commit 250248e62d01317b9af1c41ed92718e95ca01d88 Author: Trevor Slocum Date: Mon Oct 4 20:47:29 2021 -0700 Initial commit diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ded7d35 --- /dev/null +++ b/.gitignore @@ -0,0 +1,2 @@ +.idea +carotidartillery diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + Everyone is permitted to copy and distribute verbatim copies + of this license document, but changing it is not allowed. + + Preamble + + The GNU General Public License is a free, copyleft license for +software and other kinds of works. + + The licenses for most software and other practical works are designed +to take away your freedom to share and change the works. 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If your program is a subroutine library, you +may consider it more useful to permit linking proprietary applications with +the library. If this is what you want to do, use the GNU Lesser General +Public License instead of this License. But first, please read +. diff --git a/README.md b/README.md new file mode 100644 index 0000000..cacb093 --- /dev/null +++ b/README.md @@ -0,0 +1,26 @@ +# Carotid Artillery +[![Donate](https://img.shields.io/liberapay/receives/rocketnine.space.svg?logo=liberapay)](https://liberapay.com/rocketnine.space) + +Top-down shooter + +**Note:** This game is in pre-alpha state. Here be dragons. + +This game was created during the [2021 Vampire Themed Game Jam](https://itch.io/jam/vampire-themed-game-jam-october-2021). + +## Play + +**Note:** You will need to install the dependencies listed for [your platform](https://github.com/hajimehoshi/ebiten/blob/main/README.md#platforms). + +Run the following command to build a `carotidartillery` executable: + +`go install code.rocketnine.space/tslocum/carotidartillery@latest` + +Run `~/go/bin/carotidartillery` to play. + +## Support + +Please share issues and suggestions [here](https://code.rocketnine.space/tslocum/carotidartillery/issues). + +## Dependencies + +- [ebiten](https://github.com/hajimehoshi/ebiten) - 2D game engine diff --git a/assets/audio/gunshot.mp3 b/assets/audio/gunshot.mp3 new file mode 100644 index 0000000..945e731 Binary files /dev/null and b/assets/audio/gunshot.mp3 differ diff --git a/assets/creeps/vampire.png b/assets/creeps/vampire.png new file mode 100644 index 0000000..579cea2 Binary files 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b/assets/sandstone-dungeon/Characters-part-2.png differ diff --git a/assets/sandstone-dungeon/Tiles-Door-packs.png b/assets/sandstone-dungeon/Tiles-Door-packs.png new file mode 100644 index 0000000..a8293c3 Binary files /dev/null and b/assets/sandstone-dungeon/Tiles-Door-packs.png differ diff --git a/assets/sandstone-dungeon/Tiles-Items-pack.png b/assets/sandstone-dungeon/Tiles-Items-pack.png new file mode 100644 index 0000000..16c9615 Binary files /dev/null and b/assets/sandstone-dungeon/Tiles-Items-pack.png differ diff --git a/assets/sandstone-dungeon/Tiles-Props-pack.png b/assets/sandstone-dungeon/Tiles-Props-pack.png new file mode 100644 index 0000000..0203578 Binary files /dev/null and b/assets/sandstone-dungeon/Tiles-Props-pack.png differ diff --git a/assets/sandstone-dungeon/Tiles-SandstoneDungeons.png b/assets/sandstone-dungeon/Tiles-SandstoneDungeons.png new file mode 100644 index 0000000..740e4ae Binary