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93 lines
2.4 KiB
93 lines
2.4 KiB
package system |
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import ( |
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"math" |
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"time" |
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"code.rocketnine.space/tslocum/gohan" |
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"code.rocketnine.space/tslocum/monovania/component" |
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"code.rocketnine.space/tslocum/monovania/entity" |
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"github.com/hajimehoshi/ebiten/v2" |
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) |
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func angle(x1, y1, x2, y2 float64) float64 { |
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return math.Atan2(y1-y2, x1-x2) |
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} |
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type fireWeaponSystem struct { |
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player gohan.Entity |
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} |
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func NewFireWeaponSystem(player gohan.Entity) *fireWeaponSystem { |
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return &fireWeaponSystem{ |
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player: player, |
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} |
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} |
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func (_ *fireWeaponSystem) 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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} |
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func (_ *fireWeaponSystem) Uses() []gohan.ComponentID { |
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return nil |
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} |
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func (s *fireWeaponSystem) fire(weapon *component.WeaponComponent, position *component.PositionComponent, fireAngle float64) { |
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if time.Since(weapon.LastFire) < 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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speedX := math.Cos(fireAngle) * -weapon.BulletSpeed |
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speedY := math.Sin(fireAngle) * -weapon.BulletSpeed |
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bullet := entity.NewBullet(position.X, position.Y, speedX, speedY) |
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_ = bullet |
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} |
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func (s *fireWeaponSystem) Update(ctx *gohan.Context) error { |
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return nil // TODO |
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weapon := component.Weapon(ctx) |
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if weapon.Ammo <= 0 { |
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return nil |
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} |
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position := component.Position(ctx) |
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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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s.fire(weapon, position, fireAngle) |
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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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case ebiten.IsKeyPressed(ebiten.KeyLeft) && ebiten.IsKeyPressed(ebiten.KeyDown): |
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s.fire(weapon, position, -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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case ebiten.IsKeyPressed(ebiten.KeyRight) && ebiten.IsKeyPressed(ebiten.KeyDown): |
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s.fire(weapon, position, -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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case ebiten.IsKeyPressed(ebiten.KeyRight): |
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s.fire(weapon, position, 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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case ebiten.IsKeyPressed(ebiten.KeyDown): |
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s.fire(weapon, position, -math.Pi/2) |
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} |
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return nil |
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} |
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func (_ *fireWeaponSystem) Draw(_ *gohan.Context, _ *ebiten.Image) error { |
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return gohan.ErrSystemWithoutDraw |
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}
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