More work
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@ -20,4 +20,6 @@ _cgo_export.*
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_testmain.go
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*.exe
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gopher-battle
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gopher-battle
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gopher-battle.log
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@ -2,6 +2,7 @@ package main
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import (
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"fmt"
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"math"
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"math/rand"
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"time"
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@ -27,7 +28,7 @@ type mainScreen struct {
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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 float32
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gravity float64
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}
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func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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@ -55,14 +56,18 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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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.x, screen.Bullet.y = screen.Player1.GetBulletHandPos()
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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.x, screen.Bullet.y = screen.Player2.GetBulletHandPos()
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screen.Bullet.startX, screen.Bullet.startY = screen.Player2.GetBulletHandPos()
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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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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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@ -87,15 +92,21 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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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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} else if event.Key == termbox.KeyArrowDown || event.Ch == 's' {
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if screen.PlayerTurn == 1 {
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screen.Player1.projSpeed--
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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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screen.Player2.projSpeed--
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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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}
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}
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@ -105,7 +116,9 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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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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b := projectile{}
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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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@ -165,20 +178,9 @@ func (screen *mainScreen) update() {
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if !screen.animating {
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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 {
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// Figure out where the bullet should move to based
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// on its angle and speed
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if screen.Bullet.angle < 35 {
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screen.Bullet.x++
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} else if screen.Bullet.angle < 90 {
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screen.Bullet.x++
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screen.Bullet.y++
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} else if screen.Bullet.angle < 125 {
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screen.Bullet.x--
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screen.Bullet.y--
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} else {
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screen.Bullet.x--
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}
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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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} else {
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// Bullet went off the sides of the screen
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screen.animating = false
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@ -245,9 +247,29 @@ func getSeedFromString(seed string) int64 {
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return ret
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}
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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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speed, angle int
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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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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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}
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func (p *projectile) draw() {
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