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@ -18,91 +18,76 @@ func angle(x1, y1, x2, y2 float64) float64 {
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}
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type fireInputSystem struct {
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player gohan.Entity
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Position *component.PositionComponent
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Weapon *component.WeaponComponent
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}
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func NewFireInputSystem(player gohan.Entity) *fireInputSystem {
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return &fireInputSystem{
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player: player,
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}
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}
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func (_ *fireInputSystem) Needs() []gohan.ComponentID {
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return []gohan.ComponentID{
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component.PositionComponentID,
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component.WeaponComponentID,
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}
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func NewFireInputSystem() *fireInputSystem {
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return &fireInputSystem{}
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}
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func (s *fireInputSystem) Uses() []gohan.ComponentID {
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return nil
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}
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func (s *fireInputSystem) fire(weapon *component.WeaponComponent, position *component.PositionComponent, fireAngle float64) {
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if time.Since(weapon.LastFire) < weapon.FireRate {
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func (s *fireInputSystem) fire(fireAngle float64) {
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if time.Since(s.Weapon.LastFire) < s.Weapon.FireRate {
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return
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}
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weapon.Ammo--
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weapon.LastFire = time.Now()
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s.Weapon.Ammo--
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s.Weapon.LastFire = time.Now()
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speedX := math.Cos(fireAngle) * -weapon.BulletSpeed
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speedY := math.Sin(fireAngle) * -weapon.BulletSpeed
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speedX := math.Cos(fireAngle) * -s.Weapon.BulletSpeed
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speedY := math.Sin(fireAngle) * -s.Weapon.BulletSpeed
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bullet := entity.NewBullet(position.X, position.Y, speedX, speedY)
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bullet := entity.NewBullet(s.Position.X, s.Position.Y, speedX, speedY)
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_ = bullet
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}
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func (s *fireInputSystem) Update(ctx *gohan.Context) error {
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position := component.Position(ctx)
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weapon := component.Weapon(ctx)
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if weapon.Ammo <= 0 {
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func (s *fireInputSystem) Update(entity gohan.Entity) error {
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if s.Weapon.Ammo <= 0 {
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return nil
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) {
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cursorX, cursorY := ebiten.CursorPosition()
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fireAngle := angle(position.X, position.Y, float64(cursorX), float64(cursorY))
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fireAngle := angle(s.Position.X, s.Position.Y, float64(cursorX), float64(cursorY))
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s.fire(weapon, position, fireAngle)
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s.fire(fireAngle)
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}
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if ebiten.IsMouseButtonPressed(ebiten.MouseButtonRight) {
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cursorX, cursorY := ebiten.CursorPosition()
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fireAngle := angle(position.X, position.Y, float64(cursorX), float64(cursorY))
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fireAngle := angle(s.Position.X, s.Position.Y, float64(cursorX), float64(cursorY))
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const div = 5
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weapon.BulletSpeed /= div
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s.Weapon.BulletSpeed /= div
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for i := 0.0; i < 24; i++ {
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s.fire(weapon, position, fireAngle+i*(math.Pi/12))
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weapon.LastFire = time.Time{}
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s.fire(fireAngle + i*(math.Pi/12))
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s.Weapon.LastFire = time.Time{}
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}
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weapon.BulletSpeed *= div
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s.Weapon.BulletSpeed *= div
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}
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switch {
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case ebiten.IsKeyPressed(ebiten.KeyLeft) && ebiten.IsKeyPressed(ebiten.KeyUp):
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s.fire(weapon, position, math.Pi/4)
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s.fire(math.Pi / 4)
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case ebiten.IsKeyPressed(ebiten.KeyLeft) && ebiten.IsKeyPressed(ebiten.KeyDown):
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s.fire(weapon, position, -math.Pi/4)
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s.fire(-math.Pi / 4)
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case ebiten.IsKeyPressed(ebiten.KeyRight) && ebiten.IsKeyPressed(ebiten.KeyUp):
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s.fire(weapon, position, math.Pi*.75)
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s.fire(math.Pi * .75)
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case ebiten.IsKeyPressed(ebiten.KeyRight) && ebiten.IsKeyPressed(ebiten.KeyDown):
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s.fire(weapon, position, -math.Pi*.75)
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s.fire(-math.Pi * .75)
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case ebiten.IsKeyPressed(ebiten.KeyLeft):
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s.fire(weapon, position, 0)
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s.fire(0)
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case ebiten.IsKeyPressed(ebiten.KeyRight):
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s.fire(weapon, position, math.Pi)
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s.fire(math.Pi)
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case ebiten.IsKeyPressed(ebiten.KeyUp):
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s.fire(weapon, position, math.Pi/2)
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s.fire(math.Pi / 2)
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case ebiten.IsKeyPressed(ebiten.KeyDown):
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s.fire(weapon, position, -math.Pi/2)
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s.fire(-math.Pi / 2)
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}
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return nil
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}
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func (_ *fireInputSystem) Draw(_ *gohan.Context, _ *ebiten.Image) error {
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return gohan.ErrSystemWithoutDraw
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func (_ *fireInputSystem) Draw(_ gohan.Entity, _ *ebiten.Image) error {
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return gohan.ErrUnregister
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}
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