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main.go
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package main
import (
"fmt"
"image/color"
_ "image/png"
"log"
"time"
"golang.org/x/image/font/basicfont"
"github.com/hajimehoshi/ebiten"
"github.com/hajimehoshi/ebiten/text"
)
const (
Width = 256
Height = 256
)
var (
timeScale = 1.0
canChangeFullscreen = true
floor *ebiten.Image
fontFace = basicfont.Face7x13
score = 0
highscore = 0
level = 0
nextLife = 2000
)
func togglFullscreen() {
if ebiten.IsKeyPressed(ebiten.KeyF) {
if canChangeFullscreen {
ebiten.SetFullscreen(!ebiten.IsFullscreen())
canChangeFullscreen = false
}
} else {
canChangeFullscreen = true
}
}
var (
lastUpdate time.Time
)
func update(screen *ebiten.Image) error {
now := time.Now()
// if ebiten.IsKeyPressed(ebiten.KeyZ) {
// timeScale = 0.25
// } else if ebiten.IsKeyPressed(ebiten.KeyX) {
// timeScale = 8.0
// } else {
// timeScale = 1.0
// }
dt := time.Duration(float64(now.Sub(lastUpdate).Nanoseconds())*timeScale) * time.Nanosecond
lastUpdate = now
if /*ebiten.IsKeyPressed(ebiten.KeyR) ||*/ len(aliens.activeAliens()) == 0 {
level += 1
resetLevel()
}
togglFullscreen()
// Update things
mystery.update(dt)
player.update(dt)
playerBullet.update(dt)
aliens.update(dt)
missiles.update(dt)
// Check collisons
mystery.collidePlayerBullet(&playerBullet)
for i := range shelters {
shelters[i].collidePlayerBullet(&playerBullet)
shelters[i].collideMissiles()
}
aliens.collidePlayerBullet(&playerBullet)
for i := range missiles.Missiles {
if playerBullet.isGoing() && missiles.Missiles[i].Top() > 0 {
if missiles.Missiles[i].CollideRect(playerBullet.Rect) {
playerBullet.hitSomething()
missiles.hitSomething(i)
}
}
}
player.collideEnemyMissile()
aliens.collideShelters()
aliens.collidePlayer()
if score > highscore {
highscore = score
}
if player.Lives <= 0 {
level = 0
resetLevel()
return nil
}
// If we happen to gain an extra life in the same frame that we lose our last one,
// just end the game to avoid confusion.
if score >= nextLife {
nextLife *= 2
if player.Lives < PlayerMaxLives {
player.Lives += 1
}
}
if ebiten.IsRunningSlowly() {
// log.Println("slow")
return nil
}
// Draw
for i := range shelters {
shelters[i].draw(screen)
}
mystery.draw(screen)
player.draw(screen)
aliens.draw(screen)
playerBullet.draw(screen)
missiles.draw(screen)
drawFloor(screen)
drawPlayerLives(screen)
// ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.2f\nTime: %0.2f",
// ebiten.CurrentFPS(), timeScale))
text.Draw(screen, fmt.Sprintf("High Score %d", highscore), fontFace, 5, 15, color.White)
text.Draw(screen, fmt.Sprintf("Score %d", score), fontFace, 5, 30, color.White)
text.Draw(screen, fmt.Sprintf("Level %d", level), fontFace, 5, Height-5, color.White)
return nil
}
func drawFloor(dst *ebiten.Image) {
opts := ebiten.DrawImageOptions{}
opts.GeoM.Translate(0, Height-(player.Rect.H+12))
dst.DrawImage(floor, &opts)
}
func drawPlayerLives(dst *ebiten.Image) {
opts := ebiten.DrawImageOptions{}
opts.ColorM.Scale(0.0, 1.0, 0.0, 1.0)
w, h := player.Rect.Size()
padding := 6.0
opts.GeoM.Translate(Width, Height-h-padding)
for i := 0; i < player.Lives; i++ {
opts.GeoM.Translate(-w-padding, 0)
dst.DrawImage(player.Img, &opts)
}
}
func resetLevel() {
if level == 0 {
score = 0
nextLife = 2000
}
player.resetLevel(level)
playerBullet.resetLevel(level)
mystery.resetLevel(level)
aliens.resetLevel(level)
missiles.resetLevel(level)
for i := range shelters {
shelters[i].resetLevel(level)
}
}
func init() {
lastUpdate = time.Now()
player.init()
playerBullet.init()
mystery.init()
aliens.init()
missiles.init()
for i := range shelters {
shelters[i].init(i)
}
}
func main() {
resetLevel()
floor, _ = ebiten.NewImage(Width, 2, ebiten.FilterNearest)
floor.Fill(color.NRGBA{0x00, 0xff, 0x00, 0xff})
if err := ebiten.Run(update, Width, Height, 2, "Invaders"); err != nil {
log.Fatal(err)
}
fmt.Println("bye")
}