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 // 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 hazard interface { // inimigos e projéteis Pos() rl.Vector2 } type game struct { arenaWidth int32 arenaHeight int32 interfaceWidth int32 frame float32 enemies []*enemy bullets []*bullet score int gameSpeed float32 // 1 = velocidade normal backgroundColor rl.Color } type bullet struct { pos rl.Vector2 speed rl.Vector2 size float32 dmg int enemy bool } type player struct { pos rl.Vector2 speed rl.Vector2 moveSpeed float32 bulletMoveSpeed float32 hitBoxRadius float32 bulletSize float32 focusMode bool focusSpeedDecrease float32 } type enemy struct { pos rl.Vector2 health int move movementPattern shoot shootingPattern hitBoxRadius float32 } 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) } func (g *game) removeBullet(index int) { g.bullets[index] = g.bullets[len(g.bullets)-1] g.bullets = g.bullets[:len(g.bullets)-1] } func (b *bullet) update(g *game, index int) { b.pos = rl.Vector2Add(b.pos, rl.Vector2Scale(b.speed, g.gameSpeed)) if !g.insideArena(b.pos) { g.removeBullet(index) return } rl.DrawCircleV(b.pos, b.size, rl.Yellow) } func bulletExplosion(g *game, rate, amount int, bulletSpeed, size float32) shootingPattern { return func(e *enemy) { if int(g.frame) % rate != 0 { return } // radius := e.hitBoxRadius 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, enemy: true, pos: e.pos, }) } g.bullets = append(g.bullets, bullets...) } } func ShootAtPlayer(g *game, p *player, rate int, bulletMoveSpeed float32) shootingPattern { return func(e *enemy) { 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 int, bulletMoveSpeed float32) shootingPattern { flag := true return func(e *enemy) { if int(g.frame) % 100 == 0 { flag = !flag } if !flag { return } 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 shootStraightDown(g *game) shootingPattern { return func(e *enemy) { if int(g.frame) % 10 != 0 { return } g.bullets = append(g.bullets, &bullet{ speed: rl.Vector2{X: 0, Y: 5}, size: 12, dmg: 1, enemy: true, pos: e.pos, }) } } func shootStill() movementPattern { return func(e *enemy) rl.Vector2 { e.shoot(e) return rl.Vector2{X: 0, Y: 0} } } func horizonalPattern(g *game) movementPattern { direction := rl.Vector2{X: 4, Y: 0} return func(e *enemy) rl.Vector2 { e.shoot(e) result := rl.Vector2Add(direction, e.pos) if !g.insideArena(result) { direction = rl.Vector2Negate(direction) } return 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 { playerBullet := !bullet.enemy if !playerBullet { continue } distance := rl.Vector2Distance(e.pos, bullet.pos) - bullet.size if distance < e.hitBoxRadius { return true, bullet, index } } return false, nil, 0 } func (g *game) killEnemy(index int) { g.enemies[index] = g.enemies[len(g.enemies)-1] g.enemies = g.enemies[:len(g.enemies)-1] } func (e *enemy) update(g *game, index int) { enemyColor := rl.Blue if e.move != nil { e.pos = rl.Vector2Add(rl.Vector2Scale(e.move(e), g.gameSpeed), e.pos) // e.pos = e.move(e) } if hit, bullet, idx := e.checkHit(g); hit { g.score += 273 e.health -= bullet.dmg g.removeBullet(idx) enemyColor = rl.White g.backgroundColor = rl.NewColor(20, 20, 20, 255) } if e.health <= 0 { g.killEnemy(index) return } rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor) } 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, p.speed) 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, p.speed) } 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 { if !bullet.enemy { continue } distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size // fmt.Println(distance) if distance < p.hitBoxRadius { // fmt.Println("hit!") } } } func (p *player) checkFocus() { // raylib não entende keybindings customizadas através do xmodmap? if rl.IsKeyDown(rl.KeyLeftShift) || rl.IsKeyDown(rl.KeyRightShift) { p.focusMode = true } else { p.focusMode = false } } func (p *player) update(g *game) { p.checkFocus() p.move(g) p.shoot(g) 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.DrawLineV(p.pos, rl.Vector2Add(mouse, inverted), rl.NewColor(255, 0, 0, 100)) } func main() { state := &game{ arenaWidth: 450, arenaHeight: 700, interfaceWidth: 300, 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, }, moveSpeed: 4, focusSpeedDecrease: 0.5, bulletMoveSpeed: 6, bulletSize: 9, hitBoxRadius: 5, } // rl.SetTraceLog(rl.LogWarning | rl.LogDebug) rl.SetConfigFlags(rl.FlagMsaa4xHint) rl.InitWindow(state.arenaWidth + state.interfaceWidth, state.arenaHeight, "danmaku") rl.SetTargetFPS(60) // 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, // ) state.enemies = []*enemy{ { pos: rl.Vector2{X: 200, Y: 200}, health: 100, hitBoxRadius: 20, move: horizonalPattern(state), shoot: bulletExplosion(state, 60, 20, 2, 11), }, { pos: rl.Vector2{X: 100, Y: 100}, health: 100, hitBoxRadius: 20, move: horizonalPattern(state), shoot: burstShootAtPlayer(state, &player, 20, 4), }, { pos: rl.Vector2{X: 50, Y: 250}, health: 100, hitBoxRadius: 20, move: horizonalPattern(state), shoot: bulletExplosion(state, 60, 20, 2, 11), }, } currectScore := 0 for ; !rl.WindowShouldClose(); state.frame += state.gameSpeed { rl.BeginDrawing() // rl.BeginTextureMode(target) rl.ClearBackground(state.backgroundColor) state.backgroundColor = rl.Black player.update(state) for i := 0; i < len(state.enemies); i++ { state.enemies[i].update(state, i) } 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), ) if player.focusMode { state.gameSpeed = 0.3 } else { state.gameSpeed = 1 } // rl.EndTextureMode() // { // shaders // if rl.IsKeyPressed(rl.KeyF2) { // shader = rl.LoadShader("", shader_path) // fmt.Println("reloaded shader") // } // // rl.SetShaderValue( // shader, timeShaderLocation, []float32{float32(rl.GetTime())}, // rl.ShaderUniformFloat, // ) // rl.BeginShaderMode(shader) // // NOTE: Render texture must be y-flipped due to default // // OpenGL coordinates (left-bottom) // rl.DrawTextureRec( // target.Texture, // rl.NewRectangle( // 0, 0, float32(target.Texture.Width), float32(-target.Texture.Height), // ), // rl.NewVector2(0, 0), rl.White, // ) // // rl.EndShaderMode() // } { // UI currectScore += (state.score - currectScore) / 11 rl.DrawText(strconv.Itoa(currectScore), state.arenaWidth, 0, 50, rl.White) rl.DrawText( strconv.Itoa(len(state.bullets)), state.arenaWidth, 50, 50, rl.White, ) rl.DrawText( fmt.Sprintf("%f", state.frame), state.arenaWidth, 100, 50, rl.White, ) rl.DrawText( fmt.Sprintf("%d", int(state.frame)), state.arenaWidth, 150, 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.EndDrawing() } rl.CloseWindow() }