Files
old-9heroja/zombie/zombie.go
2024-01-08 06:19:39 +01:00

171 lines
3.8 KiB
Go

package zombie
import (
"bytes"
"fmt"
"github.com/hajimehoshi/ebiten/v2"
"gitlab.com/kbr4/9heroja/collision"
"gitlab.com/kbr4/9heroja/configuration"
"gitlab.com/kbr4/9heroja/resources"
"image"
"log"
"math"
"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
IsDead bool
TargetX float64
TargetY 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)
// Apply red tint if the zombie is dead
if z.IsDead {
op.ColorScale.Scale(1, 0, 0, 1) // Scale the red channel up, green and blue down.
}
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 {
zombie := &Zombie{
step: 0,
IsWalking: false,
IsDead: false,
}
go func() {
for {
select {
case <-walkTicker.C:
if zombie.IsWalking {
zombie.step++
if zombie.step > 3 {
zombie.step = 0
}
zombie.Move()
}
}
}
}()
return zombie
}
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
z.IsWalking = false
}
func (z *Zombie) CollisionShape() collision.Polygon {
if !z.IsDead {
return collision.Polygon{
Points: []collision.Point{
{X: z.X + z.OffsetX, Y: z.Y + z.OffsetY},
{X: z.X + z.OffsetX + 32, Y: z.Y + z.OffsetY},
{X: z.X + z.OffsetX + 32, Y: z.Y + z.OffsetY + 32},
{X: z.X + z.OffsetX, Y: z.Y + z.OffsetY + 32},
},
}
} else {
return collision.Polygon{
Points: []collision.Point{},
}
}
}
func (z *Zombie) CollisionObjectType() collision.ObjectType {
return collision.Zombie
}
func (z *Zombie) HandleCollisionEvent(other collision.Collidable) {
coll := other.CollisionObjectType()
switch coll {
case collision.Hero:
z.Stop()
z.IsDead = true
case collision.Bullet:
fmt.Println("Zombie hit by bullet")
z.Stop()
z.IsDead = true
}
}
func (z *Zombie) Move() {
fmt.Printf("Zombie target: %f, %f\n", z.TargetX, z.TargetY)
directionX := (z.TargetX - z.X) / math.Abs(z.TargetX+z.X)
directionY := (z.TargetY - z.Y) / math.Abs(z.TargetY+z.Y)
z.X += directionX
z.Y += directionY
}