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2c2eaf9507
commit
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1 changed files with 336 additions and 335 deletions
671
main.go
671
main.go
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@ -4,508 +4,509 @@ import (
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"fmt"
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"math"
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"math/rand"
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"slices"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const (
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WIDTH = 1100
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HEIGHT = 700
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buildingSpacing = 2.5
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buildingSize = 1.2
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maxBuildingHeight = 10
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maxColumns = 5
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enemyAcc = 0.01
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maxSpeed = 0.1
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buildingsHealth = 3
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WIDTH = 1100
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HEIGHT = 700
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buildingSpacing = 2.5
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buildingSize = 1.2
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maxBuildingHeight = 10
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maxColumns = 5
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enemyAcc = 0.01
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maxSpeed = 0.1
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buildingsHealth = 3
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)
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type enemy struct {
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pos rl.Vector3
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speed float32
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pos rl.Vector3
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speed float32
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}
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type remainingFrames int
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type animationFunc func()remainingFrames
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type animationFunc func() remainingFrames
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type building struct {
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pos rl.Vector3
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size rl.Vector3
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color rl.Color
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life int
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boundingBox rl.BoundingBox
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animate animationFunc
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pos rl.Vector3
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size rl.Vector3
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color rl.Color
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life int
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boundingBox rl.BoundingBox
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animate animationFunc
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}
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type healthBar struct {
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life int
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damageTaken float32
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lastUpdate float64
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life int
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damageTaken float32
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lastUpdate float64
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}
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type character struct {
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camera rl.Camera
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damage int
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camera rl.Camera
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damage int
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}
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type projectile struct {
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pos rl.Vector3
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speed rl.Vector3
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pos rl.Vector3
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speed rl.Vector3
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}
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type scene struct {
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buildings []*building
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healthBar *healthBar
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projectiles []*projectile
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character *character
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emitters []*emitter
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buildings []*building
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healthBar *healthBar
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projectiles []*projectile
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character *character
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emitters []*emitter
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}
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type particle struct {
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// birth float32
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lifetime float64
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pos rl.Vector3
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speed rl.Vector3
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// birth float32
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lifetime float64
