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7b97573711
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146573f56c
143
screen_main.go
143
screen_main.go
@ -16,6 +16,7 @@ const (
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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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@ -39,7 +40,7 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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screen.GameMode = modeRun
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}
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}
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if screen.GameMode == modePause {
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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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@ -54,60 +55,26 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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}
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}
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if screen.GameMode == modeRunInput {
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if event.Key == termbox.KeySpace {
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if screen.PlayerTurn == 1 {
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screen.Bullet.launchTime = time.Now()
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screen.Bullet.angle = screen.Player1.projAngle
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screen.Bullet.speed = screen.Player1.projSpeed
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screen.Bullet.startX, screen.Bullet.startY = screen.Player1.GetBulletHandPos()
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} else {
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screen.Bullet.launchTime = time.Now()
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screen.Bullet.angle = 180 - screen.Player2.projAngle
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screen.Bullet.speed = screen.Player2.projSpeed
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screen.Bullet.startX, screen.Bullet.startY = screen.Player2.GetBulletHandPos()
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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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screen.Bullet.x = screen.Bullet.startX
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screen.Bullet.y = screen.Bullet.startY
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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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if screen.PlayerTurn == 1 {
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if screen.Player1.projAngle < 180 {
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screen.Player1.projAngle++
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}
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} else {
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if screen.Player2.projAngle > 0 {
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screen.Player2.projAngle--
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}
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if p.projAngle < 180 {
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p.projAngle++
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}
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} else if event.Key == termbox.KeyArrowRight || event.Ch == 'd' {
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if screen.PlayerTurn == 1 {
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if screen.Player1.projAngle > 0 {
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screen.Player1.projAngle--
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}
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} else {
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if screen.Player2.projAngle > 180 {
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screen.Player2.projAngle++
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}
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if p.projAngle > 0 {
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p.projAngle--
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}
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} else if event.Key == termbox.KeyArrowUp || event.Ch == 'w' {
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if screen.PlayerTurn == 1 {
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// TODO: Upper speed limit
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screen.Player1.projSpeed++
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} else {
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// TODO: Upper speed limit
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screen.Player2.projSpeed++
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}
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p.projSpeed++
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} else if event.Key == termbox.KeyArrowDown || event.Ch == 's' {
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if screen.PlayerTurn == 1 {
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if screen.Player1.projSpeed > 0 {
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screen.Player1.projSpeed--
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}
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} else {
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if screen.Player2.projSpeed > 0 {
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screen.Player2.projSpeed--
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}
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}
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p.projSpeed--
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}
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}
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return mainScreenIndex
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@ -141,7 +108,7 @@ func (screen *mainScreen) performLayout(style style) {
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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{width: w, height: h, color: c}
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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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@ -157,6 +124,7 @@ func (screen *mainScreen) performLayout(style style) {
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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 = 135
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screen.PauseMenu = termboxUtil.CreateMenu("** GOPHER BATTLE **",
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[]string{"Resume", "Restart", "Exit"},
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@ -176,11 +144,45 @@ func createPlayer(px, py int) *player {
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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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} else {
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screen.PlayerTurn = 1
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}
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screen.GameMode = modeRunInput
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} else {
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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.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 1 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.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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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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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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} else {
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// Bullet went off the sides of the screen
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screen.animating = false
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@ -190,10 +192,6 @@ func (screen *mainScreen) update() {
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}
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func (screen *mainScreen) drawScreen(style style) {
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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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// Draw Landscape
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var x int
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for i := range screen.Buildings {
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@ -221,6 +219,12 @@ func (screen *mainScreen) drawScreen(style style) {
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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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if screen.GameMode == modePause {
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// Draw the pause menu
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screen.PauseMenu.Draw()
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@ -259,17 +263,23 @@ type projectile struct {
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launchTime time.Time
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}
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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.GetBulletHandPos()
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p.x = p.startX
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p.y = p.startY
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}
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func (p *projectile) update() {
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// On an update we increase the tick
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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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halfG := 0.5 * p.gravity
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p.x = int(useX + (useSpeed * tm))
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p.y = int(useY + (useSpeed * tm) - (halfG * tm * tm))
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//p.x = int(useX + (math.Cos(degToRad(p.angle)) * useSpeed * tm))
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//p.y = int(useY + (math.Sin(degToRad(p.angle)) * useSpeed * tm * halfG * tm * tm))
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WriteToLog(fmt.Sprintf("(%d) %d,%d (s:%d;a:%d)\n", tm, p.x, p.y, useSpeed, p.angle))
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useA := float64(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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WriteToLog(fmt.Sprintf("%f - S:%d; (%d,%d)=>(%d,%d)\n", useA, p.speed, p.startX, p.startY, p.x, p.y))
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}
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func (p *projectile) draw() {
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@ -319,6 +329,15 @@ func (p *player) draw() {
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termbox.SetCell(bulletHandX, bulletHandY, 'O', termbox.ColorBlack, p.baseColor)
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}
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func (p *player) didCollide(pr *projectile) bool {
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WriteToLog(fmt.Sprintf("Player: (%d,%d) -> (%d,%d)\n", p.x, p.y-4, p.x+4, p.y))
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WriteToLog(fmt.Sprintf("Projectile: (%d,%d)\n", pr.x, pr.y))
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if pr.x >= p.x && pr.x <= p.x+4 {
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return pr.y <= p.y && pr.y >= p.y-4
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}
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return false
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}
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func (p *player) GetBulletHandPos() (int, int) {
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if p.projAngle <= 11 {
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return p.x + 5, p.y - 2
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@ -349,6 +368,7 @@ func (p *player) GetBulletHandPos() (int, int) {
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}
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type building struct {
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startX int
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width, height int
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color termbox.Attribute
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windowsOn []int
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@ -369,3 +389,10 @@ func (b *building) draw(x int) {
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}
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}
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}
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func (b *building) didCollide(p *projectile) bool {
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if p.x >= b.startX && p.x <= b.startX+b.width {
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return p.y >= ScreenHeight-b.height
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}
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return false
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}
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