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gopnik.go
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gopnik.go
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/*
Copyright (C) 2021 Alexander Lunsford
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package main
import (
"image"
"math"
"math/rand"
"github.com/thetophatdemon/feta-feles-rebirth/audio"
"github.com/thetophatdemon/feta-feles-rebirth/vmath"
)
type Gopnik struct {
Mob
shootTimer, shootAngle float64
}
var sprGopnikNormal []*Sprite
var sprGopnikHurt *Sprite
var sprGopnikDie []*Sprite
func init() {
sprGopnikNormal = NewSprites(vmath.NewVec(-8.0, -8.0), image.Rect(0, 64, 16, 80), image.Rect(16, 64, 32, 80))
sprGopnikHurt = NewSprite(image.Rect(32, 64, 48, 80), vmath.NewVec(-8.0, -8.0), false, false, 0)
sprGopnikDie = NewSprites(vmath.NewVec(-8.0, -8.0), image.Rect(32, 64, 48, 80), image.Rect(48, 64, 64, 80))
}
var gopnikCtr *ObjCtr
func init() {
gopnikCtr = NewObjCtr()
}
func AddGopnik(game *Game, x, y float64) *Object {
//Despawn if it is in too tight a space
if hit, _, _ := game.level.SphereIntersects(vmath.NewVec(x, y), 15.0); hit {
return nil
}
gopnik := &Gopnik{
Mob: Mob{
Actor: NewActor(50.0, 10_000.0, 100_000.0),
health: 6,
currAnim: &Anim{
frames: sprGopnikNormal,
speed: 0.5,
loop: true,
},
lastSeenPlayerPos: vmath.ZeroVec(),
vecToPlayer: vmath.ZeroVec(),
},
shootTimer: rand.Float64()/2.0 + 0.5,
shootAngle: rand.Float64() * math.Pi * 2.0,
}
gopnikCtr.Inc()
return game.AddObject(&Object{
pos: vmath.NewVec(x, y), radius: 7.0, colType: CT_ENEMY,
sprites: []*Sprite{sprGopnikNormal[0]},
components: []Component{gopnik},
})
}
func (gp *Gopnik) Update(game *Game, obj *Object) {
gp.Mob.Update(game, obj)
gp.Actor.Update(game, obj)
if gp.hurtTimer > 0.0 {
obj.sprites[0] = sprGopnikHurt
}
if gp.hunting {
gp.shootTimer += game.deltaTime
if gp.shootTimer > 2.0 {
gp.shootTimer = 0.0
for a := 0.0; a < math.Pi*2.0; a += math.Pi / 2.0 {
AddShot(game, obj.pos.Clone(), vmath.VecFromAngle(gp.shootAngle+a, 1.0), 40.0, true)
}
gp.shootAngle += math.Pi / 8.0
}
}
}
func (gp *Gopnik) OnCollision(game *Game, obj, other *Object) {
gp.Mob.OnCollision(game, obj, other)
//Death
if gp.health <= 0 && !gp.dead {
gp.dead = true
audio.PlaySound("enemy_die")
gp.currAnim = &Anim{
frames: sprGopnikDie,
speed: 0.15,
callback: func(anm *Anim) {
if anm.finished {
obj.removeMe = true
gopnikCtr.Dec()
AddLove(game, 5, obj.pos.X, obj.pos.Y)
}
},
}
}
}