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Adjust difficulty

master
Trevor Slocum 1 month ago
parent
commit
d5b631536b
  1. 2
      creep.go
  2. 1
      flags.go
  3. 35
      game.go
  4. 3
      level.go
  5. 30
      main.go

2
creep.go

@ -140,7 +140,7 @@ func (c *gameCreep) moveSpeed() float64 {
if c.creepType == TypeSoul {
return 0.5 / 4
}
return 0.4
return 0.1 + (float64(c.level.num) * 0.1)
}
func (c *gameCreep) seekPlayer() {

1
flags.go

@ -13,5 +13,6 @@ func parseFlags(g *game) {
flag.BoolVar(&g.fullBrightMode, "fullbright", false, "Enable fullbright mode")
flag.BoolVar(&g.debugMode, "debug", false, "Enable debug mode")
flag.BoolVar(&g.muteAudio, "mute", false, "Mute audio")
flag.IntVar(&g.levelNum, "level", 0, "Warp to level")
flag.Parse()
}

35
game.go

@ -142,7 +142,6 @@ func NewGame() (*game, error) {
activeGamepad: -1,
minLevelColorScale: -1,
minPlayerColorScale: -1,
levelNum: 1,
op: &ebiten.DrawImageOptions{},
}
@ -461,6 +460,7 @@ func (g *game) Update() error {
if dx <= biteThreshold && dy <= biteThreshold {
if c.creepType == TypeSoul {
g.player.soulsRescued++
g.player.score += 13
err := g.hurtCreep(c, -1)
if err != nil {
// TODO
@ -753,7 +753,7 @@ UPDATEPROJECTILES:
}
// Spawn ghosts.
if g.tick%1872 == 0 {
if false && g.tick%1872 == 0 { // Auto-spawn disabled.
spawnAmount := g.tick / 1872
if spawnAmount < 1 {
spawnAmount = 1
@ -907,14 +907,17 @@ func (g *game) Draw(screen *ebiten.Image) {
var drawn int
if g.gameOverTime.IsZero() || g.gameWon {
if g.gameWon {
g.drawProjectiles(screen)
g.op.GeoM.Reset()
g.op.ColorM.Reset()
g.op.ColorM.Scale(g.winScreenColorScale, g.winScreenColorScale, g.winScreenColorScale, 1)
g.op.ColorM.Scale(1, 1, 1, g.winScreenColorScale)
screen.DrawImage(g.winScreenBackground, g.op)
g.op.GeoM.Reset()
g.op.GeoM.Translate(float64(g.w)*0.75, g.winScreenSunY)
g.op.ColorM.Reset()
g.op.ColorM.Scale(g.winScreenColorScale, g.winScreenColorScale, g.winScreenColorScale, 1)
g.op.ColorM.Scale(g.winScreenColorScale, g.winScreenColorScale, g.winScreenColorScale, g.winScreenColorScale)
screen.DrawImage(g.winScreenSun, g.op)
g.op.ColorM.Reset()
}
@ -1194,10 +1197,6 @@ func (g *game) renderLevel(screen *ebiten.Image) int {
}
}
if g.gameWon {
drawn += g.drawProjectiles(screen)
}
var t *Tile
for y := 0; y < g.level.h; y++ {
for x := 0; x < g.level.w; x++ {
@ -1556,15 +1555,13 @@ func (g *game) showWinScreen() {
var removedExistingStars bool
var addedStars bool
for i := 0; i < 144*20; i++ {
for i := 0; i < 144*25; i++ {
if p.health > 0 {
// Game has restarted.
return
}
if i > int(144*3.5) {
if i > int(144*7) {
if !removedExistingStars {
// Remove existing stars.
stars = nil
@ -1575,13 +1572,14 @@ func (g *game) showWinScreen() {
}
if i > int(144*12) {
p.angle += 0.0025 * (float64((144*5)-i) / (144 * 5))
p.angle -= 0.0025 * (float64(i-(144*12)) / (144 * 3))
addStar()
addStar()
addStar()
addStar()
_ = addedStars
addStar()
addStar()
}
p.x += 0.05
@ -1589,13 +1587,14 @@ func (g *game) showWinScreen() {
if i > 144*11 {
for _, star := range stars {
pct := float64((144*7)-i) / 144 * 7
pct := float64((144*15)-i) / 144 * 7
star.x -= 0.05 * pct / 50
star.x -= 0.1 * pct / 50
// Apply warp effect.
div := 100.0
dx, dy := deltaXY(g.player.x, g.player.y, star.x, star.y)
star.x, star.y = star.x+(dx/100)*pct/1000, star.y+(dy/100)*pct/1000
star.x, star.y = star.x-(dx/100)*pct/div-0.025, star.y+(dy/100)*pct/div-0.01
}
}
@ -1649,7 +1648,7 @@ func (g *game) showWinScreen() {
}
g.Unlock()
time.Sleep(6 * time.Second)
time.Sleep(7 * time.Second)
// Fade in game over screen.

3
level.go

@ -13,6 +13,8 @@ const dungeonScale = 4
// Level represents a game level.
type Level struct {
num int
w, h int
tiles [][]*Tile // (Y,X) array of tiles
@ -101,6 +103,7 @@ func NewLevel(levelNum int, p *gamePlayer) (*Level, error) {
multiplier = 2
}
l := &Level{
num: levelNum,
w: 336 * multiplier,
h: 336 * multiplier,
tileSize: 32,

30
main.go

@ -28,15 +28,7 @@ func main() {
log.Fatal(err)
}
err = g.reset()
if err != nil {
panic(err)
}
parseFlags(g)
if !g.debugMode {
g.gameStartTime = time.Time{}
}
sigc := make(chan os.Signal, 1)
signal.Notify(sigc,
@ -48,6 +40,28 @@ func main() {
g.exit()
}()
// Handle warp.
if g.levelNum > 0 {
warpTo := g.levelNum
go func() {
time.Sleep(2 * time.Second)
g.Lock()
defer g.Unlock()
g.reset()
g.levelNum = warpTo - 1
g.nextLevel()
}()
}
err = g.reset()
if err != nil {
panic(err)
}
if !g.debugMode {
g.gameStartTime = time.Time{}
}
err = ebiten.RunGame(g)
if err != nil {
log.Fatal(err)

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