This commit is contained in:
silva guimaraes 2025-08-23 19:53:45 -03:00
parent 2c2eaf9507
commit 730e697258

671
main.go
View file

@ -4,508 +4,509 @@ import (
"fmt"
"math"
"math/rand"
"slices"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
WIDTH = 1100
HEIGHT = 700
buildingSpacing = 2.5
buildingSize = 1.2
maxBuildingHeight = 10
maxColumns = 5
enemyAcc = 0.01
maxSpeed = 0.1
buildingsHealth = 3
WIDTH = 1100
HEIGHT = 700
buildingSpacing = 2.5
buildingSize = 1.2
maxBuildingHeight = 10
maxColumns = 5
enemyAcc = 0.01
maxSpeed = 0.1
buildingsHealth = 3
)
type enemy struct {
pos rl.Vector3
speed float32
pos rl.Vector3
speed float32
}
type remainingFrames int
type animationFunc func()remainingFrames
type animationFunc func() remainingFrames
type building struct {
pos rl.Vector3
size rl.Vector3
color rl.Color
life int
boundingBox rl.BoundingBox
animate animationFunc
pos rl.Vector3
size rl.Vector3
color rl.Color
life int
boundingBox rl.BoundingBox
animate animationFunc
}
type healthBar struct {
life int
damageTaken float32
lastUpdate float64
life int
damageTaken float32
lastUpdate float64
}
type character struct {
camera rl.Camera
damage int
camera rl.Camera
damage int
}
type projectile struct {
pos rl.Vector3
speed rl.Vector3
pos rl.Vector3
speed rl.Vector3
}
type scene struct {
buildings []*building
healthBar *healthBar
projectiles []*projectile
character *character
emitters []*emitter
buildings []*building
healthBar *healthBar
projectiles []*projectile
character *character
emitters []*emitter
}
type particle struct {
// birth float32
lifetime float64
pos rl.Vector3
speed rl.Vector3
// birth float32
lifetime float64
pos rl.Vector3
speed rl.Vector3
}
type emitter struct {
particles []*particle
pos rl.Vector3
particleAmount int
particles []*particle
pos rl.Vector3
particleAmount int
}
var city *scene
func update_emitters() {
for i, e := range city.emitters {
if remainingParticles := e.update(); remainingParticles == 0 {
city.emitters[i] = city.emitters[len(city.emitters)-1]
city.emitters = city.emitters[:len(city.emitters)-1]
}
}
for i := 0; i < len(city.emitters); i++ {
e := city.emitters[i]
remainingParticles := e.update()
if remainingParticles == 0 {
city.emitters = slices.Delete(city.emitters, i, i+1)
i--
}
}
}
func newEmitter(pos rl.Vector3, particleAmount int) *emitter {
emitter := emitter{
pos: pos,
particleAmount: particleAmount,
}
emitter := emitter{
pos: pos,
particleAmount: particleAmount,
}
for i := 0; i < particleAmount; i++ {
direction := rl.NewVector3(
rand.Float32()*2 - 1,
1,
rand.Float32()*2 - 1,
)
direction = rl.Vector3Normalize(direction)
direction = rl.Vector3Scale(direction, 0.3 + rand.Float32()/3)
particle := particle{
lifetime: rl.GetTime() + 2,
speed: direction,
pos: pos,
}
emitter.particles = append(emitter.particles, &particle)
}
for i := 0; i < particleAmount; i++ {
direction := rl.NewVector3(
rand.Float32()*2-1,
1,
rand.Float32()*2-1,
)
direction = rl.Vector3Normalize(direction)
direction = rl.Vector3Scale(direction, 0.3+rand.Float32()/3)
particle := particle{
lifetime: rl.GetTime() + 2,
speed: direction,
pos: pos,
}
emitter.particles = append(emitter.particles, &particle)
}
return &emitter
return &emitter
}
func (e *emitter) update() int {
gravity := rl.NewVector3(0, -0.02, 0)
gravity := rl.NewVector3(0, -0.02, 0)
remainingParticles := 0
remainingParticles := 0
rl.BeginBlendMode(rl.BlendAdditive)
{
for _, particle := range e.particles {
if rl.GetTime() > particle.lifetime {
continue
}
rl.BeginBlendMode(rl.BlendAdditive)
{
for _, particle := range e.particles {
if rl.GetTime() > particle.lifetime {
continue
}
particle.speed = rl.Vector3Add(particle.speed, gravity)
newPos := rl.Vector3Add(particle.pos, particle.speed)
if newPos.Y <= 0 {
particle.pos.Y = 0
} else {
particle.pos = newPos
}
particle.speed = rl.Vector3Add(particle.speed, gravity)
newPos := rl.Vector3Add(particle.pos, particle.speed)
if newPos.Y <= 0 {
particle.pos.Y = 0
} else {
particle.pos = newPos
}
rl.DrawCubeV(particle.pos, rl.NewVector3(.1, .1, .1), rl.Yellow)
rl.DrawCubeV(particle.pos, rl.NewVector3(.1, .1, .1), rl.Yellow)
remainingParticles += 1
}
}
rl.EndBlendMode()
remainingParticles += 1
}
}
rl.EndBlendMode()
return remainingParticles
return remainingParticles
}
// retona true caso projétil precise ser destruido
func (p *projectile) isHit() bool {
gravity := rl.NewVector3(0, -0.02, 0)
p.speed = rl.Vector3Add(p.speed, gravity)
p.pos = rl.Vector3Add(p.pos, p.speed)
gravity := rl.NewVector3(0, -0.02, 0)
p.speed = rl.Vector3Add(p.speed, gravity)
p.pos = rl.Vector3Add(p.pos, p.speed)
if p.pos.Y < 0 {
city.emitters = append(city.emitters, newEmitter(p.pos, 500))
for _, building := range city.buildings {
if dist := rl.Vector3Distance(p.pos, building.pos); dist < 10 {
building.causeDamage(3)
}
}
return true
}
if p.pos.Y < 0 {
city.emitters = append(city.emitters, newEmitter(p.pos, 500))
for _, building := range city.buildings {
if dist := rl.Vector3Distance(p.pos, building.pos); dist < 10 {
building.causeDamage(3)
}
}
return true
}
rl.DrawSphere(p.pos, 0.5, rl.Gray)
return false
rl.DrawSphere(p.pos, 0.5, rl.Gray)
return false
}
func update_projectiles() {
for i, p := range city.projectiles {
if hit := p.isHit(); hit {
city.projectiles[i] = city.projectiles[len(city.projectiles)-1]
city.projectiles = city.projectiles[:len(city.projectiles)-1]
}
}
for i, p := range city.projectiles {
if hit := p.isHit(); hit {
city.projectiles[i] = city.projectiles[len(city.projectiles)-1]
city.projectiles = city.projectiles[:len(city.projectiles)-1]
}
}
}
func (c *character) kill_aurea() {
const min = 10
for _, b := range city.buildings {
if distance := rl.Vector3Distance(c.camera.Position, b.pos); distance < min {
b.causeDamage(c.damage)
}
}
const min = 10
for _, b := range city.buildings {
if distance := rl.Vector3Distance(c.camera.Position, b.pos); distance < min {
b.causeDamage(c.damage)
}
}
}
func (c *character) throw_bomb(){
if !rl.IsMouseButtonPressed(rl.MouseRightButton) {
return
}
func (c *character) throw_bomb() {
if !rl.IsMouseButtonPressed(rl.MouseRightButton) {
return
}
direction := rl.Vector3Subtract(c.camera.Target, c.camera.Position)
direction := rl.Vector3Subtract(c.camera.Target, c.camera.Position)
projectile := projectile{
pos: c.camera.Position,
speed: rl.Vector3Scale(direction, 0.15),
}
projectile := projectile{
pos: c.camera.Position,
speed: rl.Vector3Scale(direction, 0.15),
}
city.projectiles = append(city.projectiles, &projectile)
city.projectiles = append(city.projectiles, &projectile)
}
func (c *character) update() {
shake := rl.NewVector3(
randomShake(0.003) * city.healthBar.damageTaken,
randomShake(0.003) * city.healthBar.damageTaken,
randomShake(0.003) * city.healthBar.damageTaken,
)
c.camera.Target = rl.Vector3Add(c.camera.Target, shake)
shake := rl.NewVector3(
randomShake(0.003)*city.healthBar.damageTaken,
randomShake(0.003)*city.healthBar.damageTaken,
randomShake(0.003)*city.healthBar.damageTaken,
)
c.camera.Target = rl.Vector3Add(c.camera.Target, shake)
c.laser_beam()
c.laser_beam()
// c.kill_aurea()
// c.kill_aurea()
c.throw_bomb()
c.throw_bomb()
}
func newCharacter() *character {
camera := rl.Camera3D{
Position: rl.NewVector3(4.0, 2.0, 4.0),
Target: rl.NewVector3(0.0, 1.8, 0.0),
Up: rl.NewVector3(0.0, 1.0, 0.0),
Fovy: 80.0,
Projection: rl.CameraPerspective,
