Bullet hell video game
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package game
import (
"image/color"
"log"
"math"
"math/rand"
"os"
"sync"
"time"
"code.rocketnine.space/tslocum/brownboxbatman/entity"
"code.rocketnine.space/tslocum/brownboxbatman/asset"
"code.rocketnine.space/tslocum/brownboxbatman/component"
. "code.rocketnine.space/tslocum/brownboxbatman/ecs"
"code.rocketnine.space/tslocum/brownboxbatman/system"
"code.rocketnine.space/tslocum/brownboxbatman/world"
"code.rocketnine.space/tslocum/gohan"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"golang.org/x/text/language"
"golang.org/x/text/message"
)
var numberPrinter = message.NewPrinter(language.English)
var startButtons = []ebiten.StandardGamepadButton{
ebiten.StandardGamepadButtonRightBottom,
ebiten.StandardGamepadButtonRightRight,
ebiten.StandardGamepadButtonRightLeft,
ebiten.StandardGamepadButtonRightTop,
ebiten.StandardGamepadButtonFrontTopLeft,
ebiten.StandardGamepadButtonFrontTopRight,
ebiten.StandardGamepadButtonFrontBottomLeft,
ebiten.StandardGamepadButtonFrontBottomRight,
ebiten.StandardGamepadButtonCenterLeft,
ebiten.StandardGamepadButtonCenterRight,
ebiten.StandardGamepadButtonLeftStick,
ebiten.StandardGamepadButtonRightStick,
ebiten.StandardGamepadButtonLeftBottom,
ebiten.StandardGamepadButtonLeftRight,
ebiten.StandardGamepadButtonLeftLeft,
ebiten.StandardGamepadButtonLeftTop,
ebiten.StandardGamepadButtonCenterCenter,
}
const sampleRate = 44100
// game is an isometric demo game.
type game struct {
w, h int
player gohan.Entity
audioContext *audio.Context
op *ebiten.DrawImageOptions
disableEsc bool
debugMode bool
cpuProfile *os.File
movementSystem *system.MovementSystem
renderSystem *system.RenderSystem
sync.Mutex
}
// NewGame returns a new isometric demo game.
func NewGame() (*game, error) {
g := &game{
audioContext: audio.NewContext(sampleRate),
op: &ebiten.DrawImageOptions{},
}
const numEntities = 30000
ECS.Preallocate(numEntities)
g.changeMap("map/m1.tmx")
g.addSystems()
err := g.loadAssets()
if err != nil {
return nil, err
}
asset.ImgWhiteSquare.Fill(color.White)
asset.LoadSounds(g.audioContext)
rand.Seed(time.Now().UnixNano())
return g, nil
}
func (g *game) tileToGameCoords(x, y int) (float64, float64) {
return float64(x) * 32, float64(y) * 32
}
func (g *game) changeMap(filePath string) {
world.LoadMap(filePath)
if world.World.Player == 0 {
world.World.Player = entity.NewPlayer()
g.player = world.World.Player
}
const playerStartOffset = 128
const camStartOffset = 480
w := float64(world.World.Map.Width * world.World.Map.TileWidth)
h := float64(world.World.Map.Height * world.World.Map.TileHeight)
position := ECS.Component(g.player, component.PositionComponentID).(*component.PositionComponent)
position.X, position.Y = w/2, h-playerStartOffset
world.World.CamX, world.World.CamY = 0, h-camStartOffset
}
// Layout is called when the game's layout changes.
func (g *game) Layout(w, h int) (int, int) {
//s := ebiten.DeviceScaleFactor()
//w, h := int(s*float64(outsideWidth)), int(s*float64(outsideHeight))
if !world.World.NativeResolution {
w, h = 640, 480
}
if w != g.w || h != g.h {
world.World.ScreenW, world.World.ScreenH = w, h
g.w, g.h = w, h
//g.messageSystem.SizeUpdated()
}
return g.w, g.h
}
func (g *game) Update() error {
if ebiten.IsWindowBeingClosed() {
g.Exit()
return nil
}
err := ECS.Update()
if err != nil {
return err
}
return nil
}
func (g *game) Draw(screen *ebiten.Image) {
screen.Fill(color.RGBA{100, 100, 100, 255})
err := ECS.Draw(screen)
if err != nil {
panic(err)
}
}
func (g *game) addSystems() {
ecs := ECS
g.movementSystem = system.NewMovementSystem()
ecs.AddSystem(system.NewPlayerMoveSystem(g.player, g.movementSystem))
ecs.AddSystem(system.NewplayerFireSystem())
ecs.AddSystem(g.movementSystem)
ecs.AddSystem(system.NewCreepSystem())
ecs.AddSystem(system.NewCameraSystem())
ecs.AddSystem(system.NewRailSystem())
/*ecs.AddSystem(system.NewFireWeaponSystem(g.player))
ecs.AddSystem(system.NewRenderBackgroundSystem())*/
g.renderSystem = system.NewRenderSystem()
ecs.AddSystem(g.renderSystem)
/*g.messageSystem = system.NewRenderMessageSystem(g.player)
ecs.AddSystem(g.messageSystem)*/
ecs.AddSystem(system.NewRenderDebugTextSystem(g.player))
ecs.AddSystem(system.NewProfileSystem(g.player))
// TODO
/*
world.World.MessageVisible = true
world.World.MessageText = "BOMB"
world.World.MessageText = "V & set it with X button."*/
}
func (g *game) loadAssets() error {
return nil
}
func (g *game) WarpTo(x, y float64) {
position := ECS.Component(g.player, component.PositionComponentID).(*component.PositionComponent)
position.X, position.Y = x, y
log.Printf("Warped to %.2f,%.2f", x, y)
}
func (g *game) Exit() {
os.Exit(0)
}
func angle(x1, y1, x2, y2 float64) float64 {
return math.Atan2(y1-y2, x1-x2)
}
func deltaXY(x1, y1, x2, y2 float64) (dx float64, dy float64) {
dx, dy = x1-x2, y1-y2
if dx < 0 {
dx *= -1
}
if dy < 0 {
dy *= -1
}
return dx, dy
}