2016-01-06 18:24:08 +00:00
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package main
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import (
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"fmt"
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2016-01-08 00:35:13 +00:00
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"math"
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2016-01-06 18:24:08 +00:00
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"math/rand"
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"time"
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"gogs.bullercodeworks.com/brian/termbox-util"
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"github.com/nsf/termbox-go"
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)
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const (
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modeInit = iota
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modeRun
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modeRunInput
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modePause
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modeGameOver
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)
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type mainScreen struct {
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GameMode int
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PlayerTurn int
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Player1 *player
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Player2 *player
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Bullet *projectile
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Buildings []building
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PauseMenu *termboxUtil.Menu
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r *rand.Rand
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animating bool
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gravity float64
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}
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2016-01-07 04:04:42 +00:00
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func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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if event.Key == termbox.KeyEsc {
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if screen.GameMode != modePause {
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screen.GameMode = modePause
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} else {
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screen.GameMode = modeRun
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}
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}
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if screen.GameMode == modePause || screen.GameMode == modeGameOver {
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screen.PauseMenu.HandleKeyPress(event)
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if screen.PauseMenu.IsDone() {
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selOpt := screen.PauseMenu.GetSelectedOption()
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if selOpt.GetText() == "Exit" {
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return exitScreenIndex
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} else if selOpt.GetText() == "Resume" {
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screen.GameMode = modeRun
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} else if selOpt.GetText() == "Restart" {
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screen.GameMode = modeInit
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return titleScreenIndex
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}
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}
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}
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2016-01-06 18:24:08 +00:00
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if screen.GameMode == modeRunInput {
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p := screen.Player1
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if screen.PlayerTurn == 2 {
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p = screen.Player2
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}
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if event.Key == termbox.KeySpace {
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screen.Bullet.init(p)
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screen.animating = true
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screen.GameMode = modeRun
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} else if event.Key == termbox.KeyArrowLeft || event.Ch == 'a' {
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p.projAngle--
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} else if event.Key == termbox.KeyArrowRight || event.Ch == 'd' {
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p.projAngle++
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} else if event.Key == termbox.KeyArrowUp || event.Ch == 'w' {
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p.projSpeed++
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} else if event.Key == termbox.KeyArrowDown || event.Ch == 's' {
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p.projSpeed--
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}
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}
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return mainScreenIndex
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}
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func (screen *mainScreen) performLayout(style style) {
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var bldCity int
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if screen.GameMode == modeInit {
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// Default screen gravity:
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screen.gravity = float64(-9.81)
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b := projectile{gravity: screen.gravity}
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screen.Bullet = &b
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// TODO: Reset Buildings
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screen.Buildings = []building{}
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// Create a random seed (from time)
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seed := fmt.Sprintf("%d", time.Now().UnixNano())
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screen.r = rand.New(rand.NewSource(getSeedFromString(seed + "-world")))
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screen.PlayerTurn = (screen.r.Int() % 2) + 1
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for bldCity < ScreenWidth {
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w := screen.r.Intn(8) + 6
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h := screen.r.Intn(ScreenHeight-10) + 2
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var c termbox.Attribute
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switch screen.r.Intn(3) {
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case 0:
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c = termbox.ColorRed
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case 1:
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c = termbox.ColorGreen
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case 2:
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c = termbox.ColorBlue
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}
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if ScreenWidth-(bldCity+w) < 5 {
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w += ScreenWidth - (bldCity + w)
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}
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b := building{startX: bldCity, width: w, height: h, color: c}
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screen.Buildings = append(screen.Buildings, b)
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bldCity += w
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}
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// Player 1 should be on the first 1/3 of the buildings
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bld := screen.r.Intn(len(screen.Buildings) / 3)
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p1x, p1y := screen.getRndPosForBuilding(bld)
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screen.Player1 = createPlayer(p1x, p1y)
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screen.Player1.gravity = screen.gravity
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// Player 2 should be on the third 1/3 of the buildings
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bld = screen.r.Intn(len(screen.Buildings)/3) + ((len(screen.Buildings) * 2) / 3)
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p2x, p2y := screen.getRndPosForBuilding(bld)
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if ScreenWidth-p2x < 5 {
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p2x, p2y = screen.getRndPosForBuilding(bld - 1)
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}
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screen.Player2 = createPlayer(p2x, p2y)
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screen.Player2.projAngle = 225
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screen.Player2.gravity = screen.gravity
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screen.PauseMenu = termboxUtil.CreateMenu("** GOPHER BATTLE **",
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[]string{"Resume", "Restart", "Exit"},
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(ScreenWidth/2)-11, (ScreenHeight/2)-3, 22, 6,
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style.defaultFg, style.defaultBg)
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screen.PauseMenu.SetBordered(true)
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2016-01-08 22:06:21 +00:00
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screen.PauseMenu.EnableVimMode()
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screen.GameMode = modeRun
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}
