Bullet support
This commit is contained in:
@@ -14,6 +14,7 @@ type ObjectType int
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const (
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Hero ObjectType = 1 << iota
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Zombie
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Bullet
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)
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type Collidable interface {
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@@ -18,7 +18,10 @@ func (w *World) RemoveEntity(e Collidable) {
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func (w *World) NotifyAboutCollisions() {
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for i, entity := range w.Entities {
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for _, other := range w.Entities[i+1:] {
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for j, other := range w.Entities {
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if i == j {
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continue
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}
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if entity.CollisionShape().Overlaps(other.CollisionShape()) {
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entity.HandleCollisionEvent(other)
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other.HandleCollisionEvent(entity)
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15
hero/hero.go
15
hero/hero.go
@@ -6,6 +6,7 @@ import (
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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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"gitlab.com/kbr4/9heroja/weapons"
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"image"
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"image/color"
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"log"
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@@ -248,3 +249,17 @@ func (h *Hero) HandleCollisionEvent(other collision.Collidable) {
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}
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}
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}
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func (h *Hero) Fire(fire bool, offsetX float64, offsetY float64) (bullet *weapons.Handgun) {
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if fire {
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bullet = weapons.NewHandgun()
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bullet.X = h.X + (resources.HeroTileSize / 2) - offsetX
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bullet.Y = h.Y + (resources.HeroTileSize / 2) - offsetY
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bullet.OffsetX = offsetX
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bullet.OffsetY = offsetY
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bullet.Fire(h.direction)
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return bullet
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} else {
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return nil
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}
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}
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@@ -2,6 +2,7 @@ package input
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import (
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"sort"
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"strings"
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)
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@@ -51,3 +52,7 @@ func (k *Keyboard) DirectionFromKeys(keys []ebiten.Key) configuration.Direction
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return configuration.PreviouslyHeld
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}
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}
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func (k *Keyboard) ShouldFire(keys []ebiten.Key) bool {
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return inpututil.IsKeyJustReleased(ebiten.KeySpace)
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}
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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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@@ -13,4 +13,7 @@ var (
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//go:embed zombie3.png
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Zombie_png []byte
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//go:embed handgun.png
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Handgun_png []byte
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)
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BIN
resources/handgun.png
Normal file
BIN
resources/handgun.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 967 B |
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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@@ -2,6 +2,7 @@ package zombie
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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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"gitlab.com/kbr4/9heroja/collision"
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"gitlab.com/kbr4/9heroja/configuration"
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@@ -147,6 +148,9 @@ func (z *Zombie) HandleCollisionEvent(other collision.Collidable) {
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case collision.Hero:
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z.Stop()
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z.IsDead = true
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case collision.Bullet:
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fmt.Println("Zombie hit by bullet")
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z.Stop()
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z.IsDead = true
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}
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}
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