Twin-stick shooter
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198 lines
3.3 KiB

package main
import (
"math"
"math/rand"
"sync"
"time"
"github.com/hajimehoshi/ebiten/v2"
)
const (
TypeVampire = iota
TypeBat
TypeGhost
)
type gameCreep struct {
x, y float64
sprites []*ebiten.Image
frame int
frames int
lastFrame time.Time
creepType int
moveX, moveY float64
tick int
nextAction int
level *Level
player *gamePlayer
health int
sync.Mutex
}
func (c *gameCreep) queueNextAction() {
if c.creepType == TypeBat {
c.nextAction = 288 + rand.Intn(288)
return
}
c.nextAction = 288 + rand.Intn(432)
}
func (c *gameCreep) runAway() {
c.queueNextAction()
randMovementA := (rand.Float64() - 0.5) / 8
randMovementB := (rand.Float64() - 0.5) / 8
c.moveX = c.x - c.player.x
if c.moveX < 0 {
c.moveX = math.Abs(randMovementA) * -1
} else {
c.moveX = math.Abs(randMovementA)
}
c.moveY = c.y - c.player.y
if c.moveY < 0 {
c.moveY = math.Abs(randMovementB) * -1
} else {
c.moveY = math.Abs(randMovementB)
}
}
func (c *gameCreep) seekPlayer() {
maxSpeed := 0.5 / 9
minSpeed := 0.1 / 9
a := angle(c.x, c.y, c.player.x, c.player.y)
c.moveX = -math.Cos(a)
c.moveY = -math.Sin(a)
for {
if (c.moveX < -minSpeed || c.moveX > minSpeed) || (c.moveY < -minSpeed || c.moveY > minSpeed) {
break
}
c.moveX *= 1.1
c.moveY *= 1.1
}
for {
if c.moveX >= -maxSpeed && c.moveX <= maxSpeed && c.moveY >= -maxSpeed && c.moveY <= maxSpeed {
break
}
c.moveX *= 0.9
c.moveY *= 0.9
}
c.nextAction = 1440
}
func (c *gameCreep) doNextAction() {
c.queueNextAction()
randMovementA := (rand.Float64() - 0.5) / 12
randMovementB := (rand.Float64() - 0.5) / 12
repelled := c.repelled()
if !repelled && rand.Intn(13) == 0 {
c.seekPlayer()
} else {
c.moveX = randMovementA
c.moveY = randMovementB
}
if c.x <= 2 && c.moveX < 0 {
c.moveX *= 1
} else if c.x >= float64(c.level.w-3) && c.moveX > 0 {
c.moveX *= 1
}
if c.y <= 2 && c.moveY > 0 {
c.moveY *= 1
} else if c.y >= float64(c.level.h-3) && c.moveY < 0 {
c.moveY *= 1
}
}
func (c *gameCreep) repelled() bool {
repelled := !c.player.garlicUntil.IsZero() || !c.player.holyWaterUntil.IsZero()
return repelled
}
func (c *gameCreep) Update() {
c.Lock()
defer c.Unlock()
if c.health == 0 {
return
}
c.tick++
repelled := c.repelled()
dx, dy := deltaXY(c.x, c.y, c.player.x, c.player.y)
seekDistance := 2.0
if !repelled && dx < seekDistance && dy < seekDistance {
c.queueNextAction()
c.seekPlayer()
} else if c.tick >= c.nextAction {
c.doNextAction()
c.tick = 0
}
x, y := c.x+c.moveX, c.y+c.moveY
if c.level.isFloor(x, y, false) {
c.x, c.y = x, y
} else if c.level.isFloor(x, c.y, false) {
c.x = x
} else if c.level.isFloor(c.x, y, false) {
c.y = y
} else {
c.nextAction = 0
return
}
if repelled {
dx, dy := deltaXY(c.x, c.y, c.player.x, c.player.y)
if dx <= 3 && dy <= 3 {
c.runAway()
}
}
for _, item := range c.level.items {
if item.health == 0 {
continue
}
dx, dy := deltaXY(c.x, c.y, item.x, item.y)
if dx <= 2 && dy <= 2 {
c.runAway()
}
}
}
func (c *gameCreep) Position() (float64, float64) {
c.Lock()
defer c.Unlock()
return c.x, c.y
}
func (c *gameCreep) killScore() int {
switch c.creepType {
case TypeVampire:
return 50
case TypeBat:
return 125
case TypeGhost:
return 75
default:
return 0
}
}