669 lines
14 KiB
Go
669 lines
14 KiB
Go
package main
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import (
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"fmt"
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"math"
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"math/rand"
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"path"
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"strconv"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// diz para um inimigo em que condições atirar. acionado pelo movementPattern
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type shootingPattern func(body)
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// diz para uma bala como ela deve se mover.
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type bulletMovementPattern func(*bullet) rl.Vector2
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type duration float32
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const second duration = 1
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type body interface { // implementado por player e enemy
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Pos() rl.Vector2
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SetPos(rl.Vector2)
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Direction() rl.Vector2
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}
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// type hazard interface { // inimigos e projéteis
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// body
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// }
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type game struct {
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arenaWidth int32
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arenaHeight int32
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interfaceWidth int32
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frame float32
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enemies []*enemy
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waves []*wave
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walls []plane
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currentWave int
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bullets []*bullet
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score int
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gameSpeed float32 // 1 = velocidade normal
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backgroundColor rl.Color
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}
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type plane struct {
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normal rl.Vector2
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pos rl.Vector2
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}
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type bullet struct {
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pos rl.Vector2
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speed rl.Vector2
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size float32
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dmg int
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owner body
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onHit func(body)
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onDestroy func()
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}
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type enemy struct {
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pos rl.Vector2
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direction rl.Vector2
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health int
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move movementPattern
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shoot shootingPattern
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hitBoxRadius float32
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}
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func (e *enemy) Pos() rl.Vector2 {
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return e.pos
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}
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func (e *enemy) Direction() rl.Vector2 {
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return e.direction
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}
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func (e *enemy) SetPos(x rl.Vector2) {
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e.pos = x
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}
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type wave struct {
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duration *timer
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enemies []*enemy
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entrance movementPattern
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}
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type timer struct {
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ttl duration
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time float32
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start float64
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}
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func (t *timer) tick(g *game) {
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t.time += rl.GetFrameTime() * g.gameSpeed
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}
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func (t *timer) isTimeout() bool {
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return t.time >= float32(t.ttl)
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}
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func (t *timer) reset() {
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t.start = float64(t.time)
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t.time = 0
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}
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func (t *timer) unit() float32 {
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return t.time / float32(t.ttl)
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}
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func newTimer(duration duration) *timer {
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return &timer{
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time: 0,
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ttl: duration,
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start: rl.GetTime(),
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}
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}
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func (g game) insideArena(v rl.Vector2) bool {
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return v.X >= 0 && v.Y >= 0 &&
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v.Y <= float32(g.arenaHeight) && v.X <= float32(g.arenaWidth)
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}
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func (g *game) removeBullet(index int) {
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g.bullets[index] = g.bullets[len(g.bullets)-1]
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g.bullets = g.bullets[:len(g.bullets)-1]
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}
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func (b *bullet) update(g *game, index int) {
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b.pos = rl.Vector2Add(b.pos, rl.Vector2Scale(b.speed, rl.GetFrameTime()*g.gameSpeed))
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if !g.insideArena(b.pos) {
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if b.onDestroy != nil {
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b.onDestroy()
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}
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g.removeBullet(index)
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return
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}
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rl.DrawCircleV(b.pos, b.size, rl.Yellow)
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}
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func bulletExplosion(g *game, rate float32, amount int, bulletSpeed, size float32) shootingPattern {
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t := newTimer(second * duration(rate+rand.Float32()))
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return func(e body) {
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t.tick(g)
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if !t.isTimeout() {
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return
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}
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t.reset()
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var bullets []*bullet
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for i := 0; i < amount; i++ {
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angle := 2.0 * math.Pi * float64(i) / float64(amount)
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cos := math.Cos(angle)
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sin := math.Sin(angle)
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direction := rl.Vector2{X: float32(cos), Y: float32(sin)}
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direction = rl.Vector2Scale(direction, bulletSpeed)
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bullets = append(bullets, &bullet{
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speed: direction,
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size: size,
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dmg: 1,
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owner: e,
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pos: e.Pos(),
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})
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}
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g.bullets = append(g.bullets, bullets...)
