsl")
shader := rl.LoadShader("", shader_path)
// timeShaderLocation := rl.GetShaderLocation(shader, "time")
// target := rl.LoadRenderTexture(
// state.arenaWidth+state.interfaceWidth,
// state.arenaHeight,
// )
state.waves = []*wave{
{
duration: newTimer(second * 10),
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: -20},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 400),
},
{
pos: rl.Vector2{X: 200, Y: -20},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 5,
move: shootStill(),
},
{
duration: 1.1,
move: descentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 1),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.1, 400),
},
},
},
{
duration: newTimer(second * 20),
enemies: []*enemy{
{
pos: rl.Vector2{X: 100, Y: 100},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 40, 300, 11),
},
},
},
{
enemies: []*enemy{
state.enemies = []*enemy{
{
pos: rl.Vector2{X: 200, Y: 200},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
health: 1,
hitBoxRadius: 5,
movePattern: horizonalPattern(state),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 20, 300, 11),
pos: rl.Vector2{X: 169, Y: 222},
health: 1,
hitBoxRadius:5,
movePattern: horizonalPattern(state),
},
{
pos: rl.Vector2{X: 100, Y: 100}, health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
pos: rl.Vector2{X: 400, Y: 400},
health: 1,
hitBoxRadius:5,
// movePattern: circlePattern(state, rl.Vector2{X: 200, Y: 200}),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: burstShootAtPlayer(state, &player, 0.2, 400),
},
{
pos: rl.Vector2{X: 50, Y: 250},
health: 100,
hitBoxRadius: 20,
move: statePipeline{
{
duration: 1.1,
move: sineDescentMove(state, -20, 200, 1),
},
{
move: sineHorizonalPattern(state, 0),
},
}.MovementPattern(state),
shoot: bulletExplosion(state, 1, 20, 300, 11),
// shoot: shootStraightDown(state),
},
},
},
}
pos: rl.Vector2{X: 200, Y: 200},
health: 1,
hitBoxRadius:5,
// movePattern: circlePattern(state, rl.Vector2{X: 200, Y: 200}),
}}
currectScore := 0
state.addEnemy(state.waves[0].enemies...)
spawner := starsBackground(state)
for ; !rl.WindowShouldClose(); state.frame += state.gameSpeed {
for ; !rl.WindowShouldClose(); state.time += 1 {
rl.BeginDrawing()
rl.BeginShaderMode(shader)
rl.ClearBackground(rl.Black)
// rl.BeginTextureMode(target)
rl.ClearBackground(state.backgroundColor)
state.backgroundColor = rl.Black
rl.DrawText("danmaku", 20, 20, 20, rl.DarkGray)
rl.DrawLine(18, 42, state.screenWidth-18, 42, rl.Black)
rl.DrawFPS(0, 0)
player.update(state)
if state.fullClear() || state.waveTimeout() {
if !state.nextWave() {
break
}
for i := range state.enemies {
state.enemies[i].update(state, i)
}
enemiesTotalLifeRemaining := 0
for i := 0; i < len(state.enemies); i++ {
state.enemies[i].update(state)
enemiesTotalLifeRemaining += max(state.enemies[i].health, 0)
}
for i := 0; i < len(state.bullets); i++ {
state.bullets[i].update(state, i)
}
rl.DrawRectangle(
state.arenaWidth, 0, state.interfaceWidth, state.arenaHeight,
rl.NewColor(0, 33, 59, 255),
)
spawner.update(state)
if player.focusMode {
state.gameSpeed = 0.3
} else {
state.gameSpeed = 1
}
{ // UI
currectScore += (state.score - currectScore) / 11
rl.DrawText(
fmt.Sprint("score: ", strconv.Itoa(currectScore)),
state.arenaWidth, 0, 50, rl.White,
)
rl.DrawText(
fmt.Sprint("bullets: ", strconv.Itoa(len(state.bullets))),
state.arenaWidth, 50, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("wave: %d/%d", state.currentWave, len(state.waves)),
state.arenaWidth, 100, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("t: %f", rl.GetTime()), state.arenaWidth, 150, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("sec/f: %.5f", rl.GetFrameTime()), state.arenaWidth, 200, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("total life: %d", enemiesTotalLifeRemaining),
state.arenaWidth, 250, 50, rl.White,
)
rl.DrawText(
fmt.Sprintf("speed: %f", state.gameSpeed),
state.arenaWidth, 300, 50, rl.White,
)
rl.DrawText("danmaku babe bullet shoot shoot", 20, 20, 20, rl.DarkGray)
rl.DrawLine(18, 42, state.arenaWidth-18, 42, rl.Black)
rl.DrawFPS(0, 0)
}
rl.EndShaderMode()
rl.EndDrawing()
}
rl.CloseWindow()

