THE GAME WORKS
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146573f56c
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@ -49,8 +49,8 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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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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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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@ -64,13 +64,9 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
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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 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 p.projAngle > 0 {
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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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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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@ -88,11 +84,11 @@ func (screen *mainScreen) performLayout(style style) {
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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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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.Intn(1) + 1
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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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@ -116,6 +112,7 @@ func (screen *mainScreen) performLayout(style style) {
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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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@ -124,7 +121,8 @@ 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.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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@ -136,7 +134,13 @@ func (screen *mainScreen) performLayout(style style) {
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}
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func createPlayer(px, py int) *player {
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p := player{x: px, y: py, projSpeed: 10, projAngle: 45, baseColor: termbox.ColorCyan}
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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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@ -146,8 +150,12 @@ func (screen *mainScreen) update() {
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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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screen.GameMode = modeRunInput
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} else {
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@ -155,6 +163,7 @@ func (screen *mainScreen) update() {
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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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@ -166,6 +175,7 @@ func (screen *mainScreen) update() {
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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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@ -276,7 +286,7 @@ 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 := float64(p.angle)
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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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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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@ -290,7 +300,10 @@ type player struct {
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x, y int
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projSpeed int
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projAngle int
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gravity float64
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baseColor termbox.Attribute
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turn bool
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dead bool
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}
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func (p *player) draw() {
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@ -301,10 +314,15 @@ func (p *player) draw() {
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termbox.SetCell(p.x+4, p.y-4, ' ', p.baseColor, p.baseColor)
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termbox.SetCell(p.x, p.y-3, ' ', p.baseColor, p.baseColor)
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termbox.SetCell(p.x+1, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
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termbox.SetCell(p.x+2, p.y-3, ' ', p.baseColor, p.baseColor)
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termbox.SetCell(p.x+3, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
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termbox.SetCell(p.x+4, p.y-3, ' ', p.baseColor, p.baseColor)
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if p.dead {
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termbox.SetCell(p.x+1, p.y-3, 'X', termbox.ColorRed, termbox.ColorBlack)
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termbox.SetCell(p.x+3, p.y-3, 'X', termbox.ColorRed, termbox.ColorBlack)
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} else {
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termbox.SetCell(p.x+1, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
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termbox.SetCell(p.x+3, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
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}
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termbox.SetCell(p.x, p.y-2, ' ', p.baseColor, p.baseColor)
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termbox.SetCell(p.x+1, p.y-2, ' ', p.baseColor, p.baseColor)
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@ -325,8 +343,10 @@ func (p *player) draw() {
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termbox.SetCell(p.x+4, p.y, ' ', p.baseColor, p.baseColor)
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// Now draw the arms
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if p.turn {
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bulletHandX, bulletHandY := p.GetBulletHandPos()
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termbox.SetCell(bulletHandX, bulletHandY, 'O', termbox.ColorBlack, p.baseColor)
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termbox.SetCell(bulletHandX, bulletHandY, '+', termbox.ColorBlack, p.baseColor)
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}
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}
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func (p *player) didCollide(pr *projectile) bool {
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@ -339,6 +359,14 @@ func (p *player) didCollide(pr *projectile) bool {
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}
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func (p *player) GetBulletHandPos() (int, int) {
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tm := 0.5
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useSpeed := float64(p.projSpeed)
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useX, useY := float64(p.x+2), float64(p.y-2)
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useA := degToRad(p.projAngle)
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retX := int(useX + (useSpeed * math.Cos(useA) * tm))
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retY := int(useY + (useSpeed*math.Sin(useA)*tm - p.gravity*tm*tm/2))
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return retX, retY
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/*
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if p.projAngle <= 11 {
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return p.x + 5, p.y - 2
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} else if p.projAngle <= 22 {
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@ -365,6 +393,7 @@ func (p *player) GetBulletHandPos() (int, int) {
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return p.x - 1, p.y - 3
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}
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return p.x - 1, p.y - 2
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*/
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}
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type building struct {
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@ -34,12 +34,21 @@ func (screen *titleScreen) handleKeyPress(event termbox.Event) int {
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func (screen *titleScreen) performLayout(style style) {
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if !screen.initialized {
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var tmplt []string
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if ScreenWidth >= 87 {
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tmplt = append(tmplt, " ________ .__ __________ __ __ .__ ")
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tmplt = append(tmplt, " / _____/ ____ ______ | |__ ___________ \\______ _____ _/ |__/ |_| | ____ ")
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tmplt = append(tmplt, "/ \\ ___ / _ \\\\____ \\| | \\_/ __ \\_ __ \\ | | _\\__ \\\\ __\\ __| | _/ __ \\ ")
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tmplt = append(tmplt, "\\ \\_\\ ( <_> | |_> | Y \\ ___/| | \\/ | | \\/ __ \\| | | | | |_\\ ___/ ")
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tmplt = append(tmplt, " \\______ /\\____/| __/|___| /\\___ |__| |______ (____ |__| |__| |____/\\___ >")
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tmplt = append(tmplt, " \\/ |__| \\/ \\/ \\/ \\/ \\/ ")
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} else {
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tmplt = append(tmplt, " ")
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tmplt = append(tmplt, " ")
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tmplt = append(tmplt, " gopher.bas ")
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tmplt = append(tmplt, " Gopher Battle ")
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tmplt = append(tmplt, " ")
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tmplt = append(tmplt, " ")
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tmplt = append(tmplt, " ")
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}
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defaultFg := style.defaultFg
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defaultBg := style.defaultBg
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