-
Notifications
You must be signed in to change notification settings - Fork 0
/
rocket.go
129 lines (119 loc) · 2.35 KB
/
rocket.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
package main
import (
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
type rocket struct {
hearts int
x int32
destroyedObj map[string]int
powerUps map[string]powerup
hit bool
}
func initRocket() *rocket {
return &rocket{
hearts: 3,
x: (windowWidth / 2) - (rocketRes / 2),
destroyedObj: map[string]int{
"rock": 0,
"ufo": 0,
},
powerUps: map[string]powerup{
"missle": powerup{
active: false,
},
"minigun": powerup{
active: false,
},
},
}
}
func updatePowerUps() {
for k, v := range rocketPlayer.powerUps {
if v.active {
if time.Now().Unix()-v.set >= v.duration {
if v.t == minigun {
projectiles = nil
}
rocketPlayer.powerUps[k] = powerup{}
}
}
}
}
func checkForPowerUpHit() {
rBox := rl.Rectangle{
X: float32(rocketPlayer.x),
Y: float32(rocketYConst),
Width: float32(rocketRes) - 10,
Height: float32(rocketRes) - 10,
}
for i, p := range powerups {
pBox := rl.Rectangle{
X: float32(p.x),
Y: float32(p.y),
Width: float32(powerUpRes),
Height: float32(powerUpRes),
}
if rl.CheckCollisionRecs(rBox, pBox) {
switch p.t {
case clusterBomb:
for _, v := range enemies {
v.hp = 0
v.invisible = true
}
rl.PlaySound(explosionSFX)
break
default:
rocketPlayer.powerUps[p.t] = powerup{
active: true,
t: p.t,
damage: p.damage,
duration: p.duration,
set: time.Now().Unix(),
}
break
}
powerups = append(powerups[:i], powerups[i+1:]...)
}
}
}
func checkForEnemyHit() {
if time.Now().Unix()-lastHit >= hitDelay {
rocketPlayer.hit = false
rocketAlpha = 255
}
if rocketPlayer.hit {
if rocketAlpha == 0 {
rocketAlpha = 255
return
}
rocketAlpha -= 10
return
}
rBox := rl.Rectangle{
X: float32(rocketPlayer.x),
Y: float32(rocketYConst),
Width: float32(rocketRes),
Height: float32(rocketRes),
}
for _, v := range enemies {
if v.invisible {
continue
}
eBox := rl.Rectangle{
X: float32(v.x),
Y: float32(v.y),
Width: float32(enemyRes),
Height: float32(enemyRes),
}
if rl.CheckCollisionRecs(rBox, eBox) {
rl.PlaySound(hitSFX)
lastHit = time.Now().Unix()
rocketPlayer.hit = true
rocketPlayer.hearts -= 1
if rocketPlayer.hearts == 0 {
gameOver = true
}
}
}
}