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pos rl.Vector3
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speed rl.Vector3
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}
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type emitter struct {
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particles []*particle
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pos rl.Vector3
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particleAmount int
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particles []*particle
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pos rl.Vector3
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particleAmount int
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}
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var city *scene
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func update_emitters() {
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for i, e := range city.emitters {
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if remainingParticles := e.update(); remainingParticles == 0 {
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city.emitters[i] = city.emitters[len(city.emitters)-1]
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city.emitters = city.emitters[:len(city.emitters)-1]
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}
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}
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for i := 0; i < len(city.emitters); i++ {
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e := city.emitters[i]
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remainingParticles := e.update()
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if remainingParticles == 0 {
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city.emitters = slices.Delete(city.emitters, i, i+1)
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i--
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}
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}
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}
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func newEmitter(pos rl.Vector3, particleAmount int) *emitter {
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emitter := emitter{
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pos: pos,
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particleAmount: particleAmount,
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}
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emitter := emitter{
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pos: pos,
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particleAmount: particleAmount,
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}
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for i := 0; i < particleAmount; i++ {
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direction := rl.NewVector3(
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rand.Float32()*2 - 1,
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1,
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rand.Float32()*2 - 1,
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)
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direction = rl.Vector3Normalize(direction)
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direction = rl.Vector3Scale(direction, 0.3 + rand.Float32()/3)
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particle := particle{
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lifetime: rl.GetTime() + 2,
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speed: direction,
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pos: pos,
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}
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emitter.particles = append(emitter.particles, &particle)
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}
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for i := 0; i < particleAmount; i++ {
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direction := rl.NewVector3(
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rand.Float32()*2-1,
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1,
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rand.Float32()*2-1,
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)
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direction = rl.Vector3Normalize(direction)
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direction = rl.Vector3Scale(direction, 0.3+rand.Float32()/3)
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particle := particle{
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lifetime: rl.GetTime() + 2,
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speed: direction,
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pos: pos,
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}
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emitter.particles = append(emitter.particles, &particle)
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}
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return &emitter
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return &emitter
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}
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func (e *emitter) update() int {
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gravity := rl.NewVector3(0, -0.02, 0)
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gravity := rl.NewVector3(0, -0.02, 0)
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remainingParticles := 0
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remainingParticles := 0
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rl.BeginBlendMode(rl.BlendAdditive)
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{
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for _, particle := range e.particles {
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if rl.GetTime() > particle.lifetime {
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continue
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}
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rl.BeginBlendMode(rl.BlendAdditive)