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}
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}
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// func ShootAtPlayer(g *game, p *player, rate int,
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// bulletMoveSpeed float32) shootingPattern {
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// return func(e body) {
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// if int(g.frame)%rate != 0 {
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// return
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// }
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// direction := rl.Vector2Subtract(p.pos, e.Pos())
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// direction = rl.Vector2Normalize(direction)
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// direction = rl.Vector2Scale(direction, bulletMoveSpeed)
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//
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// g.bullets = append(g.bullets, &bullet{
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// speed: direction,
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// size: 12,
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// dmg: 1,
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// enemy: true,
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// pos: e.Pos(),
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// })
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// }
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// }
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func burstShootAtPlayer(g *game, p *player, rate float32, bulletMoveSpeed float32) shootingPattern {
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flag := true
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off := newTimer(second)
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on := newTimer(duration(float32(second) * rate))
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return func(e body) {
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off.tick(g)
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if off.isTimeout() {
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flag = !flag
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off.reset()
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}
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if !flag {
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return
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}
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on.tick(g)
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if !on.isTimeout() {
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return
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}
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on.reset()
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direction := rl.Vector2Subtract(p.pos, e.Pos())
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direction = rl.Vector2Normalize(direction)
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direction = rl.Vector2Scale(direction, bulletMoveSpeed)
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g.bullets = append(g.bullets, &bullet{
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speed: direction,
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size: 12,
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dmg: 1,
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owner: e,
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pos: e.Pos(),
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})
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}
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}
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func shootStraightDown(g *game) shootingPattern {
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return func(e body) {
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if int(g.frame)%10 != 0 {
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return
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}
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g.bullets = append(g.bullets, &bullet{
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speed: rl.Vector2{X: 0, Y: 5},
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size: 12,
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dmg: 1,
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owner: e,
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pos: e.Pos(),
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})
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}
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}
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// func detectWallCollision(planes []plane, initialPos, direction rl.Vector2) float32 {
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// p := initialPos
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// w := direction
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// var closest = math.Inf(1)
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// for _, plane := range planes {
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// c := plane.pos
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// n := plane.normal
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// denominator := rl.Vector2DotProduct(w, n)
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// if denominator == 0 {
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// continue
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// }
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// t := rl.Vector2DotProduct(rl.Vector2Subtract(p, c), n) / denominator
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// closest = min(float64(t), closest)
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// }
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// return float32(-closest)
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// }
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// func foobarPattern(g *game) movementPattern {
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//
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// pos := rl.Vector2{}
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// state := 0
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// wait := 0
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//
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// return func(e *enemy) rl.Vector2 {
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//
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// switch state {
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// case 0: // init
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// pos.X = e.pos.X
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// state = 1
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// return pos
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// case 1: // descer
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// pos.Y += 1
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// if pos.Y >= 100 { state = 2; wait = 50 }
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// return pos
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// case 2: // atirar por um tempo
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// e.shoot(e)
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// wait -= 1
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// if wait <= 0 { state = 3; wait = 60 }
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// return pos
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// case 3: // wait
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// wait -= 1
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// if wait <= 0 { state = 4 }
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// return pos
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// case 4: // retornar
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// pos.Y -= 3
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// if pos.Y - e.hitBoxRadius < 0 {
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// e.health = 0
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// }
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// return pos
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// }
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// panic(state)
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// }
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// }
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func (e *enemy) checkHit(g *game) (bool, *bullet, int) {
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for index, bullet := range g.bullets {
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_, playerBullet := bullet.owner.(*player)
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if !playerBullet {
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continue
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}
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distance := rl.Vector2Distance(e.pos, bullet.pos) - bullet.size
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if distance < e.hitBoxRadius {
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return true, bullet, index