files /dev/null and b/assets/sandstone-dungeon/Tiles-SandstoneDungeons.png differ diff --git a/assets/weapons/bullet.png b/assets/weapons/bullet.png new file mode 100644 index 0000000..7885aee Binary files /dev/null and b/assets/weapons/bullet.png differ diff --git a/assets/weapons/flash.png b/assets/weapons/flash.png new file mode 100644 index 0000000..858fe9e Binary files /dev/null and b/assets/weapons/flash.png differ diff --git a/assets/weapons/uzi.png b/assets/weapons/uzi.png new file mode 100644 index 0000000..2c72390 Binary files /dev/null and b/assets/weapons/uzi.png differ diff --git a/character_spritesheet.go b/character_spritesheet.go new file mode 100644 index 0000000..6e9300f --- /dev/null +++ b/character_spritesheet.go @@ -0,0 +1,46 @@ +package main + +import ( + "embed" + "image" + _ "image/png" + + "github.com/hajimehoshi/ebiten/v2" +) + +// CharacterSpriteSheet represents a collection of sprite images. +type CharacterSpriteSheet struct { + Frame1 *ebiten.Image + Frame2 *ebiten.Image +} + +//go:embed assets +var assetsFS embed.FS + +// LoadCharacterSpriteSheet loads the embedded CharacterSpriteSheet. +func LoadCharacterSpriteSheet() (*CharacterSpriteSheet, error) { + tileSize := 32 + + f, err := assetsFS.Open("assets/ojas-dungeon/character_run.png") + if err != nil { + return nil, err + } + img, _, err := image.Decode(f) + if err != nil { + return nil, err + } + + sheet := ebiten.NewImageFromImage(img) + + // spriteAt returns a sprite at the provided coordinates. + spriteAt := func(x, y int) *ebiten.Image { + return sheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image) + } + + // Populate CharacterSpriteSheet. + s := &CharacterSpriteSheet{} + s.Frame1 = spriteAt(0, 0) + s.Frame2 = spriteAt(0, 1) + + return s, nil +} diff --git a/environment_spritesheet.go b/environment_spritesheet.go new file mode 100644 index 0000000..db5a7de --- /dev/null +++ b/environment_spritesheet.go @@ -0,0 +1,62 @@ +package main + +import ( + "image" + _ "image/png" + + "github.com/hajimehoshi/ebiten/v2" +) + +// EnvironmentSpriteSheet represents a collection of sprite images. +type EnvironmentSpriteSheet struct { + FloorA *ebiten.Image + FloorB *ebiten.Image + FloorC *ebiten.Image + WallTop *ebiten.Image + WallBottom *ebiten.Image + WallBottomLeft *ebiten.Image + WallBottomRight *ebiten.Image + WallLeft *ebiten.Image + WallRight *ebiten.Image + WallTopLeft *ebiten.Image + WallTopRight *ebiten.Image + WallPillar *ebiten.Image +} + +// LoadEnvironmentSpriteSheet loads the embedded EnvironmentSpriteSheet. +func LoadEnvironmentSpriteSheet() (*EnvironmentSpriteSheet, error) { + tileSize := 32 + + f, err := assetsFS.Open("assets/sandstone-dungeon/Tiles-SandstoneDungeons.png") + if err != nil { + return nil, err + } + img, _, err := image.Decode(f) + if err != nil { + return nil, err + } + + sheet := ebiten.NewImageFromImage(img) + + // spriteAt returns a sprite at the provided coordinates. + spriteAt := func(x, y int) *ebiten.Image { + return sheet.SubImage(image.Rect(x*tileSize, (y+1)*tileSize, (x+1)*tileSize, y*tileSize)).