func VectorFmt(v engine.Vector, arr []float32, s string) engine.Vector { if len(s) == 0 { if len(arr) > 2 { v.X = arr[0] v.Y = arr[1] v.Z = arr[2] } else if len(arr) > 1 { v.X = arr[0] v.Y = arr[1] } else { v.X = arr[0] } return v } if (len(s) <= 3 && len(s) >= 1) && len(arr) == 1 { for _, r := range s { switch r { case 'x', 'X': v.X = arr[0] case 'y', 'Y': v.Y = arr[0] case 'z', 'Z': v.Z = arr[0] } } return v } for i, r := range s { if i >= len(arr) { break } switch r { case 'x', 'X': v.X = arr[i] case 'y', 'Y': v.Y = arr[i] case 'z', 'Z': v.Z = arr[i] } } return v }
func (this *PlayerController) FixedUpdate() { this.GameObject().Physics.Shape.Layer = chipmunk.Layer(this.Player.Map.Layer) t := this.JointGameObject.Transform() var move engine.Vector = this.Transform().WorldPosition() if input.KeyDown('W') { move.Y += 100 } if input.KeyDown('S') { move.Y += -100 } if input.KeyDown('A') { move.X += -100 } if input.KeyDown('D') { move.X += 100 } t.SetWorldPosition(move) }
func (m *Map) PositionToTile(worldPosition engine.Vector) (tile Tile, x, y int) { mapPos := m.Transform().WorldPosition() //Calculate center of map mapPos.X -= (m.TileSize * float32(m.Width) / 2) mapPos.Y -= (m.TileSize * float32(m.Height) / 2) //World to Local position worldPosition.X -= mapPos.X worldPosition.Y -= mapPos.Y //Turn upside down worldPosition.Y = (float32(m.Height) * m.TileSize) - worldPosition.Y //Calculate tile position in array xx := (worldPosition.X / m.TileSize) yy := (worldPosition.Y / m.TileSize) if xx < 0 { x = -1 } else { x = int(xx) } if yy < 0 { y = -1 } else { y = int(yy) } //Check if outside of map if xx < 0 || yy < 0 || xx >= float32(m.Width) || yy >= float32(m.Height) { return 0, x, y } //return the tile return m.Tiles[x+(y*m.Width)], int(x), int(y) }
func (m *Map) Draw() { if m.Layer < MainPlayer.Map.Layer { return } camera := engine.GetScene().SceneBase().Camera cameraPos := camera.Transform().WorldPosition() w, h := camera.ScreenSize() cameraPos.X -= w / 2 cameraPos.Y -= h / 2 //calculate max tiles on screen width := int(float32(engine.Width)/(m.TileSize-1)) + 2 height := int(float32(engine.Height)/(m.TileSize-1)) + 2 index := 0 for x := -1; x < width; x++ { for y := -1; y < height; y++ { var tilePos engine.Vector //Try to find tiles on screen tilePos.X = cameraPos.X + float32((x * int(m.TileSize-1))) tilePos.Y = cameraPos.Y + float32((y * int(m.TileSize-1))) //Get tile tileType, tx, ty := m.PositionToTile(tilePos) //Check if visible/exists if tileType.Type() != 0 { //Add to draw list m.uvs[index] = m.Sprite.UVs[tileType.Type()-1] pos, e := m.GetTilePos(tx, ty) if !e { panic("Does not exists") } m.positions[index] = pos m.rotations[index] = tileType.Angle() + m.Disco m.scales[index] = engine.NewVector2(m.TileSize+float32(int(m.Disco)%52), m.TileSize+float32(int(m.Disco)%52)) index++ //engine.DrawSprite(m.Sprite.Texture, m.Sprite.UVs[int(m.Tiles[tileIndex])], tilePos, engine.NewVector2(m.TileSize, m.TileSize), 0, engine.AlignCenter, engine.One) } if tileType.Type2() != 0 { //Add to draw list m.uvs[index] = m.Sprite.UVs[tileType.Type2()-1] pos, e := m.GetTilePos(tx, ty) if !e { panic("Does not exists") } m.positions[index] = pos m.rotations[index] = tileType.Angle2() + m.Disco m.scales[index] = engine.NewVector2(m.TileSize+float32(int(m.Disco)%52), m.TileSize+float32(int(m.Disco)%52)) index++ //engine.DrawSprite(m.Sprite.Texture, m.Sprite.UVs[int(m.Tiles[tileIndex])], tilePos, engine.NewVector2(m.TileSize, m.TileSize), 0, engine.AlignCenter, engine.One) } } } if m.EnableDisco { if m.DiscoStyle == 1 { m.Disco++ } else { m.Disco-- } if m.Disco > 50 { m.DiscoStyle = 0 } if m.Disco < 0 { m.DiscoStyle = 1 } } if index > 0 { engine.DrawSprites(m.Sprite.Texture, m.uvs[:index], m.positions[:index], m.scales[:index], m.rotations[:index], m.alings[:index], m.colors[:index]) } }
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") }