View file

@ -1,138 +0,0 @@
package main
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
type movementPattern func(*enemy) *enemy
type patternDuration struct {
duration duration
move movementPattern
}
type statePipeline []patternDuration
func shootStill() movementPattern {
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
return e
}
}
func (sp statePipeline) MovementPattern(g *game) movementPattern {
state := -1
t := newTimer(0)
return func(e *enemy) *enemy {
if !t.isTimeout() {
t.tick(g)
} else if state < len(sp)-1 {
state++
t = newTimer(sp[state].duration)
}
sp[state].move(e)
return e
}
}
func horizonalPattern(g *game) movementPattern {
direction := 1
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
delta := rl.Vector2{
X: 400,
Y: 0,
}
if e.pos.X < e.hitBoxRadius || e.pos.X > float32(g.arenaWidth-int32(e.hitBoxRadius)) {
direction = -direction
}
e.pos = rl.Vector2Add(
e.pos,
rl.Vector2Scale(
rl.Vector2{X: float32(direction) * delta.X, Y: delta.Y},
rl.GetFrameTime()*g.gameSpeed,
),
)
return e
}
}
func descentMove(g *game, y0, y1 float32, d duration) movementPattern {
t := newTimer(d)
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
if !t.isTimeout() {
t.tick(g)
} else {
return e
}
e.pos.Y = lerp(y0, y1, easeInOutSine(t.unit()))
return e
}
}
func sineDescentMove(g *game, y0, y1 float32, d duration) movementPattern {
t := newTimer(d)
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
if !t.isTimeout() {
t.tick(g)
} else {
return e
}
e.pos.Y = lerp(y0, y1, easeInOutSine(t.unit()))
e.pos.X += float32(math.Sin(rl.GetTime() * 5 * float64(g.gameSpeed)))
return e
}
}
func sineHorizonalPattern(g *game, offset float64) movementPattern {
direction := 1
return func(e *enemy) *enemy {
if e.shoot != nil {
e.shoot(e)
}
sine := math.Sin(rl.GetTime()*5*float64(g.gameSpeed)+offset) * 150
delta := rl.Vector2{
X: 400,
Y: float32(sine),
}
if e.pos.X < e.hitBoxRadius || e.pos.X > float32(g.arenaWidth-int32(e.hitBoxRadius)) {
direction = -direction
}
e.pos = rl.Vector2Add(
e.pos,
rl.Vector2Scale(
rl.Vector2{X: float32(direction) * delta.X, Y: delta.Y},
rl.GetFrameTime()*g.gameSpeed,
),
)
return e
}
}

