Zombie and health bar

This commit is contained in:
2023-11-30 14:49:01 +01:00
parent 9ea4c3beb2
commit c5b8fc40cb
10 changed files with 188 additions and 10 deletions

View File

@@ -1,5 +1,7 @@
package configuration
import "math/rand"
type Direction int
const (
@@ -13,3 +15,8 @@ const (
NorthWest
PreviouslyHeld
)
func Random(min, max int) float64 {
result := min + rand.Intn(max-min)
return float64(result)
}

View File

@@ -6,6 +6,7 @@ import (
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/resources"
"image"
"image/color"
"log"
"time"
)
@@ -21,6 +22,7 @@ type Hero struct {
step int
direction configuration.Direction
IsWalking bool
Health int // Health as a percentage (0-100)
}
type spritePosition struct {
@@ -132,6 +134,35 @@ func (h *Hero) DrawHero(screen *ebiten.Image) {
// float64((ny-1)*tileSize-floorMod(g.cameraY, tileSize)))
screen.DrawImage(heroImage.SubImage(image.Rect(p.x+1, p.y, p.x+resources.HeroTileSize, p.y+resources.HeroTileSize)).(*ebiten.Image), op)
// Drawing the dynamic health bar below the hero
maxHealthBarWidth := resources.HeroTileSize // Maximum width of the health bar (same as the character width)
healthBarHeight := 5 // Height of the health bar
healthBarX := float64(screenWidth/2 - 16) // Align with the hero
healthBarY := float64(screenHeight/2 + 20) // Position below the hero
// Calculate the current width of the health bar based on the hero's health
currentHealthBarWidth := int(float64(maxHealthBarWidth) * (float64(h.Health) / 100.0))
// Determine health bar color based on health
var healthColor color.Color
switch {
case h.Health >= 70:
healthColor = color.RGBA{0, 255, 0, 255} // Green
case h.Health >= 30:
healthColor = color.RGBA{255, 165, 0, 255} // Orange
default:
healthColor = color.RGBA{255, 0, 0, 255} // Red
}
// Create health bar image with the current width
healthBarImg := ebiten.NewImage(currentHealthBarWidth, healthBarHeight)
healthBarImg.Fill(healthColor)
// Draw health bar
hbop := &ebiten.DrawImageOptions{}
hbop.GeoM.Translate(healthBarX, healthBarY)
screen.DrawImage(healthBarImg, hbop)
}
func init() {
@@ -149,6 +180,7 @@ func NewHero() *Hero {
hero := &Hero{
step: 0,
IsWalking: false,
Health: 33,
}
go func() {

21
main.go
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@@ -7,6 +7,7 @@ import (
"gitlab.com/kbr4/9heroja/hero"
"gitlab.com/kbr4/9heroja/input"
"gitlab.com/kbr4/9heroja/terrain"
"gitlab.com/kbr4/9heroja/zombie"
_ "image/png"
"log"
)
@@ -49,6 +50,7 @@ type Game struct {
hero *hero.Hero
terrain *terrain.Terrain
zombies []*zombie.Zombie
}
func (g *Game) Update() error {
@@ -67,6 +69,11 @@ func (g *Game) Update() error {
func (g *Game) Draw(screen *ebiten.Image) {
g.terrain.DrawTerrain(screen)
g.hero.DrawHero(screen)
for _, z := range g.zombies {
z.OffsetX = g.terrain.PositionX
z.OffsetY = g.terrain.PositionY
z.DrawZombie(screen)
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
@@ -81,7 +88,21 @@ func init() {
GameInstance = &Game{}
GameInstance.control = &input.Keyboard{}
GameInstance.hero = hero.NewHero()
GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()}
// 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.Walk()
}
GameInstance.terrain = terrain.NewTerrain()
GameInstance.hero.ChangeDirection(configuration.North)
GameInstance.terrain.ChangeDirection(configuration.North)
GameInstance.hero.Walk()

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@@ -1,3 +1,4 @@
package resources
const HeroTileSize = 33
const ZombieTileSize = 32

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@@ -10,4 +10,7 @@ var (
//go:embed grass.png
Grass_png []byte
//go:embed zombie3.png
Zombie_png []byte
)

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resources/zombie1.png Normal file

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resources/zombie2.png Normal file

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resources/zombie3.png Normal file