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}
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func createPlayer(px, py int) *player {
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p := player{
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x: px,
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y: py,
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projSpeed: 10,
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projAngle: 315,
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baseColor: termbox.ColorCyan,
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}
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return &p
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}
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// Trigger all updates
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func (screen *mainScreen) update() {
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if screen.GameMode == modeRun {
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if !screen.animating {
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if screen.PlayerTurn == 1 {
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screen.PlayerTurn = 2
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screen.Player1.turn = false
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screen.Player2.turn = true
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} else {
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screen.PlayerTurn = 1
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screen.Player1.turn = true
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screen.Player2.turn = false
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}
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2016-01-07 04:04:42 +00:00
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screen.GameMode = modeRunInput
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} else {
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2016-01-08 00:35:13 +00:00
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if screen.Bullet.x > 0 && screen.Bullet.x < ScreenWidth && screen.Bullet.y < ScreenHeight && screen.Bullet.y > -5000 {
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screen.Bullet.update()
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// Check for collisions
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if screen.Player1.didCollide(screen.Bullet) {
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screen.Player1.dead = true
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screen.PauseMenu.SetOptionDisabled(0)
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if screen.PlayerTurn == 1 {
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// Self kill
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screen.PauseMenu.SetTitle("Player 1 LOSES.")
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} else {
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// Victory!
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screen.PauseMenu.SetTitle("Player 2 Wins!")
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}
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screen.GameMode = modePause
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}
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if screen.Player2.didCollide(screen.Bullet) {
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screen.Player2.dead = true
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screen.PauseMenu.SetOptionDisabled(0)
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if screen.PlayerTurn == 2 {
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// Self kill
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screen.PauseMenu.SetTitle("Player 2 LOSES.")
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} else {
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// Victory!
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2016-01-09 00:04:09 +00:00
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screen.PauseMenu.SetTitle("Player 1 Wins!")
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2016-01-08 04:39:51 +00:00
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}
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screen.GameMode = modePause
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}
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for i := range screen.Buildings {
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if screen.Buildings[i].didCollide(screen.Bullet) {
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// Collision
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screen.animating = false
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break
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}
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}
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2016-01-07 04:04:42 +00:00
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} else {
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// Bullet went off the sides of the screen
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screen.animating = false
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}
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}
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2016-01-06 18:24:08 +00:00
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}
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}
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func (screen *mainScreen) drawScreen(style style) {
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// Draw Landscape
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var x int
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for i := range screen.Buildings {
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screen.Buildings[i].draw(x)
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x += screen.Buildings[i].width
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}
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if screen.GameMode == modeRun {
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// Draw Projectile(s)
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2016-01-07 04:04:42 +00:00
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if screen.Bullet != nil {
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screen.Bullet.draw()
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}
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2016-01-06 18:24:08 +00:00
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} else if screen.GameMode == modeRunInput {
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// Draw inputs
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if screen.PlayerTurn == 1 {
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2016-01-07 04:04:42 +00:00
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angleText := fmt.Sprintf("Angle: %d", screen.Player1.projAngle)
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speedText := fmt.Sprintf("Speed: %d", screen.Player1.projSpeed)
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termboxUtil.DrawStringAtPoint(angleText, 0, 0, style.defaultFg, style.defaultBg)
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termboxUtil.DrawStringAtPoint(speedText, 0, 1, style.defaultFg, style.defaultBg)
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termboxUtil.DrawStringAtPoint("'space' to fire", 0, 2, style.defaultFg, style.defaultBg)
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} else {
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angleText := fmt.Sprintf("Angle: %d", screen.Player2.projAngle)
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speedText := fmt.Sprintf("Speed: %d", screen.Player2.projSpeed)
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termboxUtil.DrawStringAtPoint(angleText, ScreenWidth-11, 0, style.defaultFg, style.defaultBg)
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termboxUtil.DrawStringAtPoint(speedText, ScreenWidth-11, 1, style.defaultFg, style.defaultBg)
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termboxUtil.DrawStringAtPoint("'space' to fire", ScreenWidth-15, 2, style.defaultFg, style.defaultBg)
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}
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}
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// Draw Player 1
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screen.Player1.draw()
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// Draw Player 2
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screen.Player2.draw()
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2016-01-07 04:04:42 +00:00
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if screen.GameMode == modePause {
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// Draw the pause menu
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screen.PauseMenu.Draw()
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}
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2016-01-06 18:24:08 +00:00
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}
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2016-01-07 04:04:42 +00:00
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func (screen *mainScreen) getRndPosForBuilding(i int) (int, int) {
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retY := ScreenHeight - screen.Buildings[i].height
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bldStX := 0
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for idx := 0; idx < i; idx++ {
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bldStX += screen.Buildings[idx].width
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}
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retX := screen.r.Intn(screen.Buildings[i].width-5) + bldStX
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return retX, retY
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2016-01-06 18:24:08 +00:00
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}
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func getSeedFromString(seed string) int64 {
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2016-01-07 04:04:42 +00:00
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// Does this algorithm work for string->seed generation?
