444 lines
10 KiB
Go
444 lines
10 KiB
Go
package main
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import (
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"fmt"
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"strconv"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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type movementPattern func(*enemy)rl.Vector2
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type shootingPattern func(*enemy)
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type bulletMovementPattern func(*bullet)rl.Vector2
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type hazard interface { // inimigos e projéteis
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Pos() rl.Vector2
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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 int
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enemies []*enemy
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bullets []*bullet
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score int
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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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enemy bool
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}
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type player struct {
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pos rl.Vector2
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speed rl.Vector2
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moveSpeed float32
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bulletMoveSpeed float32
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hitBoxRadius float32
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bulletSize float32
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focusMode bool
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focusSpeedDecrease float32
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}
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type enemy struct {
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pos 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 (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, b.speed)
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if !g.insideArena(b.pos) {
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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 ShootAtPlayer(g *game, p *player, rate int,
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bulletMoveSpeed float32) shootingPattern {
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return func(e *enemy) {
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if 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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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,
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rate int, bulletMoveSpeed float32) shootingPattern {
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flag := true
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return func(e *enemy) {
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if g.frame % 100 == 0 {
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flag = !flag
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}
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if !flag {
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return
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}
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if 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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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 shootStraightDown(g *game) shootingPattern {
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return func(e *enemy) {
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if 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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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 shootStill() movementPattern {
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return func(e *enemy) rl.Vector2 {
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e.shoot(e)
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return e.pos
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}
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}
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func horizonalPattern(g *game) movementPattern {
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direction := rl.Vector2{X: 4, Y: 0}
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return func(e *enemy) rl.Vector2 {
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result := rl.Vector2Add(direction, e.pos)
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e.shoot(e)
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if !g.insideArena(result) {
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direction = rl.Vector2Negate(direction)
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}
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return result
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}
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}
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// func aimPlayerPattern(g *game, p *player) movementPattern {
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// }
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func foobarPattern(g *game) movementPattern {
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pos := rl.Vector2{}
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state := 0
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wait := 0
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return func(e *enemy) rl.Vector2 {
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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.enemy
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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) update(g *game, index int) {
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enemyColor := rl.Blue
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if e.move != nil {
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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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g.removeBullet(idx)
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enemyColor = rl.White
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}
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if e.health <= 0 {
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g.killEnemy(index)
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return
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}
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rl.DrawCircleV(e.pos, e.hitBoxRadius, enemyColor)
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}
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func (p *player) move(g *game) {
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var moveSpeed float32
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if p.focusMode {
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moveSpeed = p.moveSpeed * p.focusSpeedDecrease
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} else {
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moveSpeed = p.moveSpeed
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}
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p.speed = rl.Vector2{X: 0, Y: 0}
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if rl.IsKeyDown(rl.KeyW) { p.speed.Y -= 1 }
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if rl.IsKeyDown(rl.KeyS) { p.speed.Y += 1 }
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if rl.IsKeyDown(rl.KeyA) { p.speed.X -= 1 }
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if rl.IsKeyDown(rl.KeyD) { p.speed.X += 1 }
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if !(p.speed.X == 0 && p.speed.Y == 0) {
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// jogador se move mais rapido na diagonal caso o contrario
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p.speed = rl.Vector2Normalize(p.speed)
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p.speed = rl.Vector2Scale(p.speed, moveSpeed)
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}
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result := rl.Vector2Add(p.pos, p.speed)
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if result.Y - p.hitBoxRadius < 0 ||
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result.Y + p.hitBoxRadius > float32(g.arenaHeight) {
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p.speed.Y = 0
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}
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if result.X - p.hitBoxRadius < 0 ||
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result.X + p.hitBoxRadius > float32(g.arenaWidth) {
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p.speed.X = 0
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}
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p.pos = rl.Vector2Add(p.pos, p.speed)
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}
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func (p *player) shoot(g *game){
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if p.focusMode {
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return
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}
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if g.frame % 5 != 0 {
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return
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}
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if rl.IsMouseButtonDown(rl.MouseLeftButton) {
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mouse := rl.GetMousePosition()
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direction := rl.Vector2Subtract(mouse, p.pos)
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direction = rl.Vector2Add(direction, p.speed)
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direction = rl.Vector2Normalize(direction)
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direction = rl.Vector2Scale(direction, p.bulletMoveSpeed)
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g.bullets = append(g.bullets, &bullet{
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pos: p.pos,
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size: p.bulletSize,
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speed: direction,
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dmg: 1,
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enemy: false,
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})
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}
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}
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func (p *player) checkHit(g *game) {
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for _, bullet := range g.bullets {
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if !bullet.enemy {
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continue
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}
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distance := rl.Vector2Distance(p.pos, bullet.pos) - bullet.size
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// fmt.Println(distance)
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if distance < p.hitBoxRadius {
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fmt.Println("hit!")