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{
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for _, particle := range e.particles {
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if rl.GetTime() > particle.lifetime {
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continue
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}
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particle.speed = rl.Vector3Add(particle.speed, gravity)
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newPos := rl.Vector3Add(particle.pos, particle.speed)
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if newPos.Y <= 0 {
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particle.pos.Y = 0
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} else {
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particle.pos = newPos
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}
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particle.speed = rl.Vector3Add(particle.speed, gravity)
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newPos := rl.Vector3Add(particle.pos, particle.speed)
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if newPos.Y <= 0 {
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particle.pos.Y = 0
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} else {
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particle.pos = newPos
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}
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rl.DrawCubeV(particle.pos, rl.NewVector3(.1, .1, .1), rl.Yellow)
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rl.DrawCubeV(particle.pos, rl.NewVector3(.1, .1, .1), rl.Yellow)
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remainingParticles += 1
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}
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}
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rl.EndBlendMode()
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remainingParticles += 1
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}
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}
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rl.EndBlendMode()
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return remainingParticles
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return remainingParticles
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}
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// retona true caso projétil precise ser destruido
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func (p *projectile) isHit() bool {
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gravity := rl.NewVector3(0, -0.02, 0)
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p.speed = rl.Vector3Add(p.speed, gravity)
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p.pos = rl.Vector3Add(p.pos, p.speed)
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gravity := rl.NewVector3(0, -0.02, 0)
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p.speed = rl.Vector3Add(p.speed, gravity)
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p.pos = rl.Vector3Add(p.pos, p.speed)
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if p.pos.Y < 0 {
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city.emitters = append(city.emitters, newEmitter(p.pos, 500))
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for _, building := range city.buildings {
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if dist := rl.Vector3Distance(p.pos, building.pos); dist < 10 {
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building.causeDamage(3)
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}
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}
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return true
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}
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if p.pos.Y < 0 {
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city.emitters = append(city.emitters, newEmitter(p.pos, 500))
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for _, building := range city.buildings {
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if dist := rl.Vector3Distance(p.pos, building.pos); dist < 10 {
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building.causeDamage(3)
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}
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}
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return true
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}
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rl.DrawSphere(p.pos, 0.5, rl.Gray)
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return false
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rl.DrawSphere(p.pos, 0.5, rl.Gray)
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return false
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}
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func update_projectiles() {
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for i, p := range city.projectiles {
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if hit := p.isHit(); hit {
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city.projectiles[i] = city.projectiles[len(city.projectiles)-1]
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city.projectiles = city.projectiles[:len(city.projectiles)-1]
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}
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}
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for i, p := range city.projectiles {
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if hit := p.isHit(); hit {
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city.projectiles[i] = city.projectiles[len(city.projectiles)-1]
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city.projectiles = city.projectiles[:len(city.projectiles)-1]
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}
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}
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}
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func (c *character) kill_aurea() {
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const min = 10
