func (m *MouseDebugger) Update() { if input.MouseDown(glfw.MouseLeft) { mousePosition := m.Transform().WorldPosition() sprite3 := engine.NewGameObject("Sprite") sprite3.AddComponent(engine.NewSprite(cir)) sprite3.Transform().SetParent2(GameSceneGeneral.Layer2) sprite3.Transform().SetWorldPosition(mousePosition) sprite3.Transform().SetScale(engine.NewVector2(30, 30)) phx := sprite3.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 15))).(*engine.Physics) phx.Shape.SetFriction(0.5) //phx.Shape.Group = 1 phx.Shape.SetElasticity(0.5) } if input.MouseDown(glfw.MouseRight) { mousePosition := m.Transform().WorldPosition() sprite3 := engine.NewGameObject("Sprite") sprite3.AddComponent(engine.NewSprite(box)) sprite3.Transform().SetParent2(GameSceneGeneral.Layer2) sprite3.Transform().SetWorldPosition(mousePosition) sprite3.Transform().SetScale(engine.NewVector2(30, 30)) phx := sprite3.AddComponent(engine.NewPhysics(false)).(*engine.Physics) phx.Shape.SetFriction(0.5) //phx.Shape.Group = 2 phx.Shape.SetElasticity(0.5) } }
func (m *Mouse) OnComponentAdd() { gameObject := m.GameObject() gameObject.Tag = MouseTag gameObject.AddComponent(NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 0.5))) ph := gameObject.Physics ph.Body.SetMass(Inf) ph.Body.SetMoment(Inf) ph.Body.IgnoreGravity = true ph.Shape.IsSensor = true }
func NewPhysicsCircle(static bool) *Physics { var body *chipmunk.Body shape := chipmunk.NewCircle(vect.Vector_Zero, 1) if static { body = chipmunk.NewBodyStatic() } else { body = chipmunk.NewBody(1, shape.ShapeClass.Moment(1)) } p := &Physics{BaseComponent: NewComponent(), Body: body, Box: shape.GetAsBox(), Shape: shape} body.AddShape(shape) return p }
func addBall() { x := rand.Intn(350-115) + 115 ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius)) ball.SetElasticity(0.95) body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass))) body.SetPosition(vect.Vect{vect.Float(x), 600.0}) body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi)) body.AddShape(ball) space.AddBody(body) balls = append(balls, ball) }
func NewCharacter() *Character { characterImg, _ := assets.ImportImageCached("resources/stickman.png") characterMat := renderer.NewMaterial(renderer.NewTexture("diffuseMap", characterImg, false)) sprite := effects.CreateSprite(4, 4, 1, characterMat) sprite.FaceCamera = false sprite.SetScale(mgl32.Vec2{characterSize, characterSize}.Vec3(0)) sprite.SetTranslation(mgl32.Vec2{400, 400}.Vec3(0)) body := chipmunkPhysics.NewChipmunkBody(1, 1) circle := chipmunk.NewCircle(vect.Vector_Zero, float32(characterSize*0.5)) body.Body.AddShape(circle) return &Character{ body: body, sprite: sprite, } }
func NewEnemy(ballRadius, ballMass int32, game *Game) *Enemy { x := rand.Intn(1280) ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius)) ball.SetElasticity(0.95) ball.SetFriction(1.5) body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass))) body.SetPosition(vect.Vect{vect.Float(x), 800.0}) body.SetPosition(vect.Vect{vect.Float(x), 600.0}) body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi)) body.AddShape(ball) game.Space.AddBody(body) return &Enemy{Body: ball.Body, ball: ball, alive: true, Radius: ballRadius, Mass: ballMass} }
func NewPlayer(ballRadius, ballMass int32, game *Game) *Player { x := rand.Intn(350-115) + 115 ball := chipmunk.NewCircle(vect.Vector_Zero, float32(ballRadius)) ball.SetElasticity(0.95) ball.SetFriction(1.5) body := chipmunk.NewBody(vect.Float(ballMass), ball.Moment(float32(ballMass))) body.SetPosition(vect.Vect{vect.Float(x), 600.0}) body.SetAngle(vect.Float(rand.Float32() * 2 * math.Pi)) body.AddShape(ball) game.Space.AddBody(body) return &Player{Body: ball.Body, ball: ball, Radius: ballRadius, Mass: ballMass, jumpTickStop: 2, jumpTick: 0, jumping: false, speed: 5} }
