Zombie and health bar
This commit is contained in:
@@ -1,5 +1,7 @@
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package configuration
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import "math/rand"
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type Direction int
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const (
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@@ -13,3 +15,8 @@ const (
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NorthWest
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PreviouslyHeld
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)
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func Random(min, max int) float64 {
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result := min + rand.Intn(max-min)
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return float64(result)
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}
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32
hero/hero.go
32
hero/hero.go
@@ -6,6 +6,7 @@ import (
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/resources"
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"image"
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"image/color"
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"log"
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"time"
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)
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@@ -21,6 +22,7 @@ type Hero struct {
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step int
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direction configuration.Direction
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IsWalking bool
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Health int // Health as a percentage (0-100)
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}
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type spritePosition struct {
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@@ -132,6 +134,35 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
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// float64((ny-1)*tileSize-floorMod(g.cameraY, tileSize)))
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screen.DrawImage(heroImage.SubImage(image.Rect(p.x+1, p.y, p.x+resources.HeroTileSize, p.y+resources.HeroTileSize)).(*ebiten.Image), op)
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// Drawing the dynamic health bar below the hero
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maxHealthBarWidth := resources.HeroTileSize // Maximum width of the health bar (same as the character width)
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healthBarHeight := 5 // Height of the health bar
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healthBarX := float64(screenWidth/2 - 16) // Align with the hero
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healthBarY := float64(screenHeight/2 + 20) // Position below the hero
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// Calculate the current width of the health bar based on the hero's health
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currentHealthBarWidth := int(float64(maxHealthBarWidth) * (float64(h.Health) / 100.0))
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// Determine health bar color based on health
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var healthColor color.Color
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switch {
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case h.Health >= 70:
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healthColor = color.RGBA{0, 255, 0, 255} // Green
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case h.Health >= 30:
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healthColor = color.RGBA{255, 165, 0, 255} // Orange
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default:
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healthColor = color.RGBA{255, 0, 0, 255} // Red
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}
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// Create health bar image with the current width
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healthBarImg := ebiten.NewImage(currentHealthBarWidth, healthBarHeight)
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healthBarImg.Fill(healthColor)
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// Draw health bar
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hbop := &ebiten.DrawImageOptions{}
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hbop.GeoM.Translate(healthBarX, healthBarY)
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screen.DrawImage(healthBarImg, hbop)
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}
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func init() {
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@@ -149,6 +180,7 @@ func NewHero() *Hero {
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hero := &Hero{
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step: 0,
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IsWalking: false,
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Health: 33,
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}
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go func() {
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21
main.go
21
main.go
@@ -7,6 +7,7 @@ import (
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"gitlab.com/kbr4/9heroja/hero"
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"gitlab.com/kbr4/9heroja/input"
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"gitlab.com/kbr4/9heroja/terrain"
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"gitlab.com/kbr4/9heroja/zombie"
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_ "image/png"
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"log"
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)
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@@ -49,6 +50,7 @@ type Game struct {
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hero *hero.Hero
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terrain *terrain.Terrain
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zombies []*zombie.Zombie
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}
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func (g *Game) Update() error {
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@@ -67,6 +69,11 @@ func (g *Game) Update() error {
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func (g *Game) Draw(screen *ebiten.Image) {
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g.terrain.DrawTerrain(screen)
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g.hero.DrawHero(screen)
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for _, z := range g.zombies {
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z.OffsetX = g.terrain.PositionX
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z.OffsetY = g.terrain.PositionY
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z.DrawZombie(screen)
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}
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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@@ -81,7 +88,21 @@ func init() {
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GameInstance = &Game{}
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GameInstance.control = &input.Keyboard{}
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GameInstance.hero = hero.NewHero()
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GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()}
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// put zombies in random places on the screen but not too close to the hero or each other
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for _, z := range GameInstance.zombies {
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z.X = float64(configuration.Random(50, screenWidth-50))
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z.Y = float64(configuration.Random(50, screenHeight-50))
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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) {
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z.X = float64(configuration.Random(0, screenWidth))
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z.Y = float64(configuration.Random(0, screenHeight))
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}
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z.Walk()
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}
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GameInstance.terrain = terrain.NewTerrain()
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GameInstance.hero.ChangeDirection(configuration.North)
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GameInstance.terrain.ChangeDirection(configuration.North)
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GameInstance.hero.Walk()
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@@ -1,3 +1,4 @@
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package resources
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const HeroTileSize = 33
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const ZombieTileSize = 32
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@@ -10,4 +10,7 @@ var (
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//go:embed grass.png
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Grass_png []byte
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//go:embed zombie3.png
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Zombie_png []byte
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)
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BIN
resources/zombie1.png
Normal file
BIN
resources/zombie1.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 653 B |
BIN
resources/zombie2.png
Normal file
BIN
resources/zombie2.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 691 B |
BIN
resources/zombie3.png
Normal file
BIN
resources/zombie3.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 830 B |
@@ -15,16 +15,16 @@ var (
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)
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type Terrain struct {
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positionX float64
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positionY float64
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PositionX float64
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PositionY float64
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direction configuration.Direction
