ichigo/game/bubble.go

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package game
import (
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"fmt"
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"image"
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"math/rand"
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"drjosh.dev/gurgle/engine"
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"drjosh.dev/gurgle/geom"
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)
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var _ interface {
engine.Scanner
engine.Prepper
engine.Updater
} = &Bubble{}
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type Bubble struct {
Life int
Sprite engine.Sprite
game *engine.Game
}
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func NewBubble(pos geom.Int3) *Bubble {
return &Bubble{
Life: 60,
Sprite: engine.Sprite{
Actor: engine.Actor{
Pos: pos,
Bounds: geom.Box{
Min: geom.Pt3(-4, -4, -4),
Max: geom.Pt3(4, 4, 4),
},
},
DrawOffset: image.Pt(-4, -4),
Sheet: engine.Sheet{
AnimDefs: map[string]*engine.AnimDef{
"bubble": {
Steps: []engine.AnimStep{
{Cell: 0, Duration: 5},
{Cell: 1, Duration: 15},
{Cell: 2, Duration: 20},
{Cell: 3, Duration: 15},
{Cell: 4, Duration: 3},
{Cell: 5, Duration: 2},
},
OneShot: true,
},
},
CellSize: image.Pt(8, 8),
Src: engine.ImageRef{Path: "assets/bubble.png"},
},
},
}
}
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func (b *Bubble) Scan(visit engine.VisitFunc) error {
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return visit(&b.Sprite)
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}
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func (b *Bubble) String() string {
return fmt.Sprintf("Bubble@%v", b.Sprite.Actor.Pos)
}
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func (b *Bubble) Prepare(g *engine.Game) error {
b.game = g
return nil
}
func (b *Bubble) Update() error {
b.Life--
if b.Life <= 0 {
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b.game.PathUnregister(b)
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}
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if true {
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// not using MoveX/MoveY/... because collisions are unnecessary -
// this is an effect particle; if it overlaps a solid, who cares
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b.Sprite.Actor.Pos = b.Sprite.Actor.Pos.Add(geom.Pt3(
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//lint:ignore SA4000 one random minus another is not always zero...
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rand.Intn(3)-1, -1, rand.Intn(2)-rand.Intn(2),
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))
} else {
b.Sprite.Actor.MoveX(float64(rand.Intn(3)-1), nil)
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b.Sprite.Actor.MoveY(-1, nil)
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//lint:ignore SA4000 one random minus another is not always zero...
b.Sprite.Actor.MoveZ(float64(rand.Intn(2)-rand.Intn(2)), nil)
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}
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return nil
}