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player.go
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package main
import (
"image/color"
"math"
"time"
"github.com/Bredgren/geo"
"github.com/hajimehoshi/ebiten"
)
const (
PlayerSpeed = 100
PlayerY = 20
PlayerBulletSpeed = 160
PlayerMaxLives = 6
)
var (
player Player
playerBullet PlayerBullet
)
type Player struct {
Rect geo.Rect
Img *ebiten.Image
Opts *ebiten.DrawImageOptions
Lives int
}
func (p *Player) init() {
p.Img = openImg("img/player.png")
p.Opts = &ebiten.DrawImageOptions{}
p.Opts.ColorM.Scale(0.0, 1.0, 0.0, 1.0)
size := geo.VecXYi(p.Img.Size())
p.Rect = geo.RectWH(size.XY())
}
func (p *Player) respawn() {
size := geo.VecXYi(p.Img.Size())
yOffset := (size.Y + 10) * 2 // enough room for 2 player imgs + padding
p.Rect.SetMid(Width*ShelterX[0], Height-yOffset)
// The player image doesn't display quite right initially unless left edge is integer aligned
p.Rect.SetLeft(math.Trunc(p.Rect.Left()))
}
func (p *Player) resetLevel(level int) {
if level == 0 {
p.Lives = 3
p.respawn()
}
}
func (p *Player) update(dt time.Duration) {
vel := 0.0
if ebiten.IsKeyPressed(ebiten.KeyLeft) {
vel = -PlayerSpeed
}
if ebiten.IsKeyPressed(ebiten.KeyRight) {
vel = PlayerSpeed
}
newX := p.Rect.Left() + vel*dt.Seconds()
p.Rect.SetLeft(newX)
// Keep on screen
p.Rect.Clamp(geo.RectWH(Width, Height))
}
func (p *Player) draw(dst *ebiten.Image) {
p.Opts.GeoM.Reset()
p.Opts.GeoM.Translate(p.Rect.TopLeft())
dst.DrawImage(p.Img, p.Opts)
}
func (p *Player) collideEnemyMissile() {
for i, r := range missiles.Missiles {
if r.Y < 0 {
continue
}
if p.Rect.CollideRect(r) {
missiles.hitSomething(i)
p.Lives -= 1
p.respawn()
}
}
}
type PlayerBullet struct {
Rect geo.Rect
Speed float64
Img *ebiten.Image
Opts *ebiten.DrawImageOptions
}
func (b *PlayerBullet) init() {
const w, h = 1, 4
b.Img, _ = ebiten.NewImage(w, h, ebiten.FilterNearest)
b.Opts = &ebiten.DrawImageOptions{}
b.Img.Fill(color.White)
b.Rect.SetSize(w, h)
b.Speed = PlayerBulletSpeed
}
func (b *PlayerBullet) resetLevel(level int) {
b.hide()
}
func (b *PlayerBullet) update(dt time.Duration) {
if ebiten.IsKeyPressed(ebiten.KeyUp) && !b.isGoing() {
b.Rect.SetBottomMid(player.Rect.TopMid())
}
if !b.isGoing() {
b.hide()
return
}
b.Rect.SetTop(b.Rect.Top() - b.Speed*dt.Seconds())
}
func (b *PlayerBullet) draw(dst *ebiten.Image) {
if !b.isGoing() {
return
}
b.Opts.GeoM.Reset()
b.Opts.GeoM.Translate(b.Rect.TopLeft())
dst.DrawImage(b.Img, b.Opts)
}
func (b *PlayerBullet) isGoing() bool {
return b.Rect.Y > 0
}
func (b *PlayerBullet) hitSomething() {
b.hide()
}
func (b *PlayerBullet) hide() {
b.Rect.SetTopLeft(0, -100) // arbitraty y < 0
}