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for _, b := range city.buildings {
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if distance := rl.Vector3Distance(c.camera.Position, b.pos); distance < min {
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b.causeDamage(c.damage)
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}
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}
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const min = 10
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for _, b := range city.buildings {
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if distance := rl.Vector3Distance(c.camera.Position, b.pos); distance < min {
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b.causeDamage(c.damage)
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}
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}
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}
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func (c *character) throw_bomb(){
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if !rl.IsMouseButtonPressed(rl.MouseRightButton) {
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return
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}
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func (c *character) throw_bomb() {
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if !rl.IsMouseButtonPressed(rl.MouseRightButton) {
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return
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}
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direction := rl.Vector3Subtract(c.camera.Target, c.camera.Position)
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direction := rl.Vector3Subtract(c.camera.Target, c.camera.Position)
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projectile := projectile{
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pos: c.camera.Position,
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speed: rl.Vector3Scale(direction, 0.15),
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}
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projectile := projectile{
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pos: c.camera.Position,
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speed: rl.Vector3Scale(direction, 0.15),
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}
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city.projectiles = append(city.projectiles, &projectile)
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city.projectiles = append(city.projectiles, &projectile)
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}
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func (c *character) update() {
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shake := rl.NewVector3(
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randomShake(0.003) * city.healthBar.damageTaken,
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randomShake(0.003) * city.healthBar.damageTaken,
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randomShake(0.003) * city.healthBar.damageTaken,
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)
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c.camera.Target = rl.Vector3Add(c.camera.Target, shake)
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shake := rl.NewVector3(
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randomShake(0.003)*city.healthBar.damageTaken,
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randomShake(0.003)*city.healthBar.damageTaken,
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randomShake(0.003)*city.healthBar.damageTaken,
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)
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c.camera.Target = rl.Vector3Add(c.camera.Target, shake)
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c.laser_beam()
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c.laser_beam()
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// c.kill_aurea()
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// c.kill_aurea()
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c.throw_bomb()
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c.throw_bomb()
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}
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func newCharacter() *character {
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camera := rl.Camera3D{
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Position: rl.NewVector3(4.0, 2.0, 4.0),
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Target: rl.NewVector3(0.0, 1.8, 0.0),
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Up: rl.NewVector3(0.0, 1.0, 0.0),
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Fovy: 80.0,
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Projection: rl.CameraPerspective,
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}
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return &character{
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camera: camera,
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damage: 1,
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}
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Position: rl.NewVector3(4.0, 2.0, 4.0),
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Target: rl.NewVector3(0.0, 1.8, 0.0),
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Up: rl.NewVector3(0.0, 1.0, 0.0),
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Fovy: 80.0,
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Projection: rl.CameraPerspective,
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}
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return &character{
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camera: camera,
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damage: 1,
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}
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}
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func draw_plane() {
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rl.DrawPlane(
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rl.NewVector3(16, 0.0, 16),