func (sp *PlayerController) Shoot() { if sp.Fire != nil { nfire := sp.Fire.Clone() sp.Fires = append(sp.Fires, nfire) nfire.Transform().SetParent2(GameSceneGeneral.Layer1) nfire.Transform().SetWorldPosition(sp.Transform().WorldPosition()) nfire.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 20))) nfire.Physics.Body.IgnoreGravity = true nfire.Physics.Body.SetMass(200) s := sp.Transform().Rotation() if s.Y == 180 { nfire.Transform().SetRotationf(90) nfire.Transform().Translatef(-20, 0) nfire.Physics.Body.SetVelocity(-550, 0) } else { nfire.Transform().SetRotationf(90) nfire.Transform().Translatef(20, 0) nfire.Physics.Body.SetVelocity(550, 0) } nfire.Physics.Shape.Group = 1 nfire.Physics.Body.SetMoment(engine.Inf) } }
func (s *GameScene) Load() { ArialFont, err := engine.NewFont("./data/Fonts/arial.ttf", 48) if err != nil { panic(err) } ArialFont2, err := engine.NewFont("./data/Fonts/arial.ttf", 24) if err != nil { panic(err) } _ = ArialFont2 _ = ArialFont GameSceneGeneral = s s.Camera = engine.NewCamera() cam := engine.NewGameObject("Camera") cam.AddComponent(s.Camera) cam.AddComponent(NewCameraCtl(100)) cam.Transform().SetScalef(1, 1) gui := engine.NewGameObject("GUI") Layer1 := engine.NewGameObject("Layer1") Layer2 := engine.NewGameObject("Layer2") Layer3 := engine.NewGameObject("Layer3") s.Layer1 = Layer1 s.Layer2 = Layer2 s.Layer3 = Layer3 mouse := engine.NewGameObject("Mouse") mouse.AddComponent(NewMouseDebugger()) mouse.AddComponent(engine.NewMouse()) mouse.Transform().SetParent2(cam) FPSDrawer := engine.NewGameObject("FPS") txt := FPSDrawer.AddComponent(components.NewUIText(ArialFont2, "")).(*components.UIText) fps := FPSDrawer.AddComponent(engine.NewFPS()).(*engine.FPS) txt.SetAlign(engine.AlignLeft) fps.SetAction(func(fps float64) { txt.SetString("FPS: " + strconv.FormatFloat(fps, 'f', 2, 32)) }) FPSDrawer.Transform().SetParent2(cam) FPSDrawer.Transform().SetPositionf(-float32(engine.Width)/2+10, +float32(engine.Height)/2-20) FPSDrawer.Transform().SetScalef(20, 20) { FPSDrawer := engine.NewGameObject("Counter") txt := FPSDrawer.AddComponent(components.NewUIText(ArialFont2, "")).(*components.UIText) txt.SetAlign(engine.AlignLeft) bt.Start(func() bt.Command { txt.SetString(fmt.Sprintf("Bodies: %d", len(engine.Space.Bodies))) return bt.Restart }) FPSDrawer.Transform().SetParent2(cam) FPSDrawer.Transform().SetPositionf(-float32(engine.Width)/2+10, +float32(engine.Height)/2-45) FPSDrawer.Transform().SetScalef(20, 20) } //SPACCCEEEEE engine.Space.Gravity.Y = -300 engine.Space.Iterations = 10 atlas := engine.NewManagedAtlas(512, 512) e := atlas.LoadGroup("./data/fire") if e != nil { fmt.Println(e) } e = atlas.LoadGroup("./data/Charecter") if e != nil { fmt.Println(e) } err, rectID := atlas.LoadImage("./data/rect.png") if err != nil { panic(err) } err, circleID := atlas.LoadImage("./data/circle.png") if err != nil { panic(err) } atlas.BuildAtlas() atlas.BuildMipmaps() atlas.SetFiltering(engine.MipMapLinearNearest, engine.Nearest) uvsFire, indFire := engine.AnimatedGroupUVs(atlas, "fire") _ = uvsFire _ = indFire clone2 := engine.NewGameObject("Sprite") s2 := clone2.AddComponent(engine.NewSprite3(atlas.Texture, uvsFire)).