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@@ -15,16 +15,16 @@ var (
)
type Terrain struct {
positionX float64
positionY float64
PositionX float64
PositionY float64
direction configuration.Direction
}
func (t *Terrain) DrawTerrain(screen *ebiten.Image) {
screenWidth := screen.Bounds().Max.X
screenHeight := screen.Bounds().Max.Y
offsetX := int(t.positionX) % 64
offsetY := int(t.positionY) % 64
offsetX := int(t.PositionX) % 64
offsetY := int(t.PositionY) % 64
op := &ebiten.DrawImageOptions{}
for i := -1; i <= screenWidth/64+1; i++ {
for j := -1; j <= screenHeight/64+1; j++ {
@@ -47,23 +47,23 @@ func init() {
func NewTerrain() *Terrain {
return &Terrain{
positionX: 0,
positionY: 0,
PositionX: 0,
PositionY: 0,
}
}
func (t *Terrain) Move() {
if slices.Contains([]configuration.Direction{configuration.North, configuration.NorthEast, configuration.NorthWest}, t.direction) {
t.positionY += 1
t.PositionY += 1
}
if slices.Contains([]configuration.Direction{configuration.South, configuration.SouthEast, configuration.SouthWest}, t.direction) {
t.positionY -= 1
t.PositionY -= 1
}
if slices.Contains([]configuration.Direction{configuration.East, configuration.NorthEast, configuration.SouthEast}, t.direction) {
t.positionX -= 1
t.PositionX -= 1
}
if slices.Contains([]configuration.Direction{configuration.West, configuration.NorthWest, configuration.SouthWest}, t.direction) {
t.positionX += 1
t.PositionX += 1
}
}

114
zombie/zombie.go Normal file
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@@ -0,0 +1,114 @@
package zombie
import (
"bytes"
"github.com/hajimehoshi/ebiten/v2"
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/resources"
"image"
"log"
"time"
)
const WalkSpeedMs = 50
var (
zombieImage *ebiten.Image
walkTicker *time.Ticker
)
type Zombie struct {
step int
direction configuration.Direction
IsWalking bool
X float64
Y float64
OffsetX float64
OffsetY float64
}
type spritePosition struct {
x int
y int
}
func (z *Zombie) DrawZombie(screen *ebiten.Image) {
// set movement positions to be hashmap of sprite positions for each direction
movementPositions := map[configuration.Direction][]spritePosition{}
movementPositions[configuration.North] = []spritePosition{
{0, 0},
{32, 0},
{64, 0},
{96, 0},
}
movementPositions[configuration.NorthEast] = movementPositions[configuration.North]
movementPositions[configuration.East] = movementPositions[configuration.North]
movementPositions[configuration.SouthEast] = movementPositions[configuration.North]
movementPositions[configuration.South] = movementPositions[configuration.North]
movementPositions[configuration.SouthWest] = movementPositions[configuration.North]
movementPositions[configuration.West] = movementPositions[configuration.North]
movementPositions[configuration.NorthWest] = movementPositions[configuration.North]
p := movementPositions[z.direction][z.step%4]
op := &ebiten.DrawImageOptions{}
op.GeoM.Reset()
op.GeoM.Translate(z.X+z.OffsetX, z.Y+z.OffsetY)
op.GeoM.Scale(1, 1)
screen.DrawImage(zombieImage.SubImage(image.Rect(p.x+1, p.y, p.x+resources.ZombieTileSize, p.y+resources.HeroTileSize)).(*ebiten.Image), op)
}
func init() {
img, _, err := image.Decode(bytes.NewReader(resources.Zombie_png))
if err != nil {
log.Fatal(err)
}
zombieImage = ebiten.NewImageFromImage(img)
walkTicker = time.NewTicker(WalkSpeedMs * time.Millisecond)
// go routine that runs on every tick and increases step
}
func NewZombie() *Zombie {
hero := &Zombie{
step: 0,
IsWalking: false,
}
go func() {
for {
select {
case <-walkTicker.C:
hero.step++
if hero.step > 3 {
hero.step = 0
}
}
}
}()
return hero
}
func (z *Zombie) Walk() {
if !z.IsWalking {
walkTicker.Reset(WalkSpeedMs * time.Millisecond)
z.IsWalking = true
}
}
func (z *Zombie) ChangeDirection(d configuration.Direction) {
if d != configuration.PreviouslyHeld {
z.direction = d
}
}
func (z *Zombie) Stop() {
z.step = 2
walkTicker.Stop()
z.IsWalking = false
}