Beispiel #1
0
func (e *Entity) die() {
	e.Mob = nil
	e.sprite.SetColor(sf.ColorRed())

	//Becomes a corpse
	e.name = e.name + "'s corpse"
	e.Item = new(Item)
}
Beispiel #2
0
func NewSimpleFunctionalPathShape(start float32, end float32, function func(float64) float64) (*PathShape, error) {
	return NewFunctionalPathShape64(start, end, 1, function, sf.ColorRed())
}
Beispiel #3
0
func (g *Game) run() {

	for g.window.IsOpen() {

		wait := true
	pollLoop:
		for event := g.window.PollEvent(); event != nil; event = g.window.PollEvent() {
			switch et := event.(type) {
			case sf.EventClosed:
				g.window.Close()
			case sf.EventTextEntered:
				wait = g.handleInput(et.Char)
				break pollLoop
			}
		}
		g.window.Clear(sf.ColorBlack())

		// Draw status stuff.
		g.window.SetView(g.statusView)
		g.hpText.SetString("HP: " + strconv.Itoa(g.player.curhp) + "/" + strconv.Itoa(g.player.maxhp))
		g.hpText.Draw(g.window, sf.DefaultRenderStates())

		g.drawLog()

		if g.state != INVENTORY {
			g.window.SetView(g.gameView)

			g.Draw(g.area)

			//Draw items
			for _, i := range g.items {
				g.Draw(i)
			}

			//Process mobs Ai, check for deaths and draw them.
			for i, m := range g.mobs {
				if m.Mob == nil {
					mPos := m.Position()
					for i := 0; i < 3; i++ { // Spill blood.
						r := rand.Perm(3)
						g.area.tiles[(mPos.X+r[0]-1)+(mPos.Y+r[2]-1)*g.area.width].SetColor(sf.ColorRed())
					}
					g.items = append(g.items, m)
					g.mobs = removeFromList(g.mobs, i)
				}
				if !wait && m != g.player && m.Mob != nil {
					g.processAI(m)
				}
				g.Draw(m)
			}

			//Check if player died.
			if g.player.Mob == nil {
				fmt.Print("Game Over, you died.\n")
				g.window.Close()
				return
			}

			if g.state == LOOK {
				g.Draw(g.cursor)
				g.lookText.Draw(g.window, sf.DefaultRenderStates())
			}

			g.window.Display()
		}
	}

}