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main.go
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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
MAX_COLLISION_ORDERING_ITERS = 3
SPACE_GRID_WIDTH = 70
SPACE_GRID_HEIGHT = 70
)
var (
playerSize float32
enemySize float32
projSize float32
lootSize float32
)
type WorldItem interface {
Render()
// Update()
Destroyed() bool
}
func RemoveIndex[T any](s []T, index int) []T {
return append(s[:index], s[index+1:]...)
}
func UpdateWorldItems[T WorldItem](worldItems []T) []T {
toRemove := make([]int, 0)
for i := len(worldItems) - 1; i >= 0; i-- {
if worldItems[i].Destroyed() {
toRemove = append(toRemove, i)
}
}
for _, i := range toRemove {
worldItems = RemoveIndex(worldItems, i)
}
return worldItems
}
func RandomPointInCircle(radius float32) rl.Vector2 {
x := float32(rl.GetRandomValue(-100, 100))
y := float32(rl.GetRandomValue(-100, 100))
vector := rl.Vector2Scale((rl.Vector2Normalize(rl.NewVector2(x, y))), radius)
return vector
}
func main() {
display := rl.GetCurrentMonitor()
w := rl.GetMonitorWidth(display)
h := rl.GetMonitorHeight(display)
rl.InitWindow(int32(w), int32(h), "Survivor")
rl.SetTargetFPS(60)
player := NewPlayer(100)
var projList []*Projectile
var enemyList []*Enemy
var worldItems []WorldItem
var worldBodies []Collides
var loots []*WeaponLoot
lastTime := rl.GetTime()
lastShoot := lastTime
lastSpawn := lastTime
spawnRate := 0.05
w = rl.GetMonitorWidth(display)
h = rl.GetMonitorHeight(display)
// have to be scaled based on screen size
playerSize = float32(w) / 150
projSize = float32(w) / 1000
enemySize = float32(w) / 200
lootSize = 60
spaceGrid := NewCollisionSpace(w, h, SPACE_GRID_WIDTH, SPACE_GRID_HEIGHT)
for !rl.WindowShouldClose() {
currentTime := rl.GetTime()
dt := currentTime - lastTime
mousePosition := rl.GetMousePosition()
player.LookAt(mousePosition)
player.Update(dt)
// Spawn weapon
{
if rl.GetRandomValue(0, 1000) < 3 {
x := rl.GetRandomValue(0, int32(w))
y := rl.GetRandomValue(0, int32(h))
w := NewWeaponLoot(MITRA, rl.NewVector2(float32(x), float32(y)))
worldBodies = append(worldBodies, w)
worldItems = append(worldItems, w)
loots = append(loots, w)
}
}
// Collision with loot
{
for _, l := range loots {
if rl.CheckCollisionCircleRec(player.Pos, playerSize, rl.NewRectangle(l.pos.X, l.pos.Y, lootSize, lootSize)) {
player.currentWeapon = l.weapon
l.destroyed = true
}
}
}
// shoot
{
if rl.IsMouseButtonDown(0) {
if currentTime > player.currentWeapon.shootingDelay+float64(lastShoot) {
lastShoot = currentTime
for _, p := range player.Shoot() {
projList = append(projList, p)
worldItems = append(worldItems, p)
}
}
}
}
// Spwan enemys
{
if currentTime > lastSpawn+float64(spawnRate) {
lastSpawn = currentTime
respawn := true
n := NewEnemy(rl.NewVector2(100,110), 100, 10, enemySize)
for respawn{
respawn = false
spawnPosition := RandomPointInCircle(200)
spawnPosition = rl.Vector2Add(spawnPosition, player.Pos)
n = NewEnemy(rl.NewVector2(float32(spawnPosition.X), float32(spawnPosition.Y)), 100, 10, enemySize)
if n.pos.X < 100 || n.pos.Y < 100{
respawn = true
continue
}
for _, e := range enemyList {
if rl.CheckCollisionCircles(n.pos,enemySize, e.pos, enemySize){
respawn = true
break
}
}
if !respawn{
enemyList = append(enemyList, n)
worldItems = append(worldItems, n)
worldBodies = append(worldBodies, n)
}
}
}
}
// move projectile
for _, p := range projList {
p.Update(dt)
}
// move enemy
for _, p := range enemyList {
p.Move(player.Pos, dt)
}
type CollisionPair struct {
first *Enemy
second *Enemy
}
spaceGrid.RearrangeBodies(MAX_COLLISION_ORDERING_ITERS, worldBodies, func() {
spaceGrid.UpdateCells(worldBodies)
})
// check collision between proj and enemy
for _, p := range projList {
for _, e := range enemyList {
if rl.CheckCollisionCircles(p.pos, projSize, e.pos, enemySize) {
e.DealDamage(p.damage)
if e.health <= 0 {
e.destroyed = true
}
p.destroyed = true
}
}
}
rl.BeginDrawing()
{
rl.ClearBackground(rl.Black)
for _, x := range worldItems {
x.Render()
}
/*
for _, r := range projList {
r.Render()
}
for _, r := range enemyList {
r.Render()
}
*/
player.Render()
rl.DrawFPS(10, 10)
}
rl.EndDrawing()
{
worldItems = UpdateWorldItems(worldItems)
projList = UpdateWorldItems(projList)
enemyList = UpdateWorldItems(enemyList)
}
lastTime = currentTime
}
rl.CloseWindow()
}