bullet-hell/main.go

444 lines
10 KiB
Go

package main
import (
"fmt"
"strconv"
rl "github.com/gen2brain/raylib-go/raylib"
)
type movementPattern func(*enemy)rl.Vector2
type shootingPattern func(*enemy)
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 int
enemies []*enemy
bullets []*bullet
score int
}
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, b.speed)
if !g.insideArena(b.pos) {
g.removeBullet(index)
return
}
rl.DrawCircleV(b.pos, b.size, rl.Yellow)
}
func ShootAtPlayer(g *game, p *player, rate int,
bulletMoveSpeed float32) shootingPattern {
return func(e *enemy) {
if 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 g.frame % 100 == 0 {
flag = !flag
}
if !flag {
return
}
if 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 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 e.pos
}
}
func horizonalPattern(g *game) movementPattern {
direction := rl.Vector2{X: 4, Y: 0}
return func(e *enemy) rl.Vector2 {
result := rl.Vector2Add(direction, e.pos)
e.shoot(e)
if !g.insideArena(result) {
direction = rl.Vector2Negate(direction)
}
return result
}
}
// func aimPlayerPattern(g *game, p *player) movementPattern {
// }
func foobarPattern(g *game) movementPattern {
pos := rl.Vector2{}
state := 0
wait := 0
return func(e *enemy) rl.Vector2 {
switch state {
case 0: // init
pos.X = e.pos.X
state = 1
return pos
case 1: // descer
pos.Y += 1
if pos.Y >= 100 { state = 2; wait = 50 }
return pos
case 2: // atirar por um tempo
e.shoot(e)
wait -= 1
if wait <= 0 { state = 3; wait = 60 }
return pos
case 3: // wait
wait -= 1
if wait <= 0 { state = 4 }
return pos
case 4: // retornar
pos.Y -= 3
if pos.Y - e.hitBoxRadius < 0 {
e.health = 0
}
return pos
}
panic(state)
}
}
func (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 = e.move(e)
}
if hit, bullet, idx := e.checkHit(g); hit {
g.score += 273
e.health -= bullet.dmg
g.removeBullet(idx)
enemyColor = rl.White
}
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 g.frame % 5 != 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}
player := player{
pos: rl.Vector2{
X: float32(state.arenaWidth) / 2,
Y: float32(state.arenaHeight) * 0.8,
},
moveSpeed: 4,
focusSpeedDecrease: 0.5,
bulletMoveSpeed: 13,
bulletSize: 8,
hitBoxRadius: 5,
}
rl.SetTraceLog(rl.LogWarning | rl.LogDebug)
rl.InitWindow(state.arenaWidth + state.interfaceWidth, state.arenaHeight, "danmaku")
rl.SetTargetFPS(60)
state.enemies = []*enemy{
{
pos: rl.Vector2{X: 200, Y: 200},
health: 100,
hitBoxRadius: 20,
move: horizonalPattern(state),
shoot: burstShootAtPlayer(state, &player, 8, 4),
},
{
pos: rl.Vector2{X: 169, Y: 285},
health: 10,
hitBoxRadius:10,
move: horizonalPattern(state),
shoot: ShootAtPlayer(state, &player, 16, 3),
},
// {
// pos: rl.Vector2{X: 400, Y: 400},
// health: 10,
// hitBoxRadius:10,
// bulletMoveSpeed: 6,
// move: foobarPattern(state),
// shoot: shootStraightDown(state),
// },
// {
// pos: rl.Vector2{X: 200, Y: 200},
// health: 10,
// hitBoxRadius:10,
// bulletMoveSpeed: 6,
// move: shootStill(),
// shoot: shootStraightDown(state),
// },
}
currectScore := 0
for ; !rl.WindowShouldClose(); state.frame += 1 {
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
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)
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),
)
currectScore += (state.score - currectScore) / 11
rl.DrawText(strconv.Itoa(currectScore), state.arenaWidth, 0, 50, rl.White)
rl.EndDrawing()
}
rl.CloseWindow()
}