Bullet support
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134
weapons/handgun.go
Normal file
134
weapons/handgun.go
Normal file
@@ -0,0 +1,134 @@
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package weapons
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import (
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"bytes"
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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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"gitlab.com/kbr4/9heroja/collision"
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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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"slices"
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"time"
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)
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const BulletSpeedMs = 300
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var (
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handgunBulletImage *ebiten.Image
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)
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type Handgun struct {
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direction configuration.Direction
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IsFlying 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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IsDisintegrated bool
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flyingTicker *time.Ticker
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}
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func (h *Handgun) DrawHandgunBullet(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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if h.X > float64(screenWidth) || h.X < 0 || h.Y > float64(screenHeight) || h.Y < 0 {
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h.Stop()
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}
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if !h.IsDisintegrated && h.IsFlying {
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ebitenutil.DebugPrint(screen, fmt.Sprintf("\n\n\n\n\n\n\ndx: %f y:%f isint: %t, flying: %t", h.X, h.Y, h.IsDisintegrated, h.IsFlying))
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op := &ebiten.DrawImageOptions{}
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op.GeoM.Reset()
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op.GeoM.Translate(h.X+h.OffsetX, h.Y+h.OffsetY)
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op.GeoM.Scale(1, 1)
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screen.DrawImage(
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handgunBulletImage,
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op,
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)
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}
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}
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func init() {
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img, _, err := image.Decode(bytes.NewReader(resources.Handgun_png))
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if err != nil {
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log.Fatal(err)
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}
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handgunBulletImage = ebiten.NewImageFromImage(img)
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}
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func NewHandgun() *Handgun {
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handgun := &Handgun{
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IsFlying: false,
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IsDisintegrated: false,
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}
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return handgun
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}
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func (h *Handgun) Fire(direction configuration.Direction) {
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h.direction = direction
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h.flyingTicker = time.NewTicker(BulletSpeedMs * time.Millisecond)
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if !h.IsFlying {
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// h.flyingTicker.Reset(BulletSpeedMs * time.Millisecond)
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h.IsFlying = true
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h.IsDisintegrated = false
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}
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}
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func (h *Handgun) Stop() {
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h.IsFlying = false
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h.IsDisintegrated = true
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fmt.Println("Bullet stopped")
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}
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func (h *Handgun) CollisionShape() collision.Polygon {
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if !h.IsDisintegrated {
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return collision.Polygon{
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Points: []collision.Point{
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{X: h.X + h.OffsetX, Y: h.Y + h.OffsetY},
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{X: h.X + h.OffsetX + 4, Y: h.Y + h.OffsetY},
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{X: h.X + h.OffsetX + 4, Y: h.Y + h.OffsetY + 4},
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{X: h.X + h.OffsetX, Y: h.Y + h.OffsetY + 4},
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},
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}
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} else {
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return collision.Polygon{
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Points: []collision.Point{},
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}
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}
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}
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func (h *Handgun) CollisionObjectType() collision.ObjectType {
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return collision.Bullet
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}
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func (h *Handgun) HandleCollisionEvent(other collision.Collidable) {
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coll := other.CollisionObjectType()
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switch coll {
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case collision.Zombie:
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fmt.Println("Bullet hit zombie")
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h.Stop()
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}
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}
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func (h *Handgun) Move() {
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if slices.Contains([]configuration.Direction{configuration.North, configuration.NorthEast, configuration.NorthWest}, h.direction) {
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h.Y -= 1
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}
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if slices.Contains([]configuration.Direction{configuration.South, configuration.SouthEast, configuration.SouthWest}, h.direction) {
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h.Y += 1
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}
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if slices.Contains([]configuration.Direction{configuration.East, configuration.NorthEast, configuration.SouthEast}, h.direction) {
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h.X += 1
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}
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if slices.Contains([]configuration.Direction{configuration.West, configuration.NorthWest, configuration.SouthWest}, h.direction) {
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h.X -= 1
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}
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}
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