(*ebiten.Image) + } + + // Populate EnvironmentSpriteSheet. + s := &EnvironmentSpriteSheet{} + s.FloorA = spriteAt(3, 1) + s.FloorB = spriteAt(2, 0) + s.FloorC = spriteAt(2, 1) + s.WallTop = spriteAt(1, 2) + s.WallBottom = spriteAt(1, 6) + s.WallBottomLeft = spriteAt(2, 6) + s.WallBottomRight = spriteAt(0, 6) + s.WallLeft = spriteAt(2, 2) + s.WallRight = spriteAt(0, 2) + s.WallTopLeft = spriteAt(2, 3) + s.WallTopRight = spriteAt(0, 3) + s.WallPillar = spriteAt(8, 4) + + return s, nil +} diff --git a/game.go b/game.go new file mode 100644 index 0000000..50f8482 --- /dev/null +++ b/game.go @@ -0,0 +1,408 @@ +package main + +import ( + "fmt" + "image" + "image/color" + "math" + "math/rand" + "os" + "time" + + "github.com/hajimehoshi/ebiten/v2/audio" + + "github.com/hajimehoshi/ebiten/v2/audio/mp3" + + "golang.org/x/image/colornames" + + "github.com/hajimehoshi/ebiten/v2" + "github.com/hajimehoshi/ebiten/v2/ebitenutil" +) + +var spinner = []byte(`-\|/`) + +var bulletImage *ebiten.Image +var flashImage *ebiten.Image + +type projectile struct { + x, y float64 + angle float64 + speed float64 + color color.Color +} + +type creep struct { + x, y float64 + sprite *ebiten.Image +} + +// game is an isometric demo game. +type game struct { + w, h int + currentLevel *Level + + audioPlayer *audio.Player + + player *gamePlayer + + camScale float64 + camScaleTo float64 + + mousePanX, mousePanY int + + spinnerIndex int + + creeps []*creep + + projectiles []*projectile + + ojasSS *CharacterSpriteSheet + + overlayImg *ebiten.Image + op *ebiten.DrawImageOptions +} + +const sampleRate = 48000 + +// NewGame returns a new isometric demo game. +func NewGame() (*game, error) { + l, err := NewLevel() + if err != nil { + return nil, fmt.Errorf("failed to create new level: %s", err) + } + + p, err := NewPlayer() + if err != nil { + return nil, err + } + + audioContext := audio.NewContext(sampleRate) + + g := &game{ + currentLevel: l, + camScale: 4, + camScaleTo: 4, + mousePanX: math.MinInt32, + mousePanY: math.MinInt32, + player: p, + op: &ebiten.DrawImageOptions{}, + } + + g.player.x = 7 + g.player.y = 7 + + // Load SpriteSheets. + g.ojasSS, err = LoadCharacterSpriteSheet() + if err != nil { + return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err) + } + + f, err := assetsFS.Open("assets/weapons/bullet.png") + if err != nil { + return nil, err + } + img, _, err := image.Decode(f) + if err != nil { + return nil, err + } + + bulletImage = ebiten.NewImageFromImage(img) + + f, err = assetsFS.Open("assets/weapons/flash.png") + if err != nil { + return nil, err + } + img, _, err = image.Decode(f) + if err != nil { + return nil, err + } + + flashImage = ebiten.NewImageFromImage(img) + + f, err = assetsFS.Open("assets/audio/gunshot.mp3") + if err != nil { + return nil, err + } + + gunshotSound, err := mp3.DecodeWithSampleRate(sampleRate, f) + if err != nil { + return nil, err + } + g.audioPlayer, err = audioContext.NewPlayer(gunshotSound) + if err != nil { + return nil, err + } + + f, err = assetsFS.Open("assets/creeps/vampire.png") + if err != nil { + return nil, err + } + img, _, err = image.Decode(f) + if err != nil { + return nil, err + } + + vampireImage := ebiten.NewImageFromImage(img) + + for i := 0; i < 1000; i++ { + c := &creep{ + x: float64(1 + rand.Intn(64)), + y: float64(1 + rand.Intn(64)), + sprite: vampireImage, + } + g.creeps = append(g.creeps, c) + } + + ebiten.SetCursorShape(ebiten.CursorShapeCrosshair) + + return g, nil +} + +// Update reads current user input and updates the game state. +func (g *game) Update() error { + if ebiten.IsWindowBeingClosed() { + g.exit() + return nil + } + + // Update target zoom level. + var scrollY float64 + if ebiten.IsKeyPressed(ebiten.KeyC) || ebiten.IsKeyPressed(ebiten.KeyPageDown) { + scrollY = -0.25 + } else if ebiten.IsKeyPressed(ebiten.KeyE) || ebiten.IsKeyPressed(ebiten.KeyPageUp) { + scrollY = .25 + } else { + _, scrollY = ebiten.Wheel() + if scrollY < -1 { + scrollY = -1 + } else if scrollY > 1 { + scrollY = 1 + } + } + g.camScaleTo += scrollY * (g.camScaleTo / 7) + + // Clamp target zoom level. + if g.camScaleTo < 1 { + g.camScaleTo = 1 + } else if g.camScaleTo > 4 { + g.camScaleTo = 4 + } + + // Smooth zoom transition. + div := 10.0 + if g.camScaleTo > g.camScale { + g.camScale += (g.camScaleTo - g.camScale) / div + } else if g.camScaleTo < g.camScale { + g.camScale -= (g.camScale - g.camScaleTo) / div + } + + // Pan camera via keyboard. + pan := 0.05 + if ebiten.IsKeyPressed(ebiten.KeyLeft) || ebiten.IsKeyPressed(ebiten.KeyA) { + g.player.x -= pan + } + if ebiten.IsKeyPressed(ebiten.KeyRight) || ebiten.IsKeyPressed(ebiten.KeyD) { + g.player.x += pan + } + if ebiten.IsKeyPressed(ebiten.KeyDown) || ebiten.IsKeyPressed(ebiten.KeyS) { + g.player.y += pan + } + if ebiten.IsKeyPressed(ebiten.KeyUp) || ebiten.IsKeyPressed(ebiten.KeyW) { + g.player.y -= pan + } + + // Clamp camera position. + if g.player.y < 0.6 { + g.player.y = 0.6 + } else if g.player.y > float64(g.currentLevel.h)-1.4 { + g.player.y = float64(g.currentLevel.h) - 1.4 + } + + // Update player angle. + cx, cy := ebiten.CursorPosition() + g.player.angle = math.Atan2(float64(cy-g.h/2), float64(cx-g.w/2)) + + // Update boolets. + bulletHitThreshold := 0.5 + removed := 0 + for i, p := range g.projectiles { + p.x += math.Cos(p.angle) * p.speed + p.y += math.Sin(p.angle) * p.speed + + for _, creep := range g.creeps { + dx, dy := p.x-creep.x, p.y-creep.y + if dx < 0 { + dx *= -1 + } + if dy < 0 { + dy *= -1 + } + if dx <= bulletHitThreshold && dy <= bulletHitThreshold { + creep.x = 1000 + creep.y = 1000 + g.projectiles = append(g.projectiles[:i-removed], g.projectiles[i-removed+1:]...) + removed++ + break + } + } + } + + // Fire boolets. + if ebiten.IsMouseButtonPressed(ebiten.MouseButtonLeft) && time.Since(g.player.weapon.lastFire) >= g.player.weapon.cooldown { + p := &projectile{ + x: g.player.x, + y: g.player.y, + angle: g.player.angle, + speed: 0.35, + color: colornames.Yellow, + } + g.projectiles = append(g.projectiles, p) + + v := 0.75 + (rand.Float64() / 4) + v = 1.0 // TODO + + g.player.weapon.lastFire = time.Now() + g.audioPlayer.SetVolume(v) + g.audioPlayer.Pause() + g.audioPlayer.Rewind() + g.audioPlayer.Play() + } + + return nil +} + +func (g *game) levelCoordinatesToScreen(x, y float64) (float64, float64) { + px, py := g.tilePosition(g.player.x, g.player.y) + py *= -1 + return ((x - px) * g.camScale) + float64(g.w/2.0), ((y + py) * g.camScale) + float64(g.h/2.0) +} + +func (g *game) screenCoordinatesToLevel(x, y float64) (float64, float64) { + // TODO reverse + px, py := g.tilePosition(g.player.x, g.player.y) + py *= -1 + return ((x - px) * g.camScale) + float64(g.w/2.0), ((y + py) * g.camScale) + float64(g.h/2.0) +} + +// Draw draws the game on the screen. +func (g *game) Draw(screen *ebiten.Image) { + // Render level. + drawn := g.renderLevel(screen) + + // Print