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rl.NewVector2(128.0, 128.0),
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rl.NewColor(50, 50, 50, 255),
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)
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rl.DrawPlane(
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rl.NewVector3(16, 0.0, 16),
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rl.NewVector2(128.0, 128.0),
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rl.NewColor(50, 50, 50, 255),
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)
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}
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func randomShake(amount float32) float32 {
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return rand.Float32() * amount - amount/2
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return rand.Float32()*amount - amount/2
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}
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func (hb *healthBar) update() {
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const MARGIN = 20
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const BARWIDTH = (WIDTH - MARGIN*2)
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const MARGIN = 20
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const BARWIDTH = (WIDTH - MARGIN*2)
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currentLife := 0
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maxLife := buildingsHealth * len(city.buildings)
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for _, b := range city.buildings {
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currentLife += b.life
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}
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position := rl.NewVector2(MARGIN, 10)
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barWidth := BARWIDTH * currentLife/maxLife
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currentLife := 0
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maxLife := buildingsHealth * len(city.buildings)
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for _, b := range city.buildings {
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currentLife += b.life
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}
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position := rl.NewVector2(MARGIN, 10)
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barWidth := BARWIDTH * currentLife / maxLife
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size := rl.NewVector2(float32(barWidth), 10)
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size := rl.NewVector2(float32(barWidth), 10)
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hb.damageTaken += float32(hb.life - currentLife)
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hb.damageTaken += float32(hb.life - currentLife)
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damageTakenBar := size
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damageTakenBar.X = BARWIDTH *
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(float32(currentLife) + hb.damageTaken) / float32(maxLife)
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damageTakenBar := size
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damageTakenBar.X = BARWIDTH *
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(float32(currentLife) + hb.damageTaken) / float32(maxLife)
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shake := rl.NewVector2(
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randomShake(0.4) * hb.damageTaken,
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randomShake(0.4) * hb.damageTaken,
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)
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position = rl.Vector2Add(position, shake)
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shake := rl.NewVector2(
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randomShake(0.4)*hb.damageTaken,
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randomShake(0.4)*hb.damageTaken,
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)
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position = rl.Vector2Add(position, shake)
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rl.DrawRectangleV(position, damageTakenBar, rl.Orange)
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rl.DrawRectangleV(position, size, rl.Red)
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rl.DrawRectangleV(position, damageTakenBar, rl.Orange)
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rl.DrawRectangleV(position, size, rl.Red)
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hb.lastUpdate = rl.GetTime()
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hb.life = currentLife
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hb.damageTaken *= 0.95
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hb.lastUpdate = rl.GetTime()
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hb.life = currentLife
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hb.damageTaken *= 0.95
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}
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func newHealthBar(buildings []*building) *healthBar {
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return &healthBar{
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life: buildingsHealth * len(buildings),
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}
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return &healthBar{
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life: buildingsHealth * len(buildings),
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}
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}
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func (b *building) causeDamage(damage int) {
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if b.animate != nil || b.life <= 0 {
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return
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}
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b.animate = shakeBuilding(b)
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b.life -= damage