}
return &character{
camera: camera,
damage: 1,
}
Position: rl.NewVector3(4.0, 2.0, 4.0),
Target: rl.NewVector3(0.0, 1.8, 0.0),
Up: rl.NewVector3(0.0, 1.0, 0.0),
Fovy: 80.0,
Projection: rl.CameraPerspective,
}
return &character{
camera: camera,
damage: 1,
}
}
func draw_plane() {
rl.DrawPlane(
rl.NewVector3(16, 0.0, 16),
rl.NewVector2(128.0, 128.0),
rl.NewColor(50, 50, 50, 255),
)
rl.DrawPlane(
rl.NewVector3(16, 0.0, 16),
rl.NewVector2(128.0, 128.0),
rl.NewColor(50, 50, 50, 255),
)
}
func randomShake(amount float32) float32 {
return rand.Float32() * amount - amount/2
return rand.Float32()*amount - amount/2
}
func (hb *healthBar) update() {
const MARGIN = 20
const BARWIDTH = (WIDTH - MARGIN*2)
const MARGIN = 20
const BARWIDTH = (WIDTH - MARGIN*2)
currentLife := 0
maxLife := buildingsHealth * len(city.buildings)
for _, b := range city.buildings {
currentLife += b.life
}
position := rl.NewVector2(MARGIN, 10)
barWidth := BARWIDTH * currentLife/maxLife
currentLife := 0
maxLife := buildingsHealth * len(city.buildings)
for _, b := range city.buildings {
currentLife += b.life
}
position := rl.NewVector2(MARGIN, 10)
barWidth := BARWIDTH * currentLife / maxLife
size := rl.NewVector2(float32(barWidth), 10)
size := rl.NewVector2(float32(barWidth), 10)
hb.damageTaken += float32(hb.life - currentLife)
hb.damageTaken += float32(hb.life - currentLife)
damageTakenBar := size
damageTakenBar.X = BARWIDTH *
(float32(currentLife) + hb.damageTaken) / float32(maxLife)
damageTakenBar := size
damageTakenBar.X = BARWIDTH *
(float32(currentLife) + hb.damageTaken) / float32(maxLife)
shake := rl.NewVector2(
randomShake(0.4) * hb.damageTaken,
randomShake(0.4) * hb.damageTaken,
)
position = rl.Vector2Add(position, shake)
shake := rl.NewVector2(
randomShake(0.4)*hb.damageTaken,
randomShake(0.4)*hb.damageTaken,
)
position = rl.Vector2Add(position, shake)
rl.DrawRectangleV(position, damageTakenBar, rl.Orange)
rl.DrawRectangleV(position, size, rl.Red)
rl.DrawRectangleV(position, damageTakenBar, rl.Orange)
rl.DrawRectangleV(position, size, rl.Red)
hb.lastUpdate = rl.GetTime()
hb.life = currentLife
hb.damageTaken *= 0.95
hb.lastUpdate = rl.GetTime()
hb.life = currentLife
hb.damageTaken *= 0.95
}
func newHealthBar(buildings []*building) *healthBar {
return &healthBar{
life: buildingsHealth * len(buildings),
}
return &healthBar{
life: buildingsHealth * len(buildings),
}
}
func (b *building) causeDamage(damage int) {
if b.animate != nil || b.life <= 0 {
return
}
b.animate = shakeBuilding(b)
b.life -= damage
// fmt.Println("damage:", damage, "life:", b.life)
if b.animate != nil || b.life <= 0 {
return
}
b.animate = shakeBuilding(b)
b.life -= damage
// fmt.Println("damage:", damage, "life:", b.life)
}
func newBuilding(x, z float32) *building {
color := rl.NewColor(
uint8(rl.GetRandomValue(0, 180)),
uint8(rl.GetRandomValue(0, 180)),
uint8(rl.GetRandomValue(0, 180)),
255,
)
color := rl.NewColor(
uint8(rl.GetRandomValue(0, 180)),
uint8(rl.GetRandomValue(0, 180)),
uint8(rl.GetRandomValue(0, 180)),
255,
)
pos := rl.NewVector3(x * buildingSpacing, 0, z * buildingSpacing)
size := rl.NewVector3(
buildingSize,
float32(rl.GetRandomValue(1, maxBuildingHeight)),
buildingSize,
)
min := rl.NewVector3(
pos.X - buildingSize/2,
0,
pos.Z - buildingSize/2,
)
max := rl.NewVector3(
pos.X + buildingSize/2,
size.Y/2,
pos.Z + buildingSize/2,
)
pos := rl.NewVector3(x*buildingSpacing, 0, z*buildingSpacing)
size := rl.NewVector3(
buildingSize,
float32(rl.GetRandomValue(1, maxBuildingHeight)),
buildingSize,
)
min := rl.NewVector3(
pos.X-buildingSize/2,
0,
pos.Z-buildingSize/2,
)
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()
}