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// ~\_(o.o)_/~ - seems to.
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2016-01-06 18:24:08 +00:00
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var ret int64
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for i, k := range seed {
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ret += int64(k) * int64(i)
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}
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return ret
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}
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2016-01-08 00:35:13 +00:00
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func degToRad(d int) float64 {
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return (float64(d) * (math.Pi / float64(180)))
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}
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type projectile struct {
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x, y int
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startX, startY int
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speed, angle int
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gravity float64
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launchTime time.Time
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}
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2016-01-08 04:39:51 +00:00
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func (p *projectile) init(pl *player) {
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p.launchTime = time.Now()
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p.angle = pl.projAngle
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p.speed = pl.projSpeed
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p.startX, p.startY = pl.GetClosestTrajectory()
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//p.startX, p.startY = pl.x+2, pl.y+2
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p.x = p.startX
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p.y = p.startY
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}
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2016-01-08 00:35:13 +00:00
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func (p *projectile) update() {
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tm := time.Since(p.launchTime).Seconds()
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useSpeed := float64(p.speed)
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useX, useY := float64(p.startX), float64(p.startY)
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useA := degToRad(p.angle)
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p.x = int(useX + (useSpeed * math.Cos(useA) * tm))
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p.y = int(useY + (useSpeed*math.Sin(useA)*tm - p.gravity*tm*tm/2))
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2016-01-07 04:04:42 +00:00
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}
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func (p *projectile) draw() {
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if p.y < 0 {
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termbox.SetCell(p.x, 0, '^', termbox.ColorYellow, termbox.ColorBlack)
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|
|
|
} else {
|
|
|
|
termbox.SetCell(p.x, p.y, '0', termbox.ColorYellow, termbox.ColorBlack)
|
|
|
|
}
|
2016-01-07 04:04:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
type player struct {
|
|
|
|
x, y int
|
|
|
|
projSpeed int
|
|
|
|
projAngle int
|
2016-01-08 21:44:35 +00:00
|
|
|
gravity float64
|
2016-01-07 04:04:42 +00:00
|
|
|
baseColor termbox.Attribute
|
2016-01-08 21:44:35 +00:00
|
|
|
turn bool
|
|
|
|
dead bool
|
2016-01-07 04:04:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
func (p *player) draw() {
|
|
|
|
termbox.SetCell(p.x, p.y-4, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+1, p.y-4, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+2, p.y-4, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+3, p.y-4, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+4, p.y-4, ' ', p.baseColor, p.baseColor)
|
|
