Bullet support
This commit is contained in:
29
main.go
29
main.go
@@ -1,13 +1,16 @@
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package main
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import (
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"fmt"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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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/weapons"
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"gitlab.com/kbr4/9heroja/zombie"
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_ "image/png"
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"log"
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@@ -53,18 +56,32 @@ type Game struct {
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terrain *terrain.Terrain
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zombies []*zombie.Zombie
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world *collision.World
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bullets []*weapons.Handgun
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}
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func (g *Game) Update() error {
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g.keys = inpututil.AppendPressedKeys(g.keys[:0])
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GameInstance.hero.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys))
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GameInstance.terrain.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys))
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bullet := GameInstance.hero.Fire(GameInstance.control.ShouldFire(g.keys), g.terrain.PositionX, g.terrain.PositionY)
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if bullet != nil {
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GameInstance.world.AddEntity(bullet)
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g.bullets = append(g.bullets, bullet)
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}
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if len(g.keys) <= 0 {
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g.hero.Stop()
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} else {
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g.terrain.Move()
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g.hero.Walk()
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}
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for _, b := range g.bullets {
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if b.IsFlying {
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b.Move()
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}
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}
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g.world.NotifyAboutCollisions()
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return nil
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}
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@@ -76,7 +93,19 @@ func (g *Game) Draw(screen *ebiten.Image) {
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z.OffsetY = g.terrain.PositionY
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z.DrawZombie(screen)
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}
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for _, b := range g.bullets {
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b.OffsetX = g.terrain.PositionX
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b.OffsetY = g.terrain.PositionY
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if b.IsFlying {
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b.DrawHandgunBullet(screen)
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}
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}
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g.hero.DrawHero(screen)
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msg := fmt.Sprintf(`TPS: %0.2f
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FPS: %0.2f`, ebiten.ActualTPS(), ebiten.ActualFPS())
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ebitenutil.DebugPrint(screen, msg)
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
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