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}
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}
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return false, nil, 0
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}
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func (g *game) killEnemy(index int) {
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g.enemies[index] = g.enemies[len(g.enemies)-1]
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g.enemies = g.enemies[:len(g.enemies)-1]
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}
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func (e *enemy) deleteBullets(g *game) {
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for i := 0; i < len(g.bullets); i++ {
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enemy, isEnemyBullet := g.bullets[i].owner.(*enemy)
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if isEnemyBullet && enemy == e {
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g.removeBullet(i)
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i--
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}
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}
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}
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func (e *enemy) update(g *game) {
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if e.health <= 0 {
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return
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}
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enemyColor := rl.Blue
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if e.move != nil {
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// e.pos = rl.Vector2Add(rl.Vector2Scale(e.move(e), g.gameSpeed), e.pos)
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e.move(e)
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// e.pos = e.move(e)
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}
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if hit, bullet, idx := e.checkHit(g); hit {
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g.score += 273
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e.health -= bullet.dmg
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if bullet.onHit != nil {
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bullet.onHit(e)
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}
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g.removeBullet(idx)
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enemyColor = rl.White
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g.backgroundColor = rl.NewColor(20, 20, 20, 255)
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if e.health <= 0 {
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e.deleteBullets(g)
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return
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}
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}
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rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
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}
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func (g *game) fullClear() bool {
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for _, e := range g.enemies {
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if e.health > 0 {
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return false
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}
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}
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return true
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}
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func (g *game) waveTimeout() bool {
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currentWave := g.waves[g.currentWave]
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if currentWave.duration == nil {
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return false
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}
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if currentWave.duration.isTimeout() {
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return true
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}
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currentWave.duration.tick(g)
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return false
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}
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func (g *game) wavesOver() bool {
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return g.currentWave == len(g.waves)
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}
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func (g *game) nextWave() bool {
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g.currentWave++
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if g.wavesOver() {
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return false
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}
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g.addEnemy(g.waves[g.currentWave].enemies...)
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return true
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}
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func (g *game) addEnemy(e ...*enemy) {
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g.enemies = append(g.enemies, e...)
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}
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func main() {
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state := &game{
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arenaWidth: 450,
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arenaHeight: 900,
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interfaceWidth: 400,
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gameSpeed: 1,
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backgroundColor: rl.NewColor(0, 0, 0, 100),
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}
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player := player{
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pos: rl.Vector2{
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X: float32(state.arenaWidth) / 2,
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Y: float32(state.arenaHeight) * 0.8,
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},
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direction: rl.Vector2{X: 0, Y: -1},
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moveSpeed: 400,
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focusSpeedDecrease: 0.5,
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bulletMoveSpeed: 6,
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bulletSize: 9,
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hitBoxRadius: 5,
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shoot: snipe(state),
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}
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// var arena = []plane{
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// {
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// normal: rl.Vector2{X: 0, Y: -1},
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// pos: rl.Vector2{X: 1, Y: 0},
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// },
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// {
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// normal: rl.Vector2{X: -1, Y: 0},
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// pos: rl.Vector2{X: float32(state.arenaWidth), Y: 0},
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// },
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// {
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// normal: rl.Vector2{X: 0, Y: 1},
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// pos: rl.Vector2{X: 0, Y: float32(state.arenaHeight)},
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// },
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// {
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// normal: rl.Vector2{X: 1, Y: 0},
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// pos: rl.Vector2{X: 0, Y: 1},
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// },
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// }
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// state.walls = arena
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rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
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rl.SetConfigFlags(rl.FlagMsaa4xHint)
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rl.InitWindow(state.arenaWidth+state.interfaceWidth, state.arenaHeight, "danmaku")
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targetFPS := 120
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rl.SetTargetFPS(int32(targetFPS))
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// shader_path := path.Join("shaders", "trails.glsl")
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// shader := rl.LoadShader("", shader_path)
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// timeShaderLocation := rl.GetShaderLocation(shader, "time")
