GOingTunneling/bullet.go

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package main
import (
"github.com/veandco/go-sdl2/sdl"
"image/color"
"math/rand"
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"sync"
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)
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var bulletLastID = uint32(0)
var bulletParticleLastID = uint32(0)
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var bulletMutex sync.RWMutex
var bulletParticleMutex sync.RWMutex
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type Bullet struct {
posX, posY int32
direction uint8
color color.Color
super bool
ownerID uint32
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id uint32
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}
type BulletParticle struct {
posX, posY int32
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expirationTimer uint32
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color color.Color
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id uint32
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}
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func (bulletParticle *BulletParticle) render(camera *sdl.Rect, surface *sdl.Surface, bulletParticles map[uint32]*BulletParticle) {
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if camera.IntersectLine(&bulletParticle.posX, &bulletParticle.posY, &bulletParticle.posX, &bulletParticle.posY) {
relativeBulletX := bulletParticle.posX - camera.X
relativeBulletY := bulletParticle.posY - camera.Y
surface.Set(int(relativeBulletX), int(relativeBulletY), bulletParticle.color)
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} else if !config.Server {
delete(bulletParticles, bulletParticle.id)
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}
}
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func (bulletParticle *BulletParticle) tick(particles map[uint32]*BulletParticle) {
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if bulletParticle.expirationTimer <= 0 {
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delete(particles, bulletParticle.id)
} else {
bulletParticle.expirationTimer--
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}
}
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func (bullet *Bullet) render(camera *sdl.Rect, surface *sdl.Surface, bullets map[uint32]*Bullet) {
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if camera.IntersectLine(&bullet.posX, &bullet.posY, &bullet.posX, &bullet.posY) {
relativeBulletX := bullet.posX - camera.X
relativeBulletY := bullet.posY - camera.Y
surface.Set(int(relativeBulletX), int(relativeBulletY), bullet.color)
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} else if !config.Server {
delete(bullets, bullet.id)
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}
}
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func (bullet *Bullet) explode(gameMap *GameMap, bulletParticleMap map[uint32]*BulletParticle) {
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// Define the possible directions with their x and y velocity components.
directions := [][2]int{
{0, -1}, // Up
{0, 1}, // Down
{-1, 0}, // Left
{1, 0}, // Right
{-1, -1}, // Up-Left Diagonal
{1, -1}, // Up-Right Diagonal
{-1, 1}, // Down-Left Diagonal
{1, 1}, // Down-Right Diagonal
}
if !bullet.super {
// Loop through each direction to generate particle streams.
for _, dir := range directions {
// Randomize the number of particles in each stream.
particlesInStream := rand.Intn(5)
for i := 0; i < particlesInStream; i++ {
// Determine particle's position based on its direction and step count.
step := rand.Intn(3) + 1 // Step can be 1, 2, or 3 units.
xOffset := dir[0] * step
yOffset := dir[1] * step
xPos, yPos := bullet.posX+int32(xOffset), bullet.posY+int32(yOffset)
collision := gameMap.checkCollision(xPos, yPos)
// Check for collision and bullet behavior (normal or super).
if collision == 1 || collision == 0 || (bullet.super && collision == 2) {
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bulletParticleMap[bulletParticleLastID] = &BulletParticle{
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posX: xPos,
posY: yPos,
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expirationTimer: uint32(5 + rand.Intn(10)), // Randomize expiration time between 15 and 25.
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color: bullet.color,
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id: bulletParticleLastID,
}
bulletParticleLastID++
if xPos > 0 && yPos > 0 && uint32(xPos) < serverConfig.MapWidth && uint32(yPos) < serverConfig.MapHeight {
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gameMap.tiles[xPos][yPos] = 0
}
}
}
}
} else {
for xOffset := -3; xOffset <= 3; xOffset++ {
for yOffset := -3; yOffset <= 3; yOffset++ {
xPos, yPos := bullet.posX+int32(xOffset), bullet.posY+int32(yOffset)
collision := gameMap.checkCollision(xPos, yPos)
if collision == 1 || collision == 0 || (bullet.super && collision == 2) {
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bulletParticleMap[bulletParticleLastID] = &BulletParticle{
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posX: xPos,
posY: yPos,
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expirationTimer: uint32(15 + rand.Intn(15)),
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color: bullet.color,
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id: bulletParticleLastID,
}
bulletParticleLastID++
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gameMap.tiles[xPos][yPos] = 0
}
}
}
}
}
func (bullet *Bullet) tick(gameMap *GameMap,
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bulletParticleMap map[uint32]*BulletParticle, bulletMap map[uint32]*Bullet, players map[uint32]*Player) {
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var nextX, nextY int32
nextX, nextY = bullet.posX, bullet.posY
switch bullet.direction {
case 0: //up
nextY -= 1
break
case 1: //right
nextX += 1
break
case 2: //down
nextY += 1
break
case 3: //left
nextX -= 1
break
case 4: //up right
nextY -= 1
nextX += 1
break
case 5: //up left
nextY -= 1
nextX -= 1
break
case 6: //down right
nextY += 1
nextX += 1
break
case 7: //down left
nextY += 1
nextX -= 1
break
}
collisionResult := gameMap