-
Notifications
You must be signed in to change notification settings - Fork 8
/
Copy pathblargh.go
130 lines (111 loc) · 3.46 KB
/
blargh.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
/*
Copyright (C) 2021 Alexander Lunsford
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <https://www.gnu.org/licenses/>.
*/
package main
import (
"image"
"math/rand"
"github.com/thetophatdemon/feta-feles-rebirth/audio"
"github.com/thetophatdemon/feta-feles-rebirth/vmath"
)
type Blargh struct {
Mob
shootTimer float64
}
var sprBlarghNormal *Sprite
var sprBlarghShoot *Sprite
var sprBlarghHurt *Sprite
var sprBlarghDie []*Sprite
func init() {
sprBlarghNormal = NewSprite(image.Rect(0, 48, 16, 64), vmath.NewVec(-8.0, -8.0), false, false, 0)
sprBlarghShoot = NewSprite(image.Rect(16, 48, 32, 64), vmath.NewVec(-8.0, -8.0), false, false, 0)
sprBlarghHurt = NewSprite(image.Rect(32, 48, 48, 64), vmath.NewVec(-8.0, -8.0), false, false, 0)
sprBlarghDie = NewSprites(vmath.NewVec(-8.0, -8.0), image.Rect(32, 48, 48, 64), image.Rect(48, 48, 64, 64))
}
var blarghCtr *ObjCtr
func init() {
blarghCtr = NewObjCtr()
}
func AddBlargh(game *Game, x, y float64) *Object {
blargh := &Blargh{
Mob: Mob{
Actor: NewActor(50.0, 100_000.0, 50_000.0),
health: 5,
currAnim: nil,
lastSeenPlayerPos: vmath.ZeroVec(),
vecToPlayer: vmath.ZeroVec(),
},
shootTimer: rand.Float64()/2.0 + 0.5,
}
blarghCtr.Inc()
return game.AddObject(&Object{
pos: vmath.NewVec(x, y), radius: 7.0, colType: CT_ENEMY,
sprites: []*Sprite{sprBlarghNormal},
components: []Component{blargh},
})
}
const (
BLARGH_SHOOT_INTERVAL float64 = 2.0
BLARGH_SHOOT_THRESHOLD float64 = 0.5 //The actual shot is made _ seconds before the timer reaches 0, so the animation can look better
)
func (bl *Blargh) Update(game *Game, obj *Object) {
if bl.hurtTimer > 0.0 {
obj.sprites[0] = sprBlarghHurt
} else if bl.shootTimer < BLARGH_SHOOT_THRESHOLD {
obj.sprites[0] = sprBlarghShoot
} else {
obj.sprites[0] = sprBlarghNormal
}
bl.Mob.Update(game, obj)
if bl.hunting {
if bl.shootTimer > BLARGH_SHOOT_THRESHOLD && bl.shootTimer-game.deltaTime < BLARGH_SHOOT_THRESHOLD {
AddBouncyShot(game, obj.pos.Clone(), bl.vecToPlayer.Clone(), 80.0, true, 2)
}
//Move for 0.5 seconds after timer starts
if bl.shootTimer < BLARGH_SHOOT_INTERVAL-0.5 {
bl.Move(bl.vecToPlayer.X, bl.vecToPlayer.Y)
} else {
bl.Move(0.0, 0.0)
}
if bl.shootTimer < BLARGH_SHOOT_INTERVAL {
bl.shootTimer -= game.deltaTime
if bl.shootTimer < 0.0 {
bl.shootTimer = BLARGH_SHOOT_INTERVAL
}
} else {
if bl.seesPlayer { //Restart ticking once player is spotted again
bl.shootTimer -= game.deltaTime
}
}
}
bl.Actor.Update(game, obj)
}
func (bl *Blargh) OnCollision(game *Game, obj, other *Object) {
bl.Mob.OnCollision(game, obj, other)
//Death
if bl.health <= 0 && !bl.dead {
bl.dead = true
audio.PlaySound("enemy_die")
bl.currAnim = &Anim{
frames: sprBlarghDie,
speed: 0.15,
callback: func(anm *Anim) {
if anm.finished {
obj.removeMe = true
blarghCtr.Dec()
AddLove(game, 4, obj.pos.X, obj.pos.Y)
}
},
}
}
}