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// fmt.Println("damage:", damage, "life:", b.life)
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if b.animate != nil || b.life <= 0 {
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return
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}
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b.animate = shakeBuilding(b)
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b.life -= damage
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// fmt.Println("damage:", damage, "life:", b.life)
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}
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func newBuilding(x, z float32) *building {
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color := rl.NewColor(
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uint8(rl.GetRandomValue(0, 180)),
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uint8(rl.GetRandomValue(0, 180)),
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uint8(rl.GetRandomValue(0, 180)),
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255,
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)
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color := rl.NewColor(
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uint8(rl.GetRandomValue(0, 180)),
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uint8(rl.GetRandomValue(0, 180)),
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uint8(rl.GetRandomValue(0, 180)),
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255,
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)
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pos := rl.NewVector3(x * buildingSpacing, 0, z * buildingSpacing)
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size := rl.NewVector3(
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buildingSize,
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float32(rl.GetRandomValue(1, maxBuildingHeight)),
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buildingSize,
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)
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min := rl.NewVector3(
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pos.X - buildingSize/2,
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0,
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pos.Z - buildingSize/2,
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)
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max := rl.NewVector3(
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pos.X + buildingSize/2,
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size.Y/2,
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pos.Z + buildingSize/2,
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)
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pos := rl.NewVector3(x*buildingSpacing, 0, z*buildingSpacing)
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size := rl.NewVector3(
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buildingSize,
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float32(rl.GetRandomValue(1, maxBuildingHeight)),
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buildingSize,
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)
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min := rl.NewVector3(
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pos.X-buildingSize/2,
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0,
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pos.Z-buildingSize/2,
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)
|
||||
max := rl.NewVector3(
|
||||
pos.X+buildingSize/2,
|
||||
size.Y/2,
|
||||
pos.Z+buildingSize/2,
|
||||
)
|
||||
|
||||
return &building{
|
||||
color: color,
|
||||
life: buildingsHealth,
|
||||
pos: pos,
|
||||
size: size,
|
||||
boundingBox: rl.NewBoundingBox(min, max),
|
||||
}
|
||||
return &building{
|
||||
color: color,
|
||||
life: buildingsHealth,
|
||||
pos: pos,
|
||||
size: size,
|
||||
boundingBox: rl.NewBoundingBox(min, max),
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
func drawWireframe(building building) {
|
||||
increasedSize := rl.Vector3Scale(building.size, 1.05)
|
||||
increasedSize := rl.Vector3Scale(building.size, 1.05)
|
||||
|
||||
invertedColor := building.color
|
||||
invertedColor.R += 127
|
||||
invertedColor.G += 127
|
||||
invertedColor.B += 127
|
||||
invertedColor := building.color
|
||||
invertedColor.R += 127
|
||||
invertedColor.G += 127
|
||||
invertedColor.B += 127
|
||||
|
||||
rl.DrawCubeWiresV(
|
||||
building.pos,
|
||||
increasedSize,
|
||||
invertedColor,
|
||||
)
|
||||
rl.DrawCubeWiresV(
|
||||
building.pos,
|
||||
increasedSize,
|
||||
invertedColor,
|
||||
)
|
||||
}
|
||||
|
||||
func shakeBuilding(b *building) animationFunc {
|
||||
var frame remainingFrames = 60 * 0.7
|
||||
return func() remainingFrames {
|
||||
var frame remainingFrames = 60 * 0.7
|
||||
return func() remainingFrames {
|
||||
|
||||
building := *b
|
||||
building := *b
|
||||
|
||||
if frame % 4 == 0 {
|
||||
if b.life == 0 {
|
||||
building.color = rl.NewColor(255, 0, 0, 255)
|
||||
} else {
|
||||
building.color = rl.RayWhite
|
||||
}
|
||||
}
|
||||
if frame%4 == 0 {
|
||||
if b.life == 0 {
|
||||
building.color = rl.NewColor(255, 0, 0, 255)
|
||||
} else {
|
||||
building.color = rl.RayWhite
|
||||
}
|
||||
}
|
||||
|
||||
drawWireframe(building)
|
||||
drawWireframe(building)
|
||||
|
||||
shake := rl.NewVector3(
|
||||
rand.Float32() * .2 - .1,
|
||||
rand.Float32() * .1 - .05,
|
||||
rand.Float32() * .2 - .1,
|
||||
)
|
||||
// shake = rl.Vector3Scale(shake, float32(math.Sin(rl.GetTime()) + 1)/3)
|
||||
rl.DrawCubeV(
|
||||
rl.Vector3Add(building.pos, shake),
|
||||
building.size,
|
||||
building.color,
|
||||
)
|
||||
shake := rl.NewVector3(
|
||||
rand.Float32()*.2-.1,
|
||||
rand.Float32()*.1-.05,
|
||||
rand.Float32()*.2-.1,
|
||||
)
|
||||
// shake = rl.Vector3Scale(shake, float32(math.Sin(rl.GetTime()) + 1)/3)
|
||||
rl.DrawCubeV(
|
||||
rl.Vector3Add(building.pos, shake),
|
||||
building.size,
|
||||
building.color,
|
||||
)
|
||||
|
||||
frame -= 1
|
||||
return frame
|
||||
}
|
||||
frame -= 1
|
||||
return frame
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
