package main import ( "fmt" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" "gitlab.com/kbr4/9heroja/collision" "gitlab.com/kbr4/9heroja/configuration" "gitlab.com/kbr4/9heroja/hero" "gitlab.com/kbr4/9heroja/input" "gitlab.com/kbr4/9heroja/terrain" "gitlab.com/kbr4/9heroja/weapons" "gitlab.com/kbr4/9heroja/zombie" _ "image/png" "log" ) const ( screenWidth = 640 screenHeight = 480 tileSize = 33 titleFontSize = fontSize * 1.5 fontSize = 24 smallFontSize = fontSize / 2 pipeWidth = tileSize * 2 pipeStartOffsetX = 8 pipeIntervalX = 8 pipeGapY = 5 ) func floorDiv(x, y int) int { d := x / y if d*y == x || x >= 0 { return d } return d - 1 } func floorMod(x, y int) int { return x - floorDiv(x, y)*y } type Game struct { // The gopher's position x16 int y16 int vy16 int keys []ebiten.Key control *input.Keyboard hero *hero.Hero terrain *terrain.Terrain zombies []*zombie.Zombie world *collision.World bullets []*weapons.Handgun } func (g *Game) Update() error { g.keys = inpututil.AppendPressedKeys(g.keys[:0]) GameInstance.hero.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys)) GameInstance.terrain.ChangeDirection(GameInstance.control.DirectionFromKeys(g.keys)) bullet := GameInstance.hero.Fire(GameInstance.control.ShouldFire(g.keys), g.terrain.PositionX, g.terrain.PositionY) if bullet != nil { GameInstance.world.AddEntity(bullet) g.bullets = append(g.bullets, bullet) } if len(g.keys) <= 0 { g.hero.Stop() } else { g.terrain.Move() g.hero.Walk() } for _, b := range g.bullets { if b.IsFlying { b.Move() } } g.world.NotifyAboutCollisions() return nil } func (g *Game) Draw(screen *ebiten.Image) { g.terrain.DrawTerrain(screen) for _, z := range g.zombies { z.OffsetX = g.terrain.PositionX z.OffsetY = g.terrain.PositionY z.DrawZombie(screen) } for _, b := range g.bullets { b.OffsetX = g.terrain.PositionX b.OffsetY = g.terrain.PositionY if b.IsFlying { b.DrawHandgunBullet(screen) } } g.hero.DrawHero(screen) msg := fmt.Sprintf(`TPS: %0.2f FPS: %0.2f`, ebiten.ActualTPS(), ebiten.ActualFPS()) ebitenutil.DebugPrint(screen, msg) } func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { s := ebiten.DeviceScaleFactor() return int(float64(outsideWidth) * s), int(float64(outsideHeight) * s) } var GameInstance *Game func init() { GameInstance = &Game{} GameInstance.world = collision.NewWorld() GameInstance.control = &input.Keyboard{} GameInstance.hero = hero.NewHero() GameInstance.zombies = []*zombie.Zombie{zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie(), zombie.NewZombie()} GameInstance.world.AddEntity(GameInstance.hero) // 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.world.AddEntity(z) } GameInstance.terrain = terrain.NewTerrain() GameInstance.hero.ChangeDirection(configuration.North) GameInstance.terrain.ChangeDirection(configuration.North) GameInstance.hero.Walk() } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Bosanski Zombicid") if err := ebiten.RunGame(GameInstance); err != nil { log.Fatal(err) } }