Bullet hell video game
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package system
import (
"code.rocketnine.space/tslocum/brownboxbatman/component"
"code.rocketnine.space/tslocum/brownboxbatman/entity"
"code.rocketnine.space/tslocum/brownboxbatman/world"
"code.rocketnine.space/tslocum/gohan"
"github.com/hajimehoshi/ebiten/v2"
)
// pause time, screen X, screen Y
type CreepSystem struct {
}
func NewCreepSystem() *CreepSystem {
s := &CreepSystem{}
return s
}
func (_ *CreepSystem) Needs() []gohan.ComponentID {
return []gohan.ComponentID{
component.CreepComponentID,
component.PositionComponentID,
}
}
func (_ *CreepSystem) Uses() []gohan.ComponentID {
return []gohan.ComponentID{
component.WeaponComponentID,
}
}
func (s *CreepSystem) Update(ctx *gohan.Context) error {
if world.World.MessageVisible {
return nil
}
creep := component.Creep(ctx)
position := component.Position(ctx)
if creep.Health <= 0 {
for i, e := range world.World.CreepEntities {
if e == ctx.Entity {
world.World.CreepRects = append(world.World.CreepRects[:i], world.World.CreepRects[i+1:]...)
world.World.CreepEntities = append(world.World.CreepEntities[:i], world.World.CreepEntities[i+1:]...)
ctx.RemoveEntity()
return nil
}
}
}
// Skip inactive creeps.
sx, sy := world.LevelCoordinatesToScreen(position.X, position.Y)
inactive := sx < 0 || sy < 0 || sx > 640 || sy > 480
if creep.Active != !inactive {
creep.Active = !inactive
}
if inactive {
return nil
}
l := len(creep.Movements)
if l > creep.Movement {
if creep.MovementTicks == 0 {
m := creep.Movements[creep.Movement]
position.X, position.Y = m[0], m[1]
creep.Movement++
creep.MovementTicks = int(m[2])
}
creep.MovementTicks--
}
randVelocity := func() (float64, float64) {
for {
vx := creep.Rand.Float64()*0.5 + (0.5 - creep.Rand.Float64())
vy := creep.Rand.Float64()*0.5 + (0.5 - creep.Rand.Float64())
if vx > 0.5 || vx < -0.5 || vy > 0.5 || vy < -0.5 {
return vx, vy
}
}
}
if creep.FireTicks == 0 {
for i := 0; i < 8; i++ {
vx, vy := randVelocity()
if creep.Rand.Intn(2) == 0 {
vx *= -1
}
if creep.Rand.Intn(2) == 0 {
vy *= -1
}
entity.NewCreepBullet(position.X, position.Y, vx, vy)
}
creep.FireTicks = creep.FireRate
}
// TODO update colorM based on damageticks
creep.FireTicks--
return nil
}
func (_ *CreepSystem) Draw(_ *gohan.Context, screen *ebiten.Image) error {
return gohan.ErrSystemWithoutDraw
}