(*engine.Sprite) s2.BindAnimations(indFire) s2.AnimationSpeed = 6 clone2.Transform().SetPositionf(775, 300) clone2.Transform().SetScalef(58, 58) clone2.Transform().SetParent2(Layer1) f := clone2.Clone() f.Transform().SetPositionf(25, 300) f.Transform().SetParent2(Layer1) box, _ = engine.LoadTexture("./data/rect.png") cir, _ = engine.LoadTexture("./data/circle.png") cir.BuildMipmaps() cir.SetFiltering(engine.MipMapLinearNearest, engine.Nearest) ball := engine.NewGameObject("Ball") ball.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, circleID))) ball.Transform().SetScalef(30, 30) ball.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 15))) ball.Physics.Body.SetMass(10) ball.Physics.Body.SetMoment(ball.Physics.Shape.Moment(10)) ball.Physics.Shape.SetFriction(0.8) ball.Physics.Shape.SetElasticity(0.8) for i := 0; i < 0; i++ { sprite3 := engine.NewGameObject("Sprite" + fmt.Sprint(i)) sprite3.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, rectID))) sprite3.Transform().SetParent2(Layer2) sprite3.Transform().SetRotationf(180) sprite3.Transform().SetPositionf(160, 120+float32(i*31)) sprite3.Transform().SetScalef(30, 30) phx := sprite3.AddComponent(engine.NewPhysics(false)).(*engine.Physics) phx.Shape.SetFriction(1) phx.Shape.SetElasticity(0.0) phx.Body.SetMass(1) } for i := 0; i < 200; i++ { sprite3 := ball.Clone() sprite3.Transform().SetParent2(Layer2) sprite3.Transform().SetPositionf(200+float32(i%4)*25, float32(i*30)+120) } floor := engine.NewGameObject("Floor") floor.AddComponent(engine.NewSprite(box)) floor.AddComponent(engine.NewPhysics(true)) floor.Transform().SetParent2(Layer2) floor.Transform().SetPositionf(100, -20) floor.Transform().SetScalef(10000, 100) floor.Physics.Shape.SetFriction(1) floor.Physics.Shape.SetElasticity(1) floor2 := floor.Clone() floor2.Transform().SetParent2(Layer2) floor2.Transform().SetPositionf(800, -20) floor2.Transform().SetRotationf(90) floor3 := floor2.Clone() floor3.Transform().SetParent2(Layer2) floor3.Transform().SetPositionf(0, -20) uvs2, ind := engine.AnimatedGroupUVs(atlas, "stand", "walk") _ = uvs2 _ = ind sprite4 := engine.NewGameObject("Sprite") sprite := sprite4.AddComponent(engine.NewSprite3(atlas.Texture, uvs2)).(*engine.Sprite) sprite.BindAnimations(ind) //sprite4.AddComponent(NewSprite(sp)) sprite.AnimationSpeed = 5 player := sprite4.AddComponent(NewPlayerController()).(*PlayerController) //sprite4.AddComponent(NewRotator()) ph := sprite4.AddComponent(engine.NewPhysics(false)).(*engine.Physics) player.Fire = clone2 sprite4.Transform().SetParent2(Layer1) sprite4.Transform().SetPositionf(900, 100) sprite4.Transform().SetScalef(100, 100) ph.Body.SetMass(100) ph.Body.IgnoreGravity = false ph.Body.SetMoment(engine.Inf) ph.Shape.SetFriction(1) ph.Shape.SetElasticity(0) /* floor = NewGameObject("Box") bbBox := NewSprite(box) floor.AddComponent(bbBox) phx = floor.AddComponent(NewPhysics(true, 500, 500)).(*Physics) floor.Transform().SetParent2(Layer2) floor.Transform().SetPosition(NewVector2(900, 200)) floor.Transform().SetScale(NewVector2(500, 500)) phx.Shape.SetFriction(1) phx.Shape.SetElasticity(1) phx.Shape.IsSensor = true //phx.Shape.Friction = 1 _ = phx */ //sShadow.Sprite = bbBox // { sprite3 := ball.Clone() sprite3.Transform().SetParent2(Layer2) sprite3.Transform().SetPositionf(200, 120) joint := chipmunk.NewPivotJoint(mouse.Physics.Body, sprite3.Physics.Body) joint.MaxForce = 5000000 //mouseJoint->errorBias = cpfpow(1.0f - 0.15f, 60.0f); engine.Space.AddConstraint(joint) } cam.Transform().SetWorldPosition(player.Transform().WorldPosition()) s.AddGameObject(cam) s.AddGameObject(gui) s.AddGameObject(Layer1) s.AddGameObject(Layer2) s.AddGameObject(Layer3) //s.AddGameObject(shadowShader) fmt.Println("Scene loaded") }