243
player.go
View file

@ -1,243 +0,0 @@
package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
)
type player struct {
pos rl.Vector2
speed rl.Vector2
direction rl.Vector2
moveSpeed float32
bulletMoveSpeed float32
hitBoxRadius float32
shoot shootingPattern
bulletSize float32
focusMode bool
focusSpeedDecrease float32
}
func (p *player) Pos() rl.Vector2 {
return p.pos
}
func (p *player) SetPos(x rl.Vector2) {
p.pos = x
}
func (p *player) Direction() rl.Vector2 {
return p.direction
}
func (p *player) move(g *game) {
var moveSpeed float32
if p.focusMode {
moveSpeed = p.moveSpeed * p.focusSpeedDecrease
} else {
moveSpeed = p.moveSpeed
}
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 !(p.speed.X == 0 && p.speed.Y == 0) {
// jogador se move mais rapido na diagonal caso o contrario
p.speed = rl.Vector2Normalize(p.speed)
p.speed = rl.Vector2Scale(p.speed, moveSpeed)
}
result := rl.Vector2Add(p.pos, rl.Vector2Scale(p.speed, rl.GetFrameTime()))
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) {
p.speed.X = 0
}
p.pos = rl.Vector2Add(p.pos, rl.Vector2Scale(p.speed, rl.GetFrameTime()))
}
// func (p *player) shoot(g *game) {
// if p.focusMode {
// return
// }
//
// if int(g.frame)%3 != 0 {
// return
// }
//
// if rl.IsMouseButtonDown(rl.MouseLeftButton) {
// mouse := rl.GetMousePosition()
// direction := rl.Vector2Subtract(mouse, p.pos)
// direction = rl.Vector2Add(direction, p.speed)
// direction = rl.Vector2Normalize(direction)
// direction = rl.Vector2Scale(direction, p.bulletMoveSpeed)
//
// g.bullets = append(g.bullets, &bullet{
// pos: p.pos,
// size: p.bulletSize,
// speed: direction,
// dmg: 1,
// enemy: false,
// })
// }
// }
func (p *player) checkHit(g *game) {
for _, bullet := range g.bullets {
_, playerBullet := bullet.owner.(*player)
if playerBullet {
continue
}
distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size
if distance < p.hitBoxRadius {
// fmt.Println("hit!")
}
}
}
func (p *player) checkFocus() {
// raylib não entende keybindings customizadas através do xmodmap?
p.focusMode = rl.IsKeyDown(rl.KeyLeftShift) || rl.IsKeyDown(rl.KeyRightShift)
}
func (p *player) update(g *game) {
p.checkFocus()
p.move(g)
if !p.focusMode && p.shoot != nil {
p.shoot(p)
}
p.checkHit(g)
// hitbox
rl.DrawCircleV(p.pos, p.hitBoxRadius, rl.Red)
if p.focusMode {
return
}
// mira
mouse := rl.GetMousePosition()
inverted := rl.Vector2Subtract(p.pos, mouse)
inverted = rl.Vector2Negate(inverted)
inverted = rl.Vector2Normalize(inverted)
inverted = rl.Vector2Scale(inverted, 2000)
rl.DrawLineEx(p.pos, rl.Vector2Add(mouse, inverted), 3, rl.NewColor(255, 0, 0, 100))
}
func tripleFire(g *game) shootingPattern {
t := newTimer(second * 0.05)
return func(b body) {
if !t.isTimeout() {
t.tick(g)
return
}
t.reset()
if rl.IsMouseButtonDown(rl.MouseLeftButton) {
g.bullets = append(g.bullets, &bullet{
pos: b.Pos(),
size: 9,
speed: rl.Vector2Scale(
rl.Mat2MultiplyVector2(rl.Mat2Radians(0.3), b.Direction()),
600,
),
dmg: 1,
owner: b,
})
g.bullets = append(g.bullets, &bullet{
pos: b.Pos(),
size: 9,
speed: rl.Vector2Scale(
rl.Mat2MultiplyVector2(rl.Mat2Radians(0), b.Direction()),
600,
),
dmg: 1,
owner: b,
})
g.bullets = append(g.bullets, &bullet{
pos: b.Pos(),
size: 9,
speed: rl.Vector2Scale(
rl.Mat2MultiplyVector2(rl.Mat2Radians(-0.3), b.Direction()),
600,
),
dmg: 1,
owner: b,
})
}
// rl.matrix
}
}
func snipe(g *game) shootingPattern {
t := newTimer(1)
hits := 0
return func(b body) {
p, ok := b.(*player)
if !ok {
panic(b)
}
if !t.isTimeout() {
t.tick(g)
return
}
if !rl.IsMouseButtonPressed(rl.MouseLeftButton) {
return
}
t.reset()
mouse := rl.GetMousePosition()
direction := rl.Vector2Subtract(mouse, p.pos)
direction = rl.Vector2Add(direction, rl.Vector2Scale(p.speed, rl.GetFrameTime()*g.gameSpeed))
direction = rl.Vector2Normalize(direction)
direction = rl.Vector2Scale(direction, p.bulletMoveSpeed*700)
g.bullets = append(g.bullets, &bullet{
pos: b.Pos(),
size: p.bulletSize,
speed: direction,
dmg: 10 * hits,
owner: b,
onHit: func(b body) {
hits += 2
fmt.Println("hit!", hits)
},
onDestroy: func() {
hits--
hits = max(hits, 0)
fmt.Println("hit!", hits)
},
})
}
}

View file

@ -1,3 +0,0 @@
#!/bin/bash
CGO_ENABLED=1 CC=x86_64-w64-mingw32-gcc GOOS=windows GOARCH=amd64 CGO_LDFLAGS="-static-libgcc -static -lpthread" go build