Пример #1
0
func createFloor() {

	uvs, ind := engine.AnimatedGroupUVs(Tileset, "ground")
	Floor = engine.NewGameObject("floor")
	Floor.AddComponent(engine.NewSprite3(Tileset.Texture, uvs))
	Floor.Sprite.BindAnimations(ind)
	Floor.Sprite.AnimationSpeed = 0
	Floor.Transform().SetWorldScalef(100, 100)
	Floor.AddComponent(engine.NewPhysics(true, 1, 1))
}
Пример #2
0
func createChest() {
	uvs, ind := engine.AnimatedGroupUVs(ObjectsAtlas, "chest")
	ChestO = engine.NewGameObject("chest")
	ChestO.AddComponent(engine.NewSprite3(ObjectsAtlas.Texture, uvs))
	ChestO.Sprite.BindAnimations(ind)
	ChestO.Transform().SetWorldScalef(70, 70)
	ChestO.AddComponent(engine.NewPhysics(false, 1, 1))
	ChestO.Physics.Shape.IsSensor = true
	ChestO.Sprite.AnimationSpeed = 0
	ChestO.Physics.Body.IgnoreGravity = true
	ChestO.AddComponent(NewChest(-1))
}
Пример #3
0
func CreatePlayer() {
	uvs, ind := engine.AnimatedGroupUVs(Atlas, "player_walk", "player_stand", "player_attack", "player_jump", "player_bend", "player_hit", "player_climb")
	Pl = engine.NewGameObject("Player")
	Pl.AddComponent(engine.NewSprite3(Atlas.Texture, uvs))
	Pl.Sprite.BindAnimations(ind)
	Pl.Sprite.AnimationSpeed = 10
	Pl.Transform().SetWorldPositionf(100, 180)
	Pl.Transform().SetWorldScalef(50, 100)
	PlComp = Pl.AddComponent(NewPlayer()).(*Player)
	Pl.AddComponent(components.NewSmoothFollow(nil, 1, 30))
	Pl.AddComponent(engine.NewPhysics(false, 1, 1))
	Pl.Physics.Shape.SetFriction(0.7)
	Pl.Physics.Shape.SetElasticity(0.2)
	Pl.Tag = "player"

	Hp := engine.NewGameObject("hpBar")
	Hp.GameObject().AddComponent(engine.NewSprite2(ChudAtlas.Texture, engine.IndexUV(ChudAtlas, Spr_chudHp)))
	Hp.GameObject().Sprite.SetAlign(engine.AlignLeft)
	Hp.GameObject().Transform().SetWorldPosition(engine.Vector{156, 580, 0})
	Hp.GameObject().Transform().SetWorldScalef(17, 20)
	Ch.Hp = (Hp.AddComponent(GUI.NewBar(17))).(*GUI.Bar)

	Cp := engine.NewGameObject("cpBar")
	Cp.GameObject().AddComponent(engine.NewSprite2(ChudAtlas.Texture, engine.IndexUV(ChudAtlas, Spr_chudCp)))
	Cp.GameObject().Sprite.SetAlign(engine.AlignLeft)
	Cp.GameObject().Transform().SetWorldPosition(engine.Vector{156, 555, 0})
	Cp.GameObject().Transform().SetWorldScalef(17, 20)
	Ch.Cp = (Cp.AddComponent(GUI.NewBar(17))).(*GUI.Bar)

	Exp := engine.NewGameObject("expBar")
	Exp.GameObject().AddComponent(engine.NewSprite2(ChudAtlas.Texture, engine.IndexUV(ChudAtlas, Spr_chudExp)))
	Exp.GameObject().Sprite.SetAlign(engine.AlignLeft)
	Exp.GameObject().Transform().SetWorldPosition(engine.Vector{156, 530, 0})
	Exp.GameObject().Transform().SetWorldScalef(17, 20)
	Ch.Exp = (Exp.AddComponent(GUI.NewBar(17))).(*GUI.Bar)

	money := engine.NewGameObject("money")
	money.Transform().SetWorldPositionf(100, 500)
	money.Transform().SetScalef(20, 20)
	Ch.Money = money.AddComponent(components.NewUIText(Fonts.ArialFont2, "0")).(*components.UIText)
	Ch.Money.SetAlign(engine.AlignLeft)

	level := engine.NewGameObject("level")
	level.Transform().SetWorldPositionf(50, 500)
	level.Transform().SetScalef(20, 20)
	Ch.Level = level.AddComponent(components.NewUIText(Fonts.ArialFont2, "1")).(*components.UIText)
	Ch.Level.SetAlign(engine.AlignLeft)
}
Пример #4
0
func CreateEnemy() {
	uvs, ind := engine.AnimatedGroupUVs(Atlas, "enemy_walk", "enemy_stand", "enemy_attack", "enemy_jump", "enemy_hit")
	Regular = engine.NewGameObject("Enemy")
	Regular.AddComponent(engine.NewSprite3(Atlas.Texture, uvs))
	Regular.Sprite.BindAnimations(ind)
	Regular.Transform().SetWorldScalef(50, 100)
	Regular.AddComponent(engine.NewPhysics(false, 1, 1))
	Regular.Physics.Shape.SetFriction(0.7)
	Regular.Physics.Shape.SetElasticity(0.2)

	HpBar = engine.NewGameObject("hpBar")
	HpBar.GameObject().AddComponent(engine.NewSprite2(Player.ChudAtlas.Texture, engine.IndexUV(Player.ChudAtlas, Player.Spr_chudHp)))
	HpBar.GameObject().Sprite.SetAlign(engine.AlignLeft)
	HpBar.GameObject().Transform().SetWorldScalef(10, 15)
	HpBar.AddComponent(GUI.NewBar(17))
}
Пример #5
0
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")
}
Пример #6
0
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")
}
Пример #7
0
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")
}