func (s *GameScene) OldLoad() { LoadTextures() queenDead = false rand.Seed(time.Now().UnixNano()) GameSceneGeneral = s s.Camera = engine.NewCamera() cam := engine.NewGameObject("Camera") cam.AddComponent(s.Camera) cam.Transform().SetScalef(1, 1) gui := engine.NewGameObject("GUI") Layer1 := engine.NewGameObject("Layer1") Layer2 := engine.NewGameObject("Layer2") Layer3 := engine.NewGameObject("Layer3") Layer4 := engine.NewGameObject("Layer3") s.Layer1 = Layer1 s.Layer2 = Layer2 s.Layer3 = Layer3 s.Layer4 = Layer4 mouse := engine.NewGameObject("Mouse") mouse.AddComponent(engine.NewMouse()) mouse.AddComponent(NewMouseDebugger()) mouse.Transform().SetParent2(cam) FPSDrawer := engine.NewGameObject("FPS") FPSDrawer.Transform().SetParent2(cam) txt := FPSDrawer.AddComponent(components.NewUIText(ArialFont2, "")).(*components.UIText) fps := FPSDrawer.AddComponent(engine.NewFPS()).(*engine.FPS) fps.SetAction(func(fps float64) { txt.SetString("FPS: " + strconv.FormatFloat(fps, 'f', 2, 32)) }) txt.SetAlign(engine.AlignLeft) FPSDrawer.Transform().SetPositionf(20, float32(engine.Height)-20) FPSDrawer.Transform().SetScalef(20, 20) label := engine.NewGameObject("Label") label.Transform().SetParent2(cam) label.Transform().SetPositionf(20, float32(engine.Height)-40) label.Transform().SetScalef(20, 20) txt2 := label.AddComponent(components.NewUIText(ArialFont2, "Input: ")).(*components.UIText) txt2.SetFocus(true) txt2.SetWritable(true) txt2.SetAlign(engine.AlignLeft) //SPACCCEEEEE engine.Space.Gravity.Y = 0 engine.Space.Iterations = 10 Health := engine.NewGameObject("HP") Health.Transform().SetParent2(cam) Health.Transform().SetPositionf(150, 50) HealthGUI := engine.NewGameObject("HPGUI") HealthGUI.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, HPGUI_A))) HealthGUI.Transform().SetParent2(Health) HealthGUI.Transform().SetScalef(50, 50) HealthBar := engine.NewGameObject("HealthBar") HealthBar.Transform().SetParent2(Health) HealthBar.Transform().SetPositionf(-82, 0) HealthBar.Transform().SetScalef(100, 50) uvHP := engine.IndexUV(atlas, HP_A) HealthBarGUI := engine.NewGameObject("HealthBarGUI") HealthBarGUI.Transform().SetParent2(HealthBar) HealthBarGUI.AddComponent(engine.NewSprite2(atlas.Texture, uvHP)) HealthBarGUI.Transform().SetScalef(0.52, 1) HealthBarGUI.Transform().SetPositionf((uvHP.Ratio/2)*HealthBarGUI.Transform().Scale().X, 0) JetFire := engine.NewGameObject("Jet") JetFire.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Jet_A))) ship := engine.NewGameObject("Ship") Player = ship ship.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, SpaceShip_A))) PlayerShip = ship.AddComponent(NewShipController()).(*ShipController) ship.AddComponent(components.NewSmoothFollow(nil, 0, 50)) ship.Transform().SetParent2(Layer2) ship.Transform().SetPositionf(400, 200) ship.Transform().SetScalef(100, 100) shipHP := float32(1000) PlayerShip.HPBar = HealthBar PlayerShip.JetFire = JetFire settings := struct { Ship *ShipController PowerUpChance *int PowerUpRepairChance *int ShipHP *float32 Debug *bool }{ PlayerShip, &PowerUpChance, &PowerUpRepairChance, &shipHP, &engine.Debug, } f, e := os.Open("./data/spaceCookies/game.dat") if e != nil { f, e = os.Create("./data/spaceCookies/game.dat") if e != nil { fmt.Println(e) } defer f.Close() encoder := json.NewEncoder(f) encoder.Encode(settings) } else { defer f.Close() } decoder := json.NewDecoder(f) e = decoder.Decode(&settings) if e != nil { fmt.Println(e) } ship.AddComponent(NewDestoyable(shipHP, 1)) uvs, ind := engine.AnimatedGroupUVs(atlas, Explosion_ID) Explosion = engine.NewGameObject("Explosion") Explosion.AddComponent(engine.NewSprite3(atlas.Texture, uvs)) Explosion.Sprite.BindAnimations(ind) Explosion.Sprite.AnimationSpeed = 25 Explosion.Sprite.AnimationEndCallback = func(sprite *engine.Sprite) { sprite.GameObject().Destroy() } Explosion.Transform().SetScalef(30, 30) missle := engine.NewGameObject("Missle") missle.