Example #1
0
func main() {
	var (
		splash *Splash
		system *twodee.System
		window *twodee.Window
		err    error
	)
	system, err = twodee.Init()
	Check(err)
	defer system.Terminate()

	window = &twodee.Window{
		Width:      800,
		Height:     600,
		Title:      "TDoS",
		Fullscreen: false,
	}
	system.Open(window)

	if !DEBUG {
		splash, err = InitSplash(system, window, 0)
		Check(err)
		for splash.Running() {
			splash.Paint()
		}
		splash = nil
	}

	state, err := Init(system, window)
	Check(err)
	tick := time.Now()
	state.UpdateViewport(0)
	for state.Running() {
		elapsed := time.Since(tick)
		//fmt.Printf("Elapsed: %v\n", float32(elapsed) / float32(time.Millisecond))
		tick = time.Now()
		ms := Min(float32(elapsed)/float32(time.Millisecond), 50)
		state.CheckKeys(ms)
		state.Update(ms)
		state.UpdateViewport(ms)
		state.Paint(ms)
	}

	if !DEBUG {
		frame := 1
		if state.Victory {
			frame = 2
		}
		splash, err = InitSplash(system, window, frame)
		Check(err)
		for splash.Running() {
			splash.Paint()
		}
	}
}
Example #2
0
func InitSplash(system *twodee.System, window *twodee.Window, frame int) (splash *Splash, err error) {
	if system.LoadTexture("splash", "assets/splash-fw.png", twodee.IntNearest, 0); err != nil {
		return
	}
	splash = &Splash{
		running: true,
		window:  window,
		system:  system,
		scene:   &twodee.Scene{},
	}
	system.SetKeyCallback(func(k, s int) {
		threshold := time.Duration(500) * time.Millisecond
		if time.Now().After(splash.started.Add(threshold)) {
			splash.running = false
		}
	})
	fmt.Println(system.Textures)
	splash.sprite = system.NewSprite("splash", 0, 0, int(window.View.Dx()), int(window.View.Dy()), 0)
	splash.sprite.SetFrame(frame)
	splash.scene.AddChild(splash.sprite)
	splash.started = time.Now()
	return
}
Example #3
0
func Init(system *twodee.System, window *twodee.Window) (state *State, err error) {
	state = &State{}
	state.creatures = make([]*Creature, 0)
	state.boundaries = make([]*twodee.Sprite, 0)
	state.hud = &twodee.Scene{}
	state.scene = &twodee.Scene{}
	state.env = &twodee.Env{}
	state.window = window
	state.system = system
	textures := []TexInfo{
		TexInfo{"level-textures", "assets/level-textures.png", 16},
		TexInfo{"enemy-sm-textures", "assets/enemy-sm-textures-fw.png", 0},
		TexInfo{"enemy-textures", "assets/enemy-textures-fw.png", 0},
		TexInfo{"font1-textures", "assets/font1-textures.png", 0},
		TexInfo{"darwin-textures", "assets/darwin-textures.png", 0},
		TexInfo{"powerups-textures", "assets/powerups-textures-fw.png", 0},
	}
	for _, t := range textures {
		if err = system.LoadTexture(t.Name, t.Path, twodee.IntNearest, t.Width); err != nil {
			return
		}
	}
	BlockHandler := func(block *twodee.EnvBlock, sprite *twodee.Sprite, x float32, y float32) {
		state.HandleAddBlock(block, sprite, x, y)
	}
	opts := twodee.EnvOpts{
		Blocks: []*twodee.EnvBlock{
			&twodee.EnvBlock{
				Color:      color.RGBA{153, 102, 0, 255}, // Dirt
				Type:       FLOOR,
				FrameIndex: 0,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{0, 204, 51, 255}, // Green top
				Type:       FLOOR,
				FrameIndex: 1,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{51, 102, 0, 255}, // Top left corner
				Type:       FLOOR,
				FrameIndex: 2,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{51, 153, 0, 255}, // Top right corner
				Type:       FLOOR,
				FrameIndex: 3,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{153, 153, 51, 255}, // Left dirt wall
				Type:       FLOOR,
				FrameIndex: 4,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{153, 153, 102, 255}, // Right dirt wall
				Type:       FLOOR,
				FrameIndex: 5,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{204, 204, 51, 255}, // Left grass cap
				Type:       FLOOR,
				FrameIndex: 6,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{204, 204, 102, 255}, // Right grass cap
				Type:       FLOOR,
				FrameIndex: 7,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{153, 153, 153, 255}, // Rock
				Type:       FLOOR,
				FrameIndex: 8,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{118, 118, 118, 255}, // Rock left
				Type:       FLOOR,
				FrameIndex: 9,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{84, 84, 84, 255}, // Rock right
				Type:       FLOOR,
				FrameIndex: 10,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{0, 0, 0, 255},
				Type:       START,
				FrameIndex: 1,
				Handler:    BlockHandler,
			},
			&twodee.EnvBlock{
				Color:      color.RGBA{51, 51, 51, 255},
				Type:       BADGUY,
				FrameIndex: -1,
				Handler:    BlockHandler,
			},
		},
		TextureName: "level-textures",
		MapPath:     "assets/level-fw.png",
		BlockWidth:  32,
		BlockHeight: 32,
	}
	if err = state.env.Load(system, opts); err != nil {
		return
	}
	state.system.SetClearColor(102, 204, 255, 255)
	state.scene.AddChild(state.env)
	state.system.SetKeyCallback(func(k, s int) { state.HandleKeys(k, s) })
	state.screenxmin = float32(-state.env.Width()) + state.window.View.Max.X
	state.screenxmax = 0
	state.screenymin = float32(-state.env.Height()) + state.window.View.Max.Y
	state.screenymax = 0

	// Do this later so that the hud renders on top of things
	state.scene.AddChild(state.hud)
	state.livesbar = NewLivesBar(system, 0, 0)
	state.hud.AddChild(state.livesbar)

	state.healthbar = NewLivesBar(system, 0, 0)
	state.healthbar.Availframe = 3
	state.healthbar.Emptyframe = 2
	state.healthbar.MoveTo(twodee.Pt(0, 24))
	state.hud.AddChild(state.healthbar)

	state.textscore = system.NewText("font1-textures", 0, 0, 2, "")
	state.hud.AddChild(state.textscore)

	state.textfps = system.NewText("font1-textures", 0, float32(state.window.View.Max.Y-32), 1, "")
	state.hud.AddChild(state.textfps)
	state.hud.SetZ(0.5)
	state.nextlife = 400
	state.SetScore(0)
	state.ChangeMaxLives(1)
	state.ChangeLives(1)
	state.SetMaxHealth(3)
	state.ChangeHealth(3)
	state.running = true
	state.Victory = false
	return
}