func draw_buildings() {
|
||||
for _, building := range city.buildings {
|
||||
for _, building := range city.buildings {
|
||||
|
||||
hasAnimation := building.animate != nil
|
||||
hasAnimation := building.animate != nil
|
||||
|
||||
if building.life <= 0 && !hasAnimation {
|
||||
continue
|
||||
}
|
||||
if building.life <= 0 && !hasAnimation {
|
||||
continue
|
||||
}
|
||||
|
||||
if hasAnimation {
|
||||
if hasAnimation {
|
||||
|
||||
remainingFrames := building.animate()
|
||||
remainingFrames := building.animate()
|
||||
|
||||
if remainingFrames == 0 {
|
||||
building.animate = nil
|
||||
}
|
||||
if remainingFrames == 0 {
|
||||
building.animate = nil
|
||||
}
|
||||
|
||||
continue
|
||||
}
|
||||
continue
|
||||
}
|
||||
|
||||
drawWireframe(*building)
|
||||
rl.DrawCubeV(building.pos, building.size, building.color)
|
||||
}
|
||||
drawWireframe(*building)
|
||||
rl.DrawCubeV(building.pos, building.size, building.color)
|
||||
}
|
||||
}
|
||||
|
||||
func (c *character) laser_beam() {
|
||||
if !rl.IsMouseButtonDown(rl.MouseLeftButton) {
|
||||
return
|
||||
}
|
||||
ray := rl.Ray{
|
||||
Position: c.camera.Position,
|
||||
Direction: rl.Vector3Subtract(c.camera.Target, c.camera.Position),
|
||||
}
|
||||
if !rl.IsMouseButtonDown(rl.MouseLeftButton) {
|
||||
return
|
||||
}
|
||||
ray := rl.Ray{
|
||||
Position: c.camera.Position,
|
||||
Direction: rl.Vector3Subtract(c.camera.Target, c.camera.Position),
|
||||
}
|
||||
|
||||
closestDistance := math.Inf(1)
|
||||
var closest *building
|
||||
closestDistance := math.Inf(1)
|
||||
var closest *building
|
||||
|
||||
for _, building := range city.buildings {
|
||||
for _, building := range city.buildings {
|
||||
|
||||
if building.life == 0 {
|
||||
continue
|
||||
}
|
||||
if building.life == 0 {
|
||||
continue
|
||||
}
|
||||
|
||||
playerDistance := rl.Vector3Distance(c.camera.Position, building.pos)
|
||||
playerDistance := rl.Vector3Distance(c.camera.Position, building.pos)
|
||||
|
||||
if playerDistance < float32(closestDistance) {
|
||||
if playerDistance < float32(closestDistance) {
|
||||
|
||||
collision := rl.GetRayCollisionBox(ray, building.boundingBox)
|
||||
collision := rl.GetRayCollisionBox(ray, building.boundingBox)
|
||||
|
||||
if collision.Hit {
|
||||
if collision.Hit {
|
||||
|
||||
closestDistance = float64(playerDistance)
|
||||
closest = building
|
||||
}
|
||||
}
|
||||
}
|
||||
closestDistance = float64(playerDistance)
|
||||
closest = building
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if closest != nil {
|
||||
closest.causeDamage(c.damage)
|
||||
}
|
||||
if closest != nil {
|
||||
closest.causeDamage(c.damage)
|
||||
}
|
||||
}
|
||||
|
||||
func newBuildings() []*building {
|
||||
var buildings []*building
|
||||
var buildings []*building
|
||||
|
||||
for i := 0; i < 32; i++ {
|
||||
for j := 0; j < 32; j++ {
|
||||
buildings = append(buildings, newBuilding(float32(i), float32(j)))
|
||||
}
|
||||
}
|
||||
for i := 0; i < 32; i++ {
|
||||
for j := 0; j < 32; j++ {
|
||||
buildings = append(buildings, newBuilding(float32(i), float32(j)))
|
||||
}
|
||||
}
|
||||
|
||||
return buildings
|
||||
return buildings
|
||||
}
|
||||
|
||||
func main() {
|
||||
fmt.Println("hello world")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
fmt.Println("hello world")
|
||||
rl.SetConfigFlags(rl.FlagMsaa4xHint)
|
||||
rl.InitWindow(WIDTH, HEIGHT, "raylib [core] example - 3d camera first person")
|
||||
rl.SetTargetFPS(60)
|
||||
rl.HideCursor()
|
||||
rl.DisableCursor()
|
||||
rl.SetMousePosition(WIDTH/2, HEIGHT/2)
|
||||
rl.HideCursor()
|
||||
rl.DisableCursor()
|
||||
rl.SetMousePosition(WIDTH/2, HEIGHT/2)
|
||||
|
||||
character := newCharacter()
|
||||
buildings := newBuildings()
|
||||
healthBar := newHealthBar(buildings)
|
||||
character := newCharacter()
|
||||
buildings := newBuildings()
|
||||
healthBar := newHealthBar(buildings)
|
||||
|
||||
city = &scene{
|
||||
buildings: buildings,
|
||||
healthBar: healthBar,
|
||||
character: character,
|
||||
}
|
||||
city = &scene{
|
||||
buildings: buildings,
|
||||
healthBar: healthBar,
|
||||
character: character,
|
||||
}
|
||||
|
||||
// direction := rl.Vector3Subtract(character.camera.Target, character.camera.Position)
|
||||
// aim := direction
|
||||
// direction := rl.Vector3Subtract(character.camera.Target, character.camera.Position)
|
||||
// aim := direction
|
||||
|
||||
for !rl.WindowShouldClose() {
|
||||
|
||||
|
||||
rl.UpdateCamera(&character.camera, rl.CameraFirstPerson)
|
||||
rl.BeginDrawing()
|
||||
rl.ClearBackground(rl.LightGray)
|
||||
|
||||
rl.BeginMode3D(character.camera)
|
||||
{
|
||||
character.update()
|
||||
rl.BeginMode3D(character.camera)
|
||||
{
|
||||
character.update()
|
||||
|
||||
draw_plane()
|
||||
draw_plane()
|
||||
|
||||
update_projectiles()
|
||||
update_projectiles()
|
||||
|
||||
draw_buildings()
|
||||
draw_buildings()
|
||||
|
||||
update_emitters()
|
||||
|
||||
update_emitters()
|
||||
|
||||
|
||||
// direction = rl.Vector3Subtract(
|
||||
// character.camera.Target, character.camera.Position)
|
||||
// aim = rl.Vector3Lerp(direction, aim, 0.95)
|
||||
// rl.DrawSphere(rl.Vector3Add(character.camera.Position, aim), 0.1, rl.Red)
|
||||
}
|
||||
rl.EndMode3D()
|
||||
// direction = rl.Vector3Subtract(
|
||||
// character.camera.Target, character.camera.Position)
|
||||
// aim = rl.Vector3Lerp(direction, aim, 0.95)
|
||||
// rl.DrawSphere(rl.Vector3Add(character.camera.Position, aim), 0.1, rl.Red)
|
||||
}
|
||||
rl.EndMode3D()
|
||||
|
||||
rl.DrawLineV(
|
||||
rl.NewVector2(WIDTH/2-5, HEIGHT/2-5),
|
||||
rl.NewVector2(WIDTH/2+5, HEIGHT/2+5),
|
||||
rl.Red,
|
||||
)
|
||||
rl.DrawLineV(
|
||||
rl.NewVector2(WIDTH/2-5, HEIGHT/2+5),
|
||||
rl.NewVector2(WIDTH/2+5, HEIGHT/2-5),
|
||||
rl.Red,
|
||||
)
|
||||
rl.DrawLineV(
|
||||
rl.NewVector2(WIDTH/2-5, HEIGHT/2-5),
|
||||
rl.NewVector2(WIDTH/2+5, HEIGHT/2+5),
|
||||
rl.Red,
|
||||
)
|
||||
rl.DrawLineV(
|
||||
rl.NewVector2(WIDTH/2-5, HEIGHT/2+5),
|
||||
rl.NewVector2(WIDTH/2+5, HEIGHT/2-5),
|
||||
rl.Red,
|
||||
)
|
||||
|
||||
rl.DrawFPS(0, HEIGHT-30)
|
||||
rl.DrawFPS(0, HEIGHT-30)
|
||||
|
||||
healthBar.update()
|
||||
healthBar.update()
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue