Esempio n. 1
0
func validPoint(ix, iy int16) bool {
	x, y := int(ix), int(iy)
	chart1 := image.Pt(x, y)
	screen := util.ChartToScreen(chart1)
	chart2 := util.ScreenToChart(screen)
	// All points within tile rect should fall into chart.
	tileOffset := image.Pt(rand.Intn(util.TileW), rand.Intn(util.TileH))
	chart3 := util.ScreenToChart(screen.Add(tileOffset))

	if chart1 != chart3 {
		fmt.Println(tileOffset)
		return false
	}

	return chart1 == chart2
}
Esempio n. 2
0
// Beam generates a projectile beam effect in the game world.
func (f *Fx) Beam(origin space.Location, dir image.Point, length int, kind BeamKind) {
	// Make a footprint for the beam shape.
	shape := []image.Point{image.Pt(0, 0)}
	for i := 0; i < length; i++ {
		shape = append(shape, shape[len(shape)-1].Add(dir))
	}
	footprint := space.FootprintFromPoints(f.world.Manifold, origin, shape)

	screenVec := util.ChartToScreen(shape[len(shape)-1])

	// TODO: Different beam types.

	f.anim.Add(
		anim.Func(func(t int64, offset image.Point) {
			gfx.Line(
				sdl.Frame(),
				offset.Add(util.HalfTile),
				offset.Add(util.HalfTile).Add(screenVec),
				gfx.LerpCol(gfx.Gold, gfx.Black, float64(t)/float64(.5e9)))
		}), footprint, .2e9)
}
Esempio n. 3
0
func (a *Anim) CollectSpritesAt(
	sprites gfx.SpriteBatch,
	loc space.Location,
	offset image.Point,
	layer int) gfx.SpriteBatch {
	for _, oe := range a.index.At(loc) {
		screenPos := util.ChartToScreen(oe.Offset.Mul(-1)).Add(offset)
		animStore := oe.Entity.(animationStore)

		// Delete ended animations as we encounter them.
		if animStore.IsDead() {
			a.index.Remove(oe.Entity)
			continue
		}

		// Create sprites from the current frames of live animations.
		sprites = append(
			sprites,
			gfx.Sprite{layer, screenPos, animStore.CurrentFrame()})
	}
	return sprites
}