Exemple #1
0
func (p *Player) Draw(game *Game) {
	if p.Exiled() {
		return
	}
	var t *texture.Data
	if p.Id() == 1 {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship.png"))
	} else if p.Id() == 2 {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship3.png"))
	} else {
		t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship2.png"))
	}
	t.RenderAdvanced(p.X-float64(t.Dx())/2, p.Y-float64(t.Dy())/2, float64(t.Dx()), float64(t.Dy()), p.Angle, false)

	for _, proc := range p.Processes {
		proc.Draw(p.Id(), game)
	}
}
Exemple #2
0
func (p *PlayerEnt) Draw(game *Game, side int) {
	var t *texture.Data
	var alpha gl.Ubyte
	if side == p.Side() {
		alpha = gl.Ubyte(255.0 * (1.0 - p.Stats().Cloaking()/2))
	} else {
		alpha = gl.Ubyte(255.0 * (1.0 - p.Stats().Cloaking()))
	}
	gl.Color4ub(255, 255, 255, alpha)
	// if p.Id() == 1 {
	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship.png"))
	// } else if p.Id() == 2 {
	// 	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship3.png"))
	// } else {
	// 	t = texture.LoadFromPath(filepath.Join(base.GetDataDir(), "ships/ship2.png"))
	// }
	t.RenderAdvanced(
		p.Position.X-float64(t.Dx())/2,
		p.Position.Y-float64(t.Dy())/2,
		float64(t.Dx()),
		float64(t.Dy()),
		p.Angle,
		false)

	for _, proc := range p.Processes {
		proc.Draw(p.Id(), game, side)
	}
	base.EnableShader("status_bar")
	base.SetUniformF("status_bar", "inner", 0.08)
	base.SetUniformF("status_bar", "outer", 0.09)
	base.SetUniformF("status_bar", "buffer", 0.01)

	base.SetUniformF("status_bar", "frac", 1.0)
	gl.Color4ub(125, 125, 125, alpha/2)
	texture.Render(p.Position.X-100, p.Position.Y-100, 200, 200)

	health_frac := float32(p.Stats().HealthCur() / p.Stats().HealthMax())
	if health_frac > 0.5 {
		color_frac := 1.0 - (health_frac-0.5)*2.0
		gl.Color4ub(gl.Ubyte(255.0*color_frac), 255, 0, alpha)
	} else {
		color_frac := health_frac * 2.0
		gl.Color4ub(255, gl.Ubyte(255.0*color_frac), 0, alpha)
	}
	base.SetUniformF("status_bar", "frac", health_frac)
	texture.Render(p.Position.X-100, p.Position.Y-100, 200, 200)
	base.EnableShader("")
}
Exemple #3
0
func standardHookup() {
	g := g2.Make(0, 0, wdx, wdy)
	var tm g2.ThunderMenu
	tm.Subs = make(map[string]*g2.ThunderSubMenu)
	triggers := map[gin.KeyId]struct{}{
		gin.AnyReturn: struct{}{},
		gin.In().GetKeyFlat(gin.ControllerButton0+2, gin.DeviceTypeController, gin.DeviceIndexAny).Id(): struct{}{},
	}
	action := ""
	tm.Subs[""] = g2.MakeThunderSubMenu(
		[]g2.Widget{
			&g2.Button{Size: 50, Triggers: triggers, Name: "Debug", Callback: func() { tm.Push("debug") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Host LAN game", Callback: func() { base.Log().Printf("HOST"); print("HOST\n") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Join LAN game", Callback: func() { base.Log().Printf("JOIN"); print("JOIN\n") }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Quit", Callback: func() { action = "Quit" }},
		})

	tm.Subs["debug"] = g2.MakeThunderSubMenu(
		[]g2.Widget{
			&g2.Button{Size: 50, Triggers: triggers, Name: "Standard", Callback: func() { action = "standard" }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Moba", Callback: func() { action = "moba" }},
			&g2.Button{Size: 50, Triggers: triggers, Name: "Back", Callback: func() { tm.Pop() }},
		})

	tm.Start(500)
	g.AddChild(&tm, g2.AnchorDeadCenter)
	g.AddChild(g2.MakeConsole(wdx, wdy), g2.AnchorDeadCenter)

	t := texture.LoadFromPath(filepath.Join(base.GetDataDir(), "background/buttons1.jpg"))
	for {
		sys.Think()
		if action == "Quit" {
			return
		}
		if action == "standard" || action == "moba" {
			g.StopEventListening()
			engine, local := debugHookup(action)
			mainLoop(engine, local, action)
			g.RestartEventListening()
			action = ""
		}
		render.Queue(func() {
			gl.ClearColor(0, 0, 0, 1)
			gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
			if true {
				ratio := float64(wdx) / float64(wdy)
				t.RenderAdvanced(-1+(1-1/ratio), -1, 2/ratio, 2, 0, false)
			}
			gl.Disable(gl.TEXTURE_2D)
			base.GetDictionary("luxisr").RenderString("INvASioN!!!", 0, 0.5, 0, 0.03, gui.Center)
		})
		render.Queue(func() {
			g.Draw()
			sys.SwapBuffers()
		})
		render.Purge()
	}
	// 1 Start with a title screen
	// 2 Option to host or join
	// 3a If host then wait for a connection
	// 3b If join then ping and connect
	// 4 Once joined up the 'game' will handle choosing sides and whatnot
}