carotidartillery/game.go

529 lines
12 KiB
Go

package main
import (
"fmt"
"image"
"image/color"
"math"
"math/rand"
"os"
"time"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/mp3"
"golang.org/x/image/colornames"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
var spinner = []byte(`-\|/`)
var bulletImage *ebiten.Image
var flashImage *ebiten.Image
type projectile struct {
x, y float64
angle float64
speed float64
color color.Color
}
// game is an isometric demo game.
type game struct {
w, h int
currentLevel *Level
audioPlayerGunshot *audio.Player
audioPlayerGib *audio.Player
audioPlayerDie *audio.Player
player *gamePlayer
gameOverTime time.Time
camScale float64
camScaleTo float64
mousePanX, mousePanY int
spinnerIndex int
creeps []*gameCreep
projectiles []*projectile
ojasSS *CharacterSpriteSheet
overlayImg *ebiten.Image
op *ebiten.DrawImageOptions
}
const sampleRate = 48000
// NewGame returns a new isometric demo game.
func NewGame() (*game, error) {
l, err := NewLevel()
if err != nil {
return nil, fmt.Errorf("failed to create new level: %s", err)
}
p, err := NewPlayer()
if err != nil {
return nil, err
}
audioContext := audio.NewContext(sampleRate)
g := &game{
currentLevel: l,
camScale: 4,
camScaleTo: 4,
mousePanX: math.MinInt32,
mousePanY: math.MinInt32,
player: p,
op: &ebiten.DrawImageOptions{},
}
g.player.x = 7
g.player.y = 7
// Load SpriteSheets.
g.ojasSS, err = LoadCharacterSpriteSheet()
if err != nil {
return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err)
}
f, err := assetsFS.Open("assets/weapons/bullet.png")
if err != nil {
return nil, err
}
img, _, err := image.Decode(f)
if err != nil {
return nil, err
}
bulletImage = ebiten.NewImageFromImage(img)
f, err = assetsFS.Open("assets/weapons/flash.png")
if err != nil {
return nil, err
}
img, _, err = image.Decode(f)
if err != nil {
return nil, err
}
flashImage = ebiten.NewImageFromImage(img)
loadSound := func(p string) (*audio.Player, error) {
f, err := assetsFS.Open(p)
if err != nil {
return nil, err
}
defer f.Close()
gunshotSound, err := mp3.DecodeWithSampleRate(sampleRate, f)
if err != nil {
return nil, err
}
return audioContext.NewPlayer(gunshotSound)
}
g.audioPlayerGunshot, err = loadSound("assets/audio/gunshot.mp3")
if err != nil {
return nil, err
}
g.audioPlayerGib, err = loadSound("assets/audio/gib.mp3")
if err != nil {
return nil, err
}
g.audioPlayerDie, err = loadSound("assets/audio/die.mp3")
if err != nil {
return nil, err
}
// The death sound will have a delay without this.
g.audioPlayerDie.SetVolume(0)
g.audioPlayerDie.Play()
f, err = assetsFS.Open("assets/creeps/vampire.png")
if err != nil {
return nil, err
}
img, _, err = image.Decode(f)
if err != nil {
return nil, err
}
vampireImage := ebiten.NewImageFromImage(img)
addedCreeps := make(map[string]bool)
for i := 0; i < 1000; i++ {
c := NewCreep(vampireImage, g.currentLevel)
safeSpace := 7.0
dx, dy := deltaXY(g.player.x, g.player.y, c.x, c.y)
if dx <= safeSpace || dy <= safeSpace {
// Too close to the spawn point.
continue
}
addedCreep := fmt.Sprintf("%0.0f-%0.0f", c.x, c.y)
if addedCreeps[addedCreep] {
// Already added a gameCreep here.
continue
}
g.creeps = append(g.creeps, c)
addedCreeps[addedCreep] = true
}
ebiten.SetCursorShape(ebiten.CursorShapeCrosshair)
// The death sound will have a delay without this.
g.audioPlayerDie.Pause()
g.audioPlayerDie.Rewind()
g.audioPlayerDie.SetVolume(1.6)
return g, nil
}
// Update reads current user input and updates the game state.
func (g *game) Update() error {
if ebiten.IsWindowBeingClosed() {
g.exit()
return nil
}
if g.player.health <= 0 {
// Game over.
return nil
}
for _, c := range g.creeps {
c.Update()
}
// Update target zoom level.
var scrollY float64
if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) {
scrollY = -0.25
} else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) {
scrollY = .25
} else {
_, scrollY = ebiten.Wheel()
if scrollY < -1 {
scrollY = -1
} else if scrollY > 1 {
scrollY = 1
}
}
g.camScaleTo += scrollY * (g.camScaleTo / 7)
// Clamp target zoom level.