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Missle_A))) missle.AddComponent(engine.NewPhysics(false)) missle.Transform().SetScalef(20, 20) missle.AddComponent(NewDamageDealer(50)) m := NewMissle(30000) missle.AddComponent(m) PlayerShip.Missle = m m.Explosion = Explosion ds := NewDestoyable(0, 1) ds.SetDestroyTime(1) missle.AddComponent(ds) cookie = engine.NewGameObject("Cookie") cookie.AddComponent(engine.NewSprite(cir)) cookie.AddComponent(NewDestoyable(100, 2)) cookie.AddComponent(NewDamageDealer(20)) cookie.AddComponent(NewEnemeyAI(Player, Enemey_Cookie)) cookie.Transform().SetScalef(50, 50) cookie.Transform().SetPositionf(400, 400) cookie.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 25))) cookie.Tag = CookieTag defender = engine.NewGameObject("Box") ds = NewDestoyable(30, 3) ds.SetDestroyTime(5) defender.AddComponent(ds) defender.AddComponent(engine.NewSprite(boxt)) defender.Tag = CookieTag defender.Transform().SetScalef(50, 50) phx := defender.AddComponent(engine.NewPhysics(false)).(*engine.Physics) phx.Body.SetMass(2.5) phx.Body.SetMoment(phx.Shape.Moment(2.5)) phx.Shape.SetFriction(0.5) //phx.Shape.Group = 2 phx.Shape.SetElasticity(0.5) QueenCookie := engine.NewGameObject("Cookie") QueenCookie.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Queen_A))) QueenCookie.AddComponent(NewDestoyable(5000, 2)) QueenCookie.AddComponent(NewDamageDealer(200)) QueenCookie.AddComponent(NewEnemeyAI(Player, Enemey_Boss)) QueenCookie.Transform().SetParent2(Layer2) QueenCookie.Transform().SetScalef(300, 300) QueenCookie.Transform().SetPositionf(999999, 999999) QueenCookie.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 25))) QueenCookie.Tag = CookieTag staticCookie := engine.NewGameObject("Cookie") staticCookie.AddComponent(engine.NewSprite(cir)) staticCookie.Transform().SetScalef(400, 400) staticCookie.Transform().SetPositionf(400, 400) staticCookie.AddComponent(NewDestoyable(float32(engine.Inf), 2)) staticCookie.AddComponent(engine.NewPhysicsShape(true, chipmunk.NewCircle(vect.Vect{0, 0}, 200))) staticCookie.Physics.Shape.SetElasticity(0) staticCookie.Physics.Body.SetMass(999999999999) staticCookie.Physics.Body.SetMoment(staticCookie.Physics.Shape.Moment(999999999999)) staticCookie.Tag = CookieTag uvs, ind = engine.AnimatedGroupUVs(atlasSpace, "s") Background := engine.NewGameObject("Background") Background.AddComponent(engine.NewSprite3(atlasSpace.Texture, uvs)) Background.Sprite.BindAnimations(ind) Background.Sprite.SetAnimation("s") Background.Sprite.AnimationSpeed = 0 Background.Transform().SetScalef(50, 50) Background.Transform().SetPositionf(400, 400) uvs, ind = engine.AnimatedGroupUVs(atlasPowerUp, PowerUps_ID) PowerUpGO = engine.NewGameObject("Background") //PowerUpGO.Transform().SetParent2(Layer2) PowerUpGO.AddComponent(engine.NewSprite3(atlasPowerUp.Texture, uvs)) PowerUpGO.AddComponent(engine.NewPhysics(false)) PowerUpGO.Physics.Shape.IsSensor = true PowerUpGO.Sprite.BindAnimations(ind) PowerUpGO.Sprite.SetAnimation(PowerUps_ID) PowerUpGO.Sprite.AnimationSpeed = 0 index := (rand.Int() % 6) + 6 PowerUpGO.Sprite.SetAnimationIndex(int(index)) PowerUpGO.Transform().SetScalef(61, 61) PowerUpGO.Transform().SetPositionf(0, 0) background := engine.NewGameObject("Background") background.AddComponent(engine.NewSprite(backgroung)) background.AddComponent(NewBackground(background.Sprite)) background.Sprite.Render = false //background.Transform().SetScalef(float32(backgroung.Height()), float32(backgroung.Height()), 1) background.Transform().SetScalef(800, 800) background.Transform().SetPositionf(0, 0) for i := 0; i < 300; i++ { c := Background.Clone() c.Transform().SetParent2(Layer4) size := 20 + rand.Float32()*50 p := engine.Vector{(rand.Float32() * 5000) - 1000, (rand.Float32() * 5000) - 1000, 1} index := rand.Int() % 7 Background.Sprite.SetAnimationIndex(int(index)) c.Transform().SetRotationf(rand.Float32() * 360) c.Transform().SetPosition(p) c.Transform().SetScalef(size, size) } for i := 0; i < 600; i++ { c := cookie.Clone() //c.Tag = CookieTag c.Transform().SetParent2(Layer2) size := 40 + rand.Float32()*100 p := engine.Vector{(rand.Float32() * 4000), (rand.Float32() * 4000), 1} if p.X < 1100 && p.Y < 800 { p.X += 1100 p.Y += 800 } c.Transform().SetPosition(p) c.Transform().SetScalef(size, size) } Wall = engine.NewGameObject("Wall") Wall.Transform().SetParent2(Layer2) for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{float32(i) * 400, -200, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{float32(i) * 400, 4200, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{-200, float32(i) * 400, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{4200, float32(i) * 400, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } s.AddGameObject(cam) s.AddGameObject(gui) s.AddGameObject(Layer1) s.AddGameObject(Layer2) s.AddGameObject(Layer3) s.AddGameObject(Layer4) s.AddGameObject(background) //s.AddGameObject(shadowShader) fmt.Println("GameScene loaded") }
func (s *GameScene) Load() { Players = make(map[server.ID]*engine.GameObject) LoadTextures() engine.SetTitle("Space Cookies") queenDead = false var e error fireSound, e = wav.NewClip("./data/laser5.wav") if e != nil { fmt.Println(e) } rand.Seed(time.Now().UnixNano()) GameSceneGeneral = s s.Camera = engine.NewCamera() cam := engine.NewGameObject("Camera") cam.AddComponent(s.Camera) cam.Transform().SetScalef(1, 1) gui := engine.NewGameObject("GUI") Layer1 := engine.NewGameObject("Layer1") Layer2 := engine.NewGameObject("Layer2") Layer3 := engine.NewGameObject("Layer3") Layer4 := engine.NewGameObject("Layer3") s.Layer1 = Layer1 s.Layer2 = Layer2 s.Layer3 = Layer3 s.Layer4 = Layer4 mouse := engine.NewGameObject("Mouse") mouse.AddComponent(engine.NewMouse()) mouse.AddComponent(NewMouseDebugger()) mouse.Transform().SetParent2(cam) FPSDrawer := engine.NewGameObject("FPS") FPSDrawer.Transform().SetParent2(cam) txt := FPSDrawer.AddComponent(components.NewUIText(ArialFont2, "")).(*components.UIText) fps := FPSDrawer.AddComponent(engine.NewFPS()).(*engine.FPS) fps.SetAction(func(fps float64) { txt.SetString("FPS: " + strconv.FormatFloat(fps, 'f', 2, 32)) }) txt.SetAlign(engine.AlignLeft) FPSDrawer.Transform().SetPositionf(-float32(engine.Width)/2+20, +float32(engine.Height)/2-20) FPSDrawer.Transform().SetScalef(20, 20) /* label := engine.NewGameObject("Label") label.Transform().SetParent2(cam) label.Transform().SetPositionf(20, float32(engine.Height)-40) label.Transform().SetScalef(20, 20) txt2 := label.AddComponent(components.NewUIText(ArialFont2, "Input: ")).(*components.UIText) txt2.SetFocus(true) txt2.SetWritable(true) txt2.SetAlign(engine.AlignLeft) */ //SPACCCEEEEE engine.Space.Gravity.Y = 0 engine.Space.Iterations = 10 uvs, ind := engine.AnimatedGroupUVs(atlas, Explosion_ID) Explosion = engine.NewGameObject("Explosion") Explosion.AddComponent(engine.NewSprite3(atlas.Texture, uvs)) Explosion.Sprite.BindAnimations(ind) Explosion.Sprite.AnimationSpeed = 25 Explosion.Sprite.AnimationEndCallback = func(sprite *engine.Sprite) { sprite.GameObject().Destroy() } Explosion.Transform().SetScalef(30, 30) Explosion.Transform().SetDepth(1) missleGameObject := engine.NewGameObject("Missle") missleGameObject.