game info. + g.overlayImg.Clear() + ebitenutil.DebugPrint(g.overlayImg, fmt.Sprintf("FPS %0.0f\nTPS %0.0f\nSPR %d\nSCA %0.2f\nPOS %0.0f,%0.0f", ebiten.CurrentFPS(), ebiten.CurrentTPS(), drawn, g.camScale, g.player.x, g.player.y)) + g.op.GeoM.Reset() + g.op.GeoM.Translate(3, 0) + g.op.GeoM.Scale(2, 2) + screen.DrawImage(g.overlayImg, g.op) +} + +// Layout is called when the game's layout changes. +func (g *game) Layout(outsideWidth, outsideHeight int) (int, int) { + s := ebiten.DeviceScaleFactor() + w, h := int(s*float64(outsideWidth)), int(s*float64(outsideHeight)) + if w != g.w || h != g.h { + g.w, g.h = w, h + + debugBox := image.NewRGBA(image.Rect(0, 0, g.w, 200)) + g.overlayImg = ebiten.NewImageFromImage(debugBox) + } + if g.player.weapon.spriteFlipped == nil { + op := &ebiten.DrawImageOptions{} + op.GeoM.Scale(-1, 1) + op.GeoM.Translate(32, 0) + spriteFlipped := ebiten.NewImageFromImage(g.player.weapon.sprite) + spriteFlipped.Clear() + spriteFlipped.DrawImage(g.player.weapon.sprite, op) + g.player.weapon.spriteFlipped = spriteFlipped + } + return g.w, g.h +} + +// tilePosition transforms X,Y coordinates into tile positions. +func (g *game) tilePosition(x, y float64) (float64, float64) { + tileSize := float64(g.currentLevel.tileSize) + return x * tileSize, y * tileSize +} + +func (g *game) renderSprite(x float64, y float64, offsetx float64, offsety float64, angle float64, sprite *ebiten.Image, target *ebiten.Image) int { + x, y = g.tilePosition(x, y) + + // Skip drawing off-screen tiles. + drawX, drawY := g.levelCoordinatesToScreen(x, y) + padding := float64(g.currentLevel.tileSize) * 2 + if drawX+padding < 0 || drawY+padding < 0 || drawX > float64(g.w)+padding || drawY > float64(g.h)+padding { + return 0 + } + + g.op.GeoM.Reset() + // Rotate + g.op.GeoM.Translate(-16+offsetx, -16+offsety) + g.op.GeoM.Rotate(angle) + // Move to current isometric position. + g.op.GeoM.Translate(x, y) + // Translate camera position. + px, py := g.tilePosition(g.player.x, g.player.y) + g.op.GeoM.Translate(-px, -py) + // Zoom. + g.op.GeoM.Scale(g.camScale, g.camScale) + // Center. + g.op.GeoM.Translate(float64(g.w/2.0), float64(g.h/2.0)) + + target.DrawImage(sprite, g.op) + return 1 +} + +// renderLevel draws the current Level on the screen. +func (g *game) renderLevel(screen *ebiten.Image) int { + var drawn int + + var t *Tile + for y := 0; y < g.currentLevel.h; y++ { + for x := 0; x < g.currentLevel.w; x++ { + t = g.currentLevel.tiles[y][x] + if t == nil { + continue // No tile at this position. + } + + for i := range t.sprites { + drawn += g.renderSprite(float64(x), float64(y), 0, 0, 0, t.sprites[i], screen) + } + } + } + + for _, c := range g.creeps { + drawn += g.renderSprite(c.x, c.y, 0, 0, 0, c.sprite, screen) + } + + for _, p := range g.projectiles { + drawn += g.renderSprite(p.x, p.y, 0, 0, p.angle, bulletImage, screen) + } + + playerSprite := g.ojasSS.Frame1 + playerAngle := g.player.angle + weaponSprite := g.player.weapon.spriteFlipped + mul := float64(1) + if g.player.angle > math.Pi/2 || g.player.angle < -1*math.Pi/2 { + playerSprite = g.ojasSS.Frame2 + playerAngle = playerAngle - math.Pi + weaponSprite = g.player.weapon.sprite + mul = -1 + } + drawn += g.renderSprite(g.player.x, g.player.y, 0, 0, playerAngle, playerSprite, screen) + if g.player.weapon != nil { + drawn += g.renderSprite(g.player.x, g.player.y, 11*mul, 9, playerAngle, weaponSprite, screen) + } + + flashDuration := 40 * time.Millisecond + if time.Since(g.player.weapon.lastFire) < flashDuration { + drawn += g.renderSprite(g.player.x, g.player.y, 39, -1, g.player.angle, flashImage, screen) + } + + return drawn +} + +func (g *game) exit() { + os.Exit(0) +} diff --git a/go.mod b/go.mod new file mode 100644 index 0000000..1f1f1ab --- /dev/null +++ b/go.mod @@ -0,0 +1,19 @@ +module code.rocketnine.space/tslocum/carotidartillery + +go 1.17 + +require ( + github.com/hajimehoshi/ebiten/v2 v2.3.0-alpha.0.20211002105934-2fd97767ff1d + golang.org/x/image v0.0.0-20210628002857-a66eb6448b8d +) + +require ( + github.com/go-gl/glfw/v3.3/glfw v0.0.0-20210727001814-0db043d8d5be // indirect + github.com/hajimehoshi/go-mp3 v0.3.2 // indirect + github.com/hajimehoshi/oto/v2 v2.1.0-alpha.2 // indirect + github.com/jezek/xgb v0.0.0-20210312150743-0e0f116e1240 // indirect + golang.org/x/exp v0.0.0-20210916165020-5cb4fee858ee // indirect + golang.org/x/mobile v0.0.0-20210924032853-1c027f395ef7 // indirect + golang.org/x/sync v0.0.0-20210220032951-036812b2e83c // indirect + golang.org/x/sys v0.0.0-20211004093028-2c5d950f24ef // indirect +) diff --git a/go.sum b/go.sum new file mode 100644 index 0000000..9a98ddf --- /dev/null +++ b/go.sum @@ -0,0 +1,442 @@ +cloud.google.com/go v0.26.0/go.mod h1:aQUYkXzVsufM+DwF1aE+0xfcU+56JwCaLick0ClmMTw= +cloud.google.com/go v0.34.0/go.mod h1:aQUYkXzVsufM+DwF1aE+0xfcU+56JwCaLick0ClmMTw= 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v0.1.3/go.mod h1:NgwopIslSNH47DimFoV78dnkksY2EFtX0ajyb3K/las= +sigs.k8s.io/yaml v1.1.0/go.mod h1:UJmg0vDUVViEyp3mgSv9WPwZCDxu4rQW1olrI1uml+o= +sourcegraph.com/sourcegraph/appdash v0.0.0-20190731080439-ebfcffb1b5c0/go.mod h1:hI742Nqp5OhwiqlzhgfbWU4mW4yO10fP+LoT9WOswdU= diff --git a/level.go b/level.go new file mode 100644 index 0000000..b87e4a9 --- /dev/null +++ b/level.go @@ -0,0 +1,89 @@ +package main + +import ( + "fmt" + "math/rand" + "time" +) + +// Level represents a game level. +type Level struct { + w, h int + + tiles [][]*Tile // (Y,X) array of tiles + tileSize int +} + +// Tile returns the tile at the provided coordinates, or nil. +func (l *Level) Tile(x, y int) *Tile { + if x >= 0 && y >= 0 && x < l.w && y < l.h { + return l.tiles[y][x] + } + return nil +} + +// Size returns the size of the Level. +func (l *Level) Size() (width, height int) { + return l.w, l.h +} + +// NewLevel returns a new randomly generated Level. +func NewLevel() (*Level, error) { + // Create a 108x108 Level. + l := &Level{ + w: 108, + h: 108, + tileSize: 32, + } + + sandstoneSS, err := LoadEnvironmentSpriteSheet() + if err != nil { + return nil, fmt.Errorf("failed to load embedded spritesheet: %s", err) + } + + _ = sandstoneSS + + // Generate a unique permutation each time. + r := rand.New(rand.NewSource(time.Now().UTC().UnixNano())) + + // Fill each tile with one or more sprites randomly. + l.tiles = make([][]*Tile, l.h) + for y := 0; y < l.h; y++ { + l.tiles[y] = make([]*Tile, l.w) + for x := 0; x < l.w; x++ { + t := &Tile{} + t.AddSprite(sandstoneSS.FloorA) + + val := r.Intn(1000) + switch { + case x == 0 && y == 0: + t.AddSprite(sandstoneSS.WallTopLeft) + case x == l.w-1 && y == 0: + t.AddSprite(sandstoneSS.WallTopRight) + case x == 0 && y == l.h-1: + t.AddSprite(sandstoneSS.WallBottom) + case x == l.w-1 && y == l.h-1: + t.AddSprite(sandstoneSS.WallBottom) + case y == 0: + if x%(l.w/7) == 1 { + t.AddSprite(sandstoneSS.WallPillar) + } else { + t.AddSprite(sandstoneSS.WallTop) + } + case y == l.h-1: + t.AddSprite(sandstoneSS.WallBottom) + case x == 0: + t.AddSprite(sandstoneSS.WallLeft) + case x == l.w-1: + t.AddSprite(sandstoneSS.WallRight) + case val < 275: + t.AddSprite(sandstoneSS.FloorB) + case val < 500: + t.AddSprite(sandstoneSS.FloorC) + } + l.tiles[y][x] = t + } + } + + return l, nil +} diff --git a/main.go b/main.go new file mode 100644 index 0000000..ae1c07e --- /dev/null +++ b/main.go @@ -0,0 +1,40 @@ +package main + +import ( + "log" + "os" + "os/signal" + "syscall" + + "github.com/hajimehoshi/ebiten/v2" +) + +func main() { + ebiten.SetWindowTitle("Carotid Artillery") + ebiten.SetWindowResizable(true) + ebiten.SetFullscreen(true) + ebiten.SetMaxTPS(144) // TODO allow users to set custom value + ebiten.SetRunnableOnUnfocused(true) // Note - this currently does nothing in ebiten + ebiten.SetWindowClosingHandled(true) + ebiten.SetFPSMode(ebiten.FPSModeVsyncOn) + + g, err := NewGame() + if err != nil { + log.Fatal(err) + } + + sigc := make(chan os.Signal, 1) + signal.Notify(sigc, + syscall.SIGINT, + syscall.SIGTERM) + go func() { + <-sigc + + g.exit() + }() + + err = ebiten.RunGame(g) + if err != nil { + log.Fatal(err) + } +} diff --git a/player.go b/player.go new file mode 100644 index 0000000..af81354 --- /dev/null +++ b/player.go @@ -0,0 +1,37 @@ +package main + +import ( + "image" + "time" + + "github.com/hajimehoshi/ebiten/v2" +) + +type gamePlayer struct { + x, y float64 + + angle float64 + + weapon *playerWeapon +} + +func NewPlayer() (*gamePlayer, error) { + f, err := assetsFS.Open("assets/weapons/uzi.png") + if err != nil { + return nil, err + } + img, _, err := image.Decode(f) + if err != nil { + return nil, err + } + + uziSprite := ebiten.NewImageFromImage(img) + + p := &gamePlayer{ + weapon: &playerWeapon{ + sprite: uziSprite, + cooldown: 100 * time.Millisecond, + }, + } + return p, nil +} diff --git a/tile.go b/tile.go new file mode 100644 index 0000000..bc28efe --- /dev/null +++ b/tile.go @@ -0,0 +1,31 @@ +package main + +import ( + "github.com/hajimehoshi/ebiten/v2" +) + +// Tile represents a space with an x,y coordinate within a Level. Any number of +// sprites may be added to a Tile. +type Tile struct { + sprites []*ebiten.Image +} + +// AddSprite adds a sprite to the Tile. +func (t *Tile) AddSprite(s *ebiten.Image) { + t.sprites = append(t.sprites, s) +} + +// ClearSprites removes all sprites from the Tile. +func (t *Tile) ClearSprites() { + for i := range t.sprites { + t.sprites[i] = nil + } + t.sprites = t.sprites[:0] +} + +// Draw draws the Tile on the screen using the provided options. +func (t *Tile) Draw(screen *ebiten.Image, options *ebiten.DrawImageOptions) { + for _, s := range t.sprites { + screen.DrawImage(s, options) + } +} diff --git a/weapon.go b/weapon.go new file mode 100644 index 0000000..b5bed2c --- /dev/null +++ b/weapon.go @@ -0,0 +1,14 @@ +package main + +import ( + "time" + + "github.com/hajimehoshi/ebiten/v2" +) + +type playerWeapon struct { + sprite *ebiten.Image + spriteFlipped *ebiten.Image + lastFire time.Time + cooldown time.Duration +}