if g.camScaleTo < 1 {
g.camScaleTo = 1
} else if g.camScaleTo > 4 {
g.camScaleTo = 4
}
// Smooth zoom transition.
div := 10.0
if g.camScaleTo > g.camScale {
g.camScale += (g.camScaleTo - g.camScale) / div
} else if g.camScaleTo < g.camScale {
g.camScale -= (g.camScale - g.camScaleTo) / div
}
// Pan camera via keyboard.
pan := 0.05
if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) {
g.player.x -= pan
}
if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) {
g.player.x += pan
}
if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) {
g.player.y += pan
}
if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) {
g.player.y -= pan
}
// Clamp camera position.
if g.player.y < 0.6 {
g.player.y = 0.6
} else if g.player.y > float64(g.currentLevel.h)-1.4 {
g.player.y = float64(g.currentLevel.h) - 1.4
}
// Update player angle.
cx, cy := ebiten.CursorPosition()
g.player.angle = math.Atan2(float64(cy-g.h/2), float64(cx-g.w/2))
// Update boolets.
bulletHitThreshold := 0.5
removed := 0
for i, p := range g.projectiles {
p.x += math.Cos(p.angle) * p.speed
p.y += math.Sin(p.angle) * p.speed
for _, c := range g.creeps {
cx, cy := c.Position()
dx, dy := deltaXY(p.x, p.y, cx, cy)
if dx <= bulletHitThreshold && dy <= bulletHitThreshold {
// Kill gameCreep
g.addBloodSplatter(cx, cy)
c.x = 1000
c.y = 1000
// Remove projectile
g.projectiles = append(g.projectiles[:i-removed], g.projectiles[i-removed+1:]...)
removed++
// Play gib sound.
g.audioPlayerGib.SetVolume(1.0)
g.audioPlayerGib.Pause()
g.audioPlayerGib.Rewind()
g.audioPlayerGib.Play()
break
}
}
}
// Fire boolets.
if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) && time.Since(g.player.weapon.lastFire) >= g.player.weapon.cooldown {
p := &projectile{
x: g.player.x,
y: g.player.y,
angle: g.player.angle,
speed: 0.35,
color: colornames.Yellow,
}
g.projectiles = append(g.projectiles, p)
v := 0.75 + (rand.Float64() / 4)
v = 0.6 // TODO
g.player.weapon.lastFire = time.Now()
// Play gunshot sound.
g.audioPlayerGunshot.SetVolume(v)
g.audioPlayerGunshot.Pause()
g.audioPlayerGunshot.Rewind()
g.audioPlayerGunshot.Play()
}
return nil
}
func (g *game) levelCoordinatesToScreen(x, y float64) (float64, float64) {
px, py := g.tilePosition(g.player.x, g.player.y)
py *= -1
return ((x - px) * g.camScale) + float64(g.w/2.0), ((y + py) * g.camScale) + float64(g.h/2.0)
}
func (g *game) screenCoordinatesToLevel(x, y float64) (float64, float64) {
// TODO reverse
px, py := g.tilePosition(g.player.x, g.player.y)
py *= -1
return ((x - px) * g.camScale) + float64(g.w/2.0), ((y + py) * g.camScale) + float64(g.h/2.0)
}
func (g *game) addBloodSplatter(x, y float64) {
splatterSprite := ebiten.NewImage(32, 32)
for y := 8; y < 20; y++ {
if rand.Intn(2) != 0 {
continue
}
for x := 12; x < 20; x++ {
if rand.Intn(5) != 0 {
continue
}
splatterSprite.Set(x, y, colornames.Red)
}
}
t := g.currentLevel.Tile(int(x), int(y))
if t != nil {
t.AddSprite(splatterSprite)
}
}
// Draw draws the game on the screen.
func (g *game) Draw(screen *ebiten.Image) {
// Game over.
if g.player.health <= 0 {
screen.Fill(color.RGBA{102, 0, 0, 255})
if time.Since(g.gameOverTime).Milliseconds()%2000 < 1500 {
g.overlayImg.Clear()
ebitenutil.DebugPrint(g.overlayImg, "GAME OVER")
g.op.GeoM.Reset()
g.op.GeoM.Translate(3, 0)
g.op.GeoM.Scale(16, 16)
g.op.GeoM.Translate(float64(g.w/2)-485, float64(g.h/2)-200)
screen.DrawImage(g.overlayImg, g.op)
}
return
}
// Render level.
drawn := g.renderLevel(screen)
// Print game info.
