Spawning radi

This commit is contained in:
2025-09-21 08:24:28 +02:00
parent e8d99dd002
commit 0e89b8be70
3 changed files with 63 additions and 43 deletions

52
main.go
View File

@@ -4,12 +4,12 @@ import (
"fmt"
_ "image/png"
"log"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"gitlab.com/kbr4/9heroja/collision"
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/input"
"gitlab.com/kbr4/9heroja/terrain"
"gitlab.com/kbr4/9heroja/tiles"
@@ -43,12 +43,6 @@ func floorMod(x, y int) int {
}
type Game struct {
// The gopher's position
x16 int
y16 int
vy16 int
keys []ebiten.Key
control *input.Keyboard
@@ -59,12 +53,16 @@ type Game struct {
bullets []*weapons.Handgun
ending *tiles.Ending
starting *tiles.Starting
gameSpeed time.Duration
tickCount int
zombiesToSpawn int
zombieSpawnTicker *time.Ticker
}
func (g *Game) Update() error {
g.keys = inpututil.AppendPressedKeys(g.keys[:0])
GameInstance.terrain.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys))
g.world.NotifyAboutCollisions()
return nil
}
@@ -105,28 +103,38 @@ func init() {
GameInstance = &Game{}
GameInstance.world = collision.NewWorld()
GameInstance.control = &input.Keyboard{}
GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()}
GameInstance.zombies = []*zombie.Zombie{}
GameInstance.ending = tiles.NewEnding()
GameInstance.starting = tiles.NewStarting()
GameInstance.world.AddEntity(GameInstance.starting)
GameInstance.world.AddEntity(GameInstance.ending)
// put zombies in random places on the screen but not too close to the hero or each other
for _, z := range GameInstance.zombies {
z.X = float64(configuration.Random(50, screenWidth-50))
z.Y = float64(configuration.Random(50, screenHeight-50))
for z.X > float64(screenWidth/2-64) && z.X < float64(screenWidth/2+64) && z.Y > float64(screenHeight/2-64) && z.Y < float64(screenHeight/2+64) {
z.X = float64(configuration.Random(0, screenWidth))
z.Y = float64(configuration.Random(0, screenHeight))
}
z.WhereToGoX = GameInstance.ending.X
z.WhereToGoY = GameInstance.ending.Y
z.Walk()
GameInstance.world.AddEntity(z)
}
GameInstance.gameSpeed = 100 * time.Millisecond
GameInstance.zombieSpawnTicker = time.NewTicker(GameInstance.gameSpeed)
GameInstance.zombiesToSpawn = 20
GameInstance.terrain = terrain.NewTerrain()
go func() {
log.Println("Starting zombie spawn ticker")
for {
select {
case <-GameInstance.zombieSpawnTicker.C:
GameInstance.tickCount++
if GameInstance.tickCount%10 == 0 && GameInstance.zombiesToSpawn > 0 {
z := GameInstance.starting.SpawnZombie(GameInstance.ending.X, GameInstance.ending.Y)
GameInstance.zombies = append(GameInstance.zombies, z)
GameInstance.world.AddEntity(z)
GameInstance.zombiesToSpawn--
}
}
if GameInstance.zombiesToSpawn <= 0 {
GameInstance.zombieSpawnTicker.Stop()
break
}
}
}()
}
func main() {

View File

@@ -9,6 +9,7 @@ import (
"github.com/hajimehoshi/ebiten/v2"
"gitlab.com/kbr4/9heroja/collision"
"gitlab.com/kbr4/9heroja/resources"
"gitlab.com/kbr4/9heroja/zombie"
)
var (
@@ -75,3 +76,13 @@ func (s *Starting) HandleCollisionEvent(other collision.Collidable) {
fmt.Println("Starting hit by zombie")
}
}
func (s *Starting) SpawnZombie(whereToGoX, whereToGoY float64) *zombie.Zombie {
z := zombie.NewZombie()
z.X = s.X
z.Y = s.Y
z.WhereToGoX = whereToGoX
z.WhereToGoY = whereToGoY
z.Walk()
return z
}

View File

@@ -3,34 +3,35 @@ package zombie
import (
"bytes"
"fmt"
"image"
"log"
"time"
"github.com/hajimehoshi/ebiten/v2"
"gitlab.com/kbr4/9heroja/collision"
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/resources"
"image"
"log"
"time"
)
const WalkSpeedMs = 10
var (
zombieImage *ebiten.Image
walkTicker *time.Ticker
animationTicker *time.Ticker
zombieImage *ebiten.Image
)
type Zombie struct {
step int
direction configuration.Direction
IsWalking bool
X float64
Y float64
OffsetX float64
OffsetY float64
WhereToGoX float64
WhereToGoY float64
IsDead bool
step int
direction configuration.Direction
IsWalking bool
X float64
Y float64
OffsetX float64
OffsetY float64
WhereToGoX float64
WhereToGoY float64
IsDead bool
walkTicker *time.Ticker
animationTicker *time.Ticker
}
type spritePosition struct {
@@ -77,8 +78,6 @@ func init() {
log.Fatal(err)
}
zombieImage = ebiten.NewImageFromImage(img)
walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
animationTicker = time.NewTicker(WalkSpeedMs * 5 * time.Millisecond) // Adjust the speed of animation frames
}
func NewZombie() *Zombie {
@@ -87,11 +86,13 @@ func NewZombie() *Zombie {
IsWalking: false,
IsDead: false,
}
zombie.walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
zombie.animationTicker = time.NewTicker(WalkSpeedMs * 10 * time.Millisecond) // Adjust the speed of animation frames
go func() {
for {
select {
case <-walkTicker.C:
case <-zombie.walkTicker.C:
if zombie.IsWalking {
// Move the zombie towards its target position
if zombie.X < zombie.WhereToGoX {
@@ -112,7 +113,7 @@ func NewZombie() *Zombie {
go func() {
for {
select {
case <-animationTicker.C:
case <-zombie.animationTicker.C:
if zombie.IsWalking {
zombie.step++
if zombie.step > 3 {
@@ -129,7 +130,7 @@ func NewZombie() *Zombie {
func (z *Zombie) Walk() {
if !z.IsWalking {
walkTicker.Reset(WalkSpeedMs * time.Millisecond)
z.walkTicker.Reset(WalkSpeedMs * time.Millisecond)
z.IsWalking = true
}