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Missle_A))) missleGameObject.AddComponent(engine.NewPhysics(false)) missleGameObject.Transform().SetScalef(20, 20) missleGameObject.AddComponent(NewDamageDealer(50)) missleGameObject.Physics.Shape.IsSensor = true missle = NewMissle(30000) missleGameObject.AddComponent(missle) missle.Explosion = Explosion ds := NewDestoyable(0, 1) ds.SetDestroyTime(1) missleGameObject.AddComponent(ds) ship := engine.NewGameObject("Ship") Player = ship Player.Transform().SetParent2(Layer2) Player.AddComponent(MyClient) /* Health := engine.NewGameObject("HP") Health.Transform().SetParent2(cam) Health.Transform().SetPositionf(150, 50) HealthGUI := engine.NewGameObject("HPGUI") HealthGUI.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, HPGUI_A))) HealthGUI.Transform().SetParent2(Health) HealthGUI.Transform().SetScalef(50, 50) HealthBar := engine.NewGameObject("HealthBar") HealthBar.Transform().SetParent2(Health) HealthBar.Transform().SetPositionf(-82, 0) HealthBar.Transform().SetScalef(100, 50) uvHP := engine.IndexUV(atlas, HP_A) HealthBarGUI := engine.NewGameObject("HealthBarGUI") HealthBarGUI.Transform().SetParent2(HealthBar) HealthBarGUI.AddComponent(engine.NewSprite2(atlas.Texture, uvHP)) HealthBarGUI.Transform().SetScalef(0.52, 1) HealthBarGUI.Transform().SetPositionf((uvHP.Ratio/2)*HealthBarGUI.Transform().Scale().X, 0) JetFire := engine.NewGameObject("Jet") JetFire.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Jet_A))) ship.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, SpaceShip_A))) PlayerShip = ship.AddComponent(NewShipController()).(*ShipController) ship.Transform().SetParent2(Layer2) ship.Transform().SetPositionf(400, 200) ship.Transform().SetScalef(100, 100) shipHP := float32(1000) PlayerShip.HPBar = HealthBar PlayerShip.JetFire = JetFire PlayerShip.Missle = missle ship.AddComponent(NewDestoyable(shipHP, 1)) */ cookie = engine.NewGameObject("Cookie") cookie.AddComponent(engine.NewSprite(cir)) cookie.AddComponent(NewDestoyable(100, 2)) cookie.AddComponent(NewDamageDealer(20)) cookie.AddComponent(NewEnemeyAI(Player, Enemey_Cookie)) cookie.Transform().SetScalef(50, 50) cookie.Transform().SetPositionf(400, 400) cookie.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 25))) cookie.Tag = CookieTag defender = engine.NewGameObject("Box") ds = NewDestoyable(30, 3) ds.SetDestroyTime(5) defender.AddComponent(ds) defender.AddComponent(engine.NewSprite(boxt)) defender.Tag = CookieTag defender.Transform().SetScalef(50, 50) phx := defender.AddComponent(engine.NewPhysics(false)).(*engine.Physics) phx.Body.SetMass(2.5) phx.Body.SetMoment(phx.Shape.Moment(2.5)) phx.Shape.SetFriction(0.5) //phx.Shape.Group = 2 phx.Shape.SetElasticity(0.5) QueenCookie := engine.NewGameObject("Cookie") QueenCookie.AddComponent(engine.NewSprite2(atlas.Texture, engine.IndexUV(atlas, Queen_A))) QueenCookie.AddComponent(NewDestoyable(5000, 2)) QueenCookie.AddComponent(NewDamageDealer(200)) QueenCookie.AddComponent(NewEnemeyAI(Player, Enemey_Boss)) QueenCookie.Transform().SetParent2(Layer2) QueenCookie.Transform().SetScalef(300, 300) QueenCookie.Transform().SetPositionf(2000, 2000) QueenCookie.AddComponent(engine.NewPhysicsShape(false, chipmunk.NewCircle(vect.Vect{0, 0}, 