g.overlayImg.Clear()
ebitenutil.DebugPrint(g.overlayImg, fmt.Sprintf("FPS %0.0f\nTPS %0.0f\nSPR %d\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.CurrentFPS(), ebiten.CurrentTPS(), drawn, g.camScale, g.player.x, g.player.y))
g.op.GeoM.Reset()
g.op.GeoM.Translate(3, 0)
g.op.GeoM.Scale(2, 2)
screen.DrawImage(g.overlayImg, g.op)
}
// Layout is called when the game's layout changes.
func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) {
s := ebiten.DeviceScaleFactor()
w, h := int(s*float64(outsideWidth)), int(s*float64(outsideHeight))
if w != g.w || h != g.h {
g.w, g.h = w, h
debugBox := image.NewRGBA(image.Rect(0, 0, g.w, 200))
g.overlayImg = ebiten.NewImageFromImage(debugBox)
}
if g.player.weapon.spriteFlipped == nil {
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(-1, 1)
op.GeoM.Translate(32, 0)
spriteFlipped := ebiten.NewImageFromImage(g.player.weapon.sprite)
spriteFlipped.Clear()
spriteFlipped.DrawImage(g.player.weapon.sprite, op)
g.player.weapon.spriteFlipped = spriteFlipped
}
return g.w, g.h
}
// tilePosition transforms X,Y coordinates into tile positions.
func (g *game) tilePosition(x, y float64) (float64, float64) {
tileSize := float64(g.currentLevel.tileSize)
return x * tileSize, y * tileSize
}
func (g *game) renderSprite(x float64, y float64, offsetx float64, offsety float64, angle float64, sprite *ebiten.Image, target *ebiten.Image) int {
x, y = g.tilePosition(x, y)
// Skip drawing off-screen tiles.
drawX, drawY := g.levelCoordinatesToScreen(x, y)
padding := float64(g.currentLevel.tileSize) * 2
if drawX+padding < 0 || drawY+padding < 0 || drawX > float64(g.w)+padding || drawY > float64(g.h)+padding {
return 0
}
g.op.GeoM.Reset()
// Rotate
g.op.GeoM.Translate(-16+offsetx, -16+offsety)
g.op.GeoM.Rotate(angle)
// Move to current isometric position.
g.op.GeoM.Translate(x, y)
// Translate camera position.
px, py := g.tilePosition(g.player.x, g.player.y)
g.op.GeoM.Translate(-px, -py)
// Zoom.
g.op.GeoM.Scale(g.camScale, g.camScale)
// Center.
g.op.GeoM.Translate(float64(g.w/2.0), float64(g.h/2.0))
target.DrawImage(sprite, g.op)
return 1
}
// renderLevel draws the current Level on the screen.
func (g *game) renderLevel(screen *ebiten.Image) int {
var drawn int
var t *Tile
for y := 0; y < g.currentLevel.h; y++ {
for x := 0; x < g.currentLevel.w; x++ {
t = g.currentLevel.tiles[y][x]
if t == nil {
continue // No tile at this position.
}
for i := range t.sprites {
drawn += g.renderSprite(float64(x), float64(y), 0, 0, 0, t.sprites[i], screen)
}
}
}
biteThreshold := 0.5
for _, c := range g.creeps {
cx, cy := c.Position()
dx, dy := deltaXY(g.player.x, g.player.y, cx, cy)
if dx <= biteThreshold && dy <= biteThreshold {
g.player.health--
if g.player.health == 0 {
ebiten.SetCursorShape(ebiten.CursorShapeDefault)
g.gameOverTime = time.Now()
// Play die sound.
g.audioPlayerDie.Play()
}
}
drawn += g.renderSprite(c.x, c.y, 0, 0, 0, c.sprite, screen)
}
for _, p := range g.projectiles {
drawn += g.renderSprite(p.x, p.y, 0, 0, p.angle, bulletImage, screen)
}
playerSprite := g.ojasSS.Frame1
playerAngle := g.player.angle
weaponSprite := g.player.weapon.spriteFlipped
mul := float64(1)
if g.player.angle > math.Pi/2 || g.player.angle < -1*math.Pi/2 {
playerSprite = g.ojasSS.Frame2
playerAngle = playerAngle - math.Pi
weaponSprite = g.player.weapon.sprite
mul = -1
}
drawn += g.renderSprite(g.player.x, g.player.y, 0, 0, playerAngle, playerSprite, screen)
if g.player.weapon != nil {
drawn += g.renderSprite(g.player.x, g.player.y, 11*mul, 9, playerAngle, weaponSprite, screen)
}
flashDuration := 40 * time.Millisecond
if time.Since(g.player.weapon.lastFire) < flashDuration {
drawn += g.renderSprite(g.player.x, g.player.y, 39, -1, g.player.angle, flashImage, screen)
}
return drawn
}
func (g *game) exit() {
os.Exit(0)
}
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
}