/
f-bullet.go
109 lines (94 loc) · 2.46 KB
/
f-bullet.go
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// Copyright 2015 Garrett D'Amore
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use file except in compliance with the License.
// You may obtain a copy of the license at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package main
import (
"github.com/gdamore/tcell"
"time"
)
type bullet struct {
sprite *Sprite
level *Level
alarm *Alarm
}
func (o *bullet) destroy() {
o.sprite.Hide()
o.level.RemoveSprite(o.sprite)
o.level.RemoveAlarm(o.alarm)
}
func (o *bullet) HandleEvent(ev tcell.Event) bool {
switch ev := ev.(type) {
case *EventSpriteAccelerate:
if ev.s != o.sprite {
return false
}
vx, _ := o.sprite.Velocity()
if vx > 0 {
o.sprite.SetFrame("H")
} else {
o.sprite.SetFrame("V")
}
case *EventSpriteMove:
if ev.s != o.sprite {
return false
}
x, y, _, _ := o.sprite.Bounds()
w, h := o.level.Size()
if x < 0 || y < 0 || x >= w || y >= h {
o.destroy()
}
case *EventCollision:
switch ev.Collider().Layer() {
case LayerTerrain, LayerHazard, LayerPlayer, LayerExplosion:
// Impact with most solid objects removes the shot.
// The impacted object is responsible for painting
// any explosive effect.
o.destroy()
}
case *EventAlarm:
o.destroy()
}
return false
}
func makeBullet(level *Level, props GameObjectProps) error {
x := props.PropInt("x", 0)
y := props.PropInt("y", 0)
velx := props.PropFloat64("vx", 0)
vely := props.PropFloat64("vy", -20.0)
frame := props.PropString("frame", "V")
sname := props.PropString("sprite", "Bullet")
life := props.PropInt("lifetime", 2000)
delay := props.PropInt("delay", 0)
sprite := GetSprite(sname)
o := &bullet{sprite: sprite, level: level}
if life > 0 {
a := level.AddAlarm(time.Millisecond*time.Duration(life), o)
o.alarm = a
}
sprite.SetLayer(LayerShot)
sprite.Watch(o)
if delay != 0 {
d := time.Duration(delay) * time.Millisecond
sprite.SetFrame("")
sprite.ScheduleFrame(frame, time.Now().Add(d))
} else {
sprite.SetFrame(frame)
}
sprite.SetPosition(x, y)
sprite.SetVelocity(velx, vely)
level.AddSprite(sprite)
return nil
}
func init() {
RegisterGameObjectMaker("bullet", makeBullet)
}