25))) QueenCookie.Tag = CookieTag staticCookie := engine.NewGameObject("Cookie") staticCookie.AddComponent(engine.NewSprite(cir)) staticCookie.Transform().SetScalef(400, 400) staticCookie.Transform().SetPositionf(400, 400) staticCookie.AddComponent(NewDestoyable(float32(engine.Inf), 2)) staticCookie.AddComponent(engine.NewPhysicsShape(true, chipmunk.NewCircle(vect.Vect{0, 0}, 200))) staticCookie.Physics.Shape.SetElasticity(0) staticCookie.Physics.Body.SetMass(999999999999) staticCookie.Physics.Body.SetMoment(staticCookie.Physics.Shape.Moment(999999999999)) staticCookie.Tag = CookieTag uvs, ind = engine.AnimatedGroupUVs(atlasSpace, "s") Background := engine.NewGameObject("Background") Background.AddComponent(engine.NewSprite3(atlasSpace.Texture, uvs)) Background.Sprite.BindAnimations(ind) Background.Sprite.SetAnimation("s") Background.Sprite.AnimationSpeed = 0 Background.Transform().SetScalef(50, 50) Background.Transform().SetPositionf(400, 400) uvs, ind = engine.AnimatedGroupUVs(atlasPowerUp, PowerUps_ID) PowerUpGO = engine.NewGameObject("Background") //PowerUpGO.Transform().SetParent2(Layer2) PowerUpGO.AddComponent(engine.NewSprite3(atlasPowerUp.Texture, uvs)) PowerUpGO.AddComponent(engine.NewPhysics(false)) PowerUpGO.Physics.Shape.IsSensor = true PowerUpGO.Sprite.BindAnimations(ind) PowerUpGO.Sprite.SetAnimation(PowerUps_ID) PowerUpGO.Sprite.AnimationSpeed = 0 index := (rand.Int() % 6) + 6 PowerUpGO.Sprite.SetAnimationIndex(int(index)) PowerUpGO.Transform().SetScalef(61, 61) PowerUpGO.Transform().SetPositionf(0, 0) background := engine.NewGameObject("Background") background.AddComponent(engine.NewSprite(backgroung)) background.Transform().SetScalef(800, 800) background.Transform().SetPositionf(0, 0) background.Transform().SetDepth(-6) background.Transform().SetParent2(cam) for i := 0; i < 300; i++ { c := Background.Clone() c.Transform().SetParent2(Layer4) c.Transform().SetDepth(-5) size := 20 + rand.Float32()*50 p := engine.Vector{(rand.Float32() * 5000) - 1000, (rand.Float32() * 5000) - 1000, 1} index := rand.Int() % 7 Background.Sprite.SetAnimationIndex(int(index)) c.Transform().SetRotationf(rand.Float32() * 360) c.Transform().SetPosition(p) c.Transform().SetScalef(size, size) } for i := 0; i < 600; i++ { c := cookie.Clone() //c.Tag = CookieTag c.Transform().SetParent2(Layer2) size := 40 + rand.Float32()*100 p := engine.Vector{(rand.Float32() * 4000), (rand.Float32() * 4000), 1} if p.X < 1100 && p.Y < 800 { p.X += 1100 p.Y += 800 } c.Transform().SetPosition(p) c.Transform().SetScalef(size, size) } Wall = engine.NewGameObject("Wall") Wall.Transform().SetParent2(Layer2) for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{float32(i) * 400, -200, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{float32(i) * 400, 4200, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{-200, float32(i) * 400, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } for i := 0; i < (4000/400)+2; i++ { c := staticCookie.Clone() c.Transform().SetParent2(Wall) p := engine.Vector{4200, float32(i) * 400, 1} c.Transform().SetPosition(p) c.Transform().SetScalef(400, 400) } cam.AddComponent(audio.NewAudioListener()) clip, e := ibxm.NewClip("./data/GameSong.xm") if e != nil { panic(e) } music := engine.NewGameObject("GameSong") as := audio.NewAudioSource(clip) music.AddComponent(as) as.SetLooping(true) as.SetGain(0.3) s.AddGameObject(cam) s.AddGameObject(gui) s.AddGameObject(Layer1) s.AddGameObject(Layer2) s.AddGameObject(Layer3) s.AddGameObject(Layer4) s.AddGameObject(music) //s.AddGameObject(shadowShader) fmt.Println("GameScene loaded") }