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// target := rl.LoadRenderTexture(
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// state.arenaWidth+state.interfaceWidth,
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// state.arenaHeight,
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// )
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shader_path := path.Join("shaders", "pixelized.glsl")
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shader := rl.LoadShader("", shader_path)
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// timeShaderLocation := rl.GetShaderLocation(shader, "time")
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// target := rl.LoadRenderTexture(
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// state.arenaWidth+state.interfaceWidth,
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// state.arenaHeight,
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// )
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state.waves = []*wave{
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{
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duration: newTimer(second * 10),
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enemies: []*enemy{
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{
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pos: rl.Vector2{X: 100, Y: -20},
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health: 100,
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hitBoxRadius: 20,
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move: statePipeline{
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{
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duration: 1.1,
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move: sineDescentMove(state, -20, 200, 1),
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},
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{
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move: sineHorizonalPattern(state, 0),
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},
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}.MovementPattern(state),
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shoot: burstShootAtPlayer(state, &player, 0.1, 400),
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},
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{
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pos: rl.Vector2{X: 200, Y: -20},
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health: 100,
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hitBoxRadius: 20,
|
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move: statePipeline{
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{
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duration: 5,
|
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move: shootStill(),
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},
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{
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duration: 1.1,
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move: descentMove(state, -20, 200, 1),
|
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},
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{
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move: sineHorizonalPattern(state, 1),
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},
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}.MovementPattern(state),
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shoot: burstShootAtPlayer(state, &player, 0.1, 400),
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},
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},
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},
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{
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duration: newTimer(second * 20),
|
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enemies: []*enemy{
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{
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pos: rl.Vector2{X: 100, Y: 100},
|
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health: 100,
|
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hitBoxRadius: 20,
|
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move: statePipeline{
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{
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duration: 1.1,
|
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move: sineDescentMove(state, -20, 200, 1),
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},
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{
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move: sineHorizonalPattern(state, 0),
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},
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}.MovementPattern(state),
|
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shoot: bulletExplosion(state, 1, 40, 300, 11),
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},
|
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},
|
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},
|
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{
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enemies: []*enemy{
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{
|
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pos: rl.Vector2{X: 200, Y: 200},
|
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health: 100,
|
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hitBoxRadius: 20,
|
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move: statePipeline{
|
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{
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duration: 1.1,
|
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move: sineDescentMove(state, -20, 200, 1),
|
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},
|
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{
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move: sineHorizonalPattern(state, 0),
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},
|
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}.MovementPattern(state),
|
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shoot: bulletExplosion(state, 1, 20, 300, 11),
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},
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{
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pos: rl.Vector2{X: 100, Y: 100}, health: 100,
|
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hitBoxRadius: 20,
|
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move: statePipeline{
|
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{
|
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duration: 1.1,
|
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move: sineDescentMove(state, -20, 200, 1),
|
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},
|
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{
|
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move: sineHorizonalPattern(state, 0),
|
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},
|
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}.MovementPattern(state),
|
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shoot: burstShootAtPlayer(state, &player, 0.2, 400),
|
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},
|
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{
|
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pos: rl.Vector2{X: 50, Y: 250},
|
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health: 100,
|
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hitBoxRadius: 20,
|
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move: statePipeline{
|
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{
|
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duration: 1.1,
|
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move: sineDescentMove(state, -20, 200, 1),
|
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},
|
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{
|
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move: sineHorizonalPattern(state, 0),
|
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},
|
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}.MovementPattern(state),
|
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shoot: bulletExplosion(state, 1, 20, 300, 11),
|
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// shoot: shootStraightDown(state),
|
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},
|
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},
|
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},
|
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}
|
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|
|
currectScore := 0
|
|
state.addEnemy(state.waves[0].enemies...)
|
|
|
|
spawner := starsBackground(state)
|
|
|
|
for ; !rl.WindowShouldClose(); state.frame += state.gameSpeed {
|
|
rl.BeginDrawing()
|
|
rl.BeginShaderMode(shader)
|
|
|
|
// rl.BeginTextureMode(target)
|
|
rl.ClearBackground(state.backgroundColor)
|
|
state.backgroundColor = rl.Black
|
|
|
|
player.update(state)
|
|
|
|
if state.fullClear() || state.waveTimeout() {
|
|
if !state.nextWave() {
|
|
break
|
|
}
|
|
}
|
|
|
|
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()
|
|
}
|