|
|
|
|
|
|
termbox.SetCell(p.x, p.y-3, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+2, p.y-3, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+4, p.y-3, ' ', p.baseColor, p.baseColor)
|
2016-01-08 21:44:35 +00:00
|
|
|
if p.dead {
|
|
|
|
termbox.SetCell(p.x+1, p.y-3, 'X', termbox.ColorRed, termbox.ColorBlack)
|
|
|
|
termbox.SetCell(p.x+3, p.y-3, 'X', termbox.ColorRed, termbox.ColorBlack)
|
|
|
|
} else {
|
|
|
|
termbox.SetCell(p.x+1, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
|
|
|
termbox.SetCell(p.x+3, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
|
|
|
}
|
2016-01-07 04:04:42 +00:00
|
|
|
|
|
|
|
termbox.SetCell(p.x, p.y-2, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+1, p.y-2, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+2, p.y-2, 'w', termbox.ColorWhite, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+3, p.y-2, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+4, p.y-2, ' ', p.baseColor, p.baseColor)
|
|
|
|
|
|
|
|
termbox.SetCell(p.x, p.y-1, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+1, p.y-1, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+2, p.y-1, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+3, p.y-1, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+4, p.y-1, ' ', p.baseColor, p.baseColor)
|
|
|
|
|
|
|
|
termbox.SetCell(p.x, p.y, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+1, p.y, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+2, p.y, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+3, p.y, ' ', p.baseColor, p.baseColor)
|
|
|
|
termbox.SetCell(p.x+4, p.y, ' ', p.baseColor, p.baseColor)
|
|
|
|
|
|
|
|
// Now draw the arms
|
2016-01-08 21:44:35 +00:00
|
|
|
if p.turn {
|
|
|
|
bulletHandX, bulletHandY := p.GetBulletHandPos()
|
2016-01-09 00:04:09 +00:00
|
|
|
termbox.SetCell(bulletHandX, bulletHandY, 'X', termbox.ColorRed|termbox.AttrBold, termbox.ColorBlack)
|
2016-01-08 21:44:35 +00:00
|
|
|
}
|
2016-01-07 04:04:42 +00:00
|
|
|
}
|
|
|
|
|
2016-01-08 04:39:51 +00:00
|
|
|
func (p *player) didCollide(pr *projectile) bool {
|
|
|
|
if pr.x >= p.x && pr.x <= p.x+4 {
|
|
|
|
return pr.y <= p.y && pr.y >= p.y-4
|
|
|
|
}
|
|
|
|
return false
|
|
|
|
}
|
|
|
|
|
2016-01-09 00:04:09 +00:00
|
|
|
func (p *player) GetClosestTrajectory() (int, int) {
|
|
|
|
// Find the spot closest to the player in a direct line with the target
|
|
|
|
bHx, bHy := p.GetBulletHandPos()
|
|
|
|
gx, gy := p.x+2, p.y-2
|
|
|
|
for gx >= p.x && gx <= p.x+4 && gy >= p.y-4 && gy <= p.y {
|
|
|
|
if math.Abs(float64(bHx-gx)) > math.Abs(float64(bHy-gy)) {
|
|
|
|
if bHx > gx {
|
|
|
|
gx++
|
|
|
|
} else {
|
|
|
|
gx--
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
if bHy > gy {
|
|
|
|
gy++
|
|
|
|
} else {
|
|
|
|
gy--
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return gx, gy
|
|
|
|
}
|
|
|
|
|
2016-01-07 04:04:42 +00:00
|
|
|
func (p *player) GetBulletHandPos() (int, int) {
|
2016-01-08 21:44:35 +00:00
|
|
|
tm := 0.5
|
|
|
|
useSpeed := float64(p.projSpeed)
|
|
|
|
useX, useY := float64(p.x+2), float64(p.y-2)
|
|
|
|
useA := degToRad(p.projAngle)
|
|
|
|
retX := int(useX + (useSpeed * math.Cos(useA) * tm))
|
|
|
|
retY := int(useY + (useSpeed*math.Sin(useA)*tm - p.gravity*tm*tm/2))
|
|
|
|
return retX, retY
|
2016-01-07 04:04:42 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
type building struct {
|
2016-01-08 04:39:51 +00:00
|
|
|
startX int
|
2016-01-07 04:04:42 +00:00
|
|
|
width, height int
|
|
|
|
color termbox.Attribute
|
|
|
|
windowsOn []int
|
|
|
|
}
|
|
|
|
|
|
|
|
func (b *building) draw(x int) {
|
|
|
|
for i := 0; i < b.height; i++ {
|
|
|
|
for j := 0; j < b.width; j++ {
|
|
|
|
c := b.color
|
|
|
|
/* TODO: Windows
|
|
|
|
if i > 0 && i < b.height && j > 0 && j < b.width {
|
|
|
|
if i%2 == 1 && j%2 == 1 {
|
|
|
|
c = termbox.ColorBlack
|
|
|
|
}
|
|
|
|
}
|
|
|
|
*/
|
|
|
|
termbox.SetCell(x+j, ScreenHeight-i, ' ', c, c)
|
|
|
|
}
|
|
|
|
}
|
2016-01-06 18:24:08 +00:00
|
|
|
}
|
2016-01-08 04:39:51 +00:00
|
|
|
|
|
|
|
func (b *building) didCollide(p *projectile) bool {
|
|
|
|
if p.x >= b.startX && p.x <= b.startX+b.width {
|
|
|
|
return p.y >= ScreenHeight-b.height
|
|
|
|
}
|
|
|
|
return false
|
|
|
|
}
|