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}
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}
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}
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func (p *player) checkFocus() {
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// raylib não entende keybindings customizadas através do xmodmap?
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if rl.IsKeyDown(rl.KeyLeftShift) || rl.IsKeyDown(rl.KeyRightShift) {
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p.focusMode = true
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} else {
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p.focusMode = false
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}
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}
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func (p *player) update(g *game) {
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p.checkFocus()
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p.move(g)
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p.shoot(g)
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p.checkHit(g)
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// hitbox
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rl.DrawCircleV(p.pos, p.hitBoxRadius, rl.Red)
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if p.focusMode {
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return
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}
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// mira
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mouse := rl.GetMousePosition()
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inverted := rl.Vector2Subtract(p.pos, mouse)
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inverted = rl.Vector2Negate(inverted)
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inverted = rl.Vector2Normalize(inverted)
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inverted = rl.Vector2Scale(inverted, 2000)
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rl.DrawLineV(p.pos, rl.Vector2Add(mouse, inverted), rl.NewColor(255, 0, 0, 100))
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}
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func main() {
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state := &game{arenaWidth: 450, arenaHeight: 700, interfaceWidth: 300}
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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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moveSpeed: 4,
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focusSpeedDecrease: 0.5,
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bulletMoveSpeed: 13,
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bulletSize: 8,
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hitBoxRadius: 5,
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}
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rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
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rl.InitWindow(state.arenaWidth + state.interfaceWidth, state.arenaHeight, "danmaku")
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rl.SetTargetFPS(60)
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state.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: horizonalPattern(state),
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shoot: burstShootAtPlayer(state, &player, 8, 4),
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},
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{
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pos: rl.Vector2{X: 169, Y: 285},
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health: 10,
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hitBoxRadius:10,
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move: horizonalPattern(state),
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shoot: ShootAtPlayer(state, &player, 16, 3),
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},
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// {
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// pos: rl.Vector2{X: 400, Y: 400},
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// health: 10,
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// hitBoxRadius:10,
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// bulletMoveSpeed: 6,
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// move: foobarPattern(state),
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// shoot: shootStraightDown(state),
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// },
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// {
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// pos: rl.Vector2{X: 200, Y: 200},
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// health: 10,
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// hitBoxRadius:10,
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// bulletMoveSpeed: 6,
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// move: shootStill(),
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// shoot: shootStraightDown(state),
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// },
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}
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currectScore := 0
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for ; !rl.WindowShouldClose(); state.frame += 1 {
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rl.BeginDrawing()
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rl.ClearBackground(rl.Black)
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rl.DrawText("danmaku babe bullet shoot shoot", 20, 20, 20, rl.DarkGray)
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rl.DrawLine(18, 42, state.arenaWidth-18, 42, rl.Black)
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rl.DrawFPS(0, 0)
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player.update(state)
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for i := 0; i < len(state.enemies); i++ {
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state.enemies[i].update(state, i)
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}
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for i := 0; i < len(state.bullets); i++ {
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state.bullets[i].update(state, i)
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}
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rl.DrawRectangle(
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state.arenaWidth, 0, state.interfaceWidth, state.arenaHeight,
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rl.NewColor(0, 33, 59, 255),
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)
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currectScore += (state.score - currectScore) / 11
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rl.DrawText(strconv.Itoa(currectScore), state.arenaWidth, 0, 50, rl.White)
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rl.EndDrawing()
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}
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rl.CloseWindow()
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}
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