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}
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func (t *Terrain) DrawTerrain(screen *ebiten.Image) {
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screenWidth := screen.Bounds().Max.X
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screenHeight := screen.Bounds().Max.Y
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offsetX := int(t.positionX) % 64
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offsetY := int(t.positionY) % 64
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offsetX := int(t.PositionX) % 64
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offsetY := int(t.PositionY) % 64
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op := &ebiten.DrawImageOptions{}
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for i := -1; i <= screenWidth/64+1; i++ {
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for j := -1; j <= screenHeight/64+1; j++ {
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@@ -47,23 +47,23 @@ func init() {
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func NewTerrain() *Terrain {
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return &Terrain{
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positionX: 0,
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positionY: 0,
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PositionX: 0,
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PositionY: 0,
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}
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}
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func (t *Terrain) Move() {
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if slices.Contains([]configuration.Direction{configuration.North, configuration.NorthEast, configuration.NorthWest}, t.direction) {
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t.positionY += 1
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t.PositionY += 1
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}
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if slices.Contains([]configuration.Direction{configuration.South, configuration.SouthEast, configuration.SouthWest}, t.direction) {
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t.positionY -= 1
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t.PositionY -= 1
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}
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if slices.Contains([]configuration.Direction{configuration.East, configuration.NorthEast, configuration.SouthEast}, t.direction) {
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t.positionX -= 1
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t.PositionX -= 1
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}
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if slices.Contains([]configuration.Direction{configuration.West, configuration.NorthWest, configuration.SouthWest}, t.direction) {
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t.positionX += 1
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t.PositionX += 1
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}
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}
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114
zombie/zombie.go
Normal file
114
zombie/zombie.go
Normal file
@@ -0,0 +1,114 @@
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package zombie
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import (
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"bytes"
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"github.com/hajimehoshi/ebiten/v2"
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"gitlab.com/kbr4/9heroja/configuration"
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"gitlab.com/kbr4/9heroja/resources"
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"image"
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"log"
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"time"
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)
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const WalkSpeedMs = 50
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var (
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zombieImage *ebiten.Image
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walkTicker *time.Ticker
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)
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type Zombie struct {
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step int
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direction configuration.Direction
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IsWalking bool
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X float64
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Y float64
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OffsetX float64
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OffsetY float64
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}
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type spritePosition struct {
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x int
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y int
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}
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func (z *Zombie) DrawZombie(screen *ebiten.Image) {
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// set movement positions to be hashmap of sprite positions for each direction
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movementPositions := map[configuration.Direction][]spritePosition{}
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movementPositions[configuration.North] = []spritePosition{
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{0, 0},
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{32, 0},
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{64, 0},
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{96, 0},
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}
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movementPositions[configuration.NorthEast] = movementPositions[configuration.North]
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movementPositions[configuration.East] = movementPositions[configuration.North]
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movementPositions[configuration.SouthEast] = movementPositions[configuration.North]
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movementPositions[configuration.South] = movementPositions[configuration.North]
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movementPositions[configuration.SouthWest] = movementPositions[configuration.North]
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movementPositions[configuration.West] = movementPositions[configuration.North]
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movementPositions[configuration.NorthWest] = movementPositions[configuration.North]
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p := movementPositions[z.direction][z.step%4]
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.GeoM.Translate(z.X+z.OffsetX, z.Y+z.OffsetY)
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op.GeoM.Scale(1, 1)
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screen.DrawImage(zombieImage.SubImage(image.Rect(p.x+1, p.y, p.x+resources.ZombieTileSize, p.y+resources.HeroTileSize)).(*ebiten.Image), op)
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}
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func init() {
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img, _, err := image.Decode(bytes.NewReader(resources.Zombie_png))
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if err != nil {
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log.Fatal(err)
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}
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zombieImage = ebiten.NewImageFromImage(img)
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walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
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// go routine that runs on every tick and increases step
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}
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func NewZombie() *Zombie {
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hero := &Zombie{
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step: 0,
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IsWalking: false,
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}
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go func() {
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for {
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select {
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case <-walkTicker.C:
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hero.step++
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if hero.step > 3 {
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hero.step = 0
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}
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}
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}
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}()
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return hero
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}
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func (z *Zombie) Walk() {
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if !z.IsWalking {
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walkTicker.Reset(WalkSpeedMs * time.Millisecond)
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z.IsWalking = true
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}
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}
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func (z *Zombie) ChangeDirection(d configuration.Direction) {
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if d != configuration.PreviouslyHeld {
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z.direction = d
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}
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}
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func (z *Zombie) Stop() {
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z.step = 2
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walkTicker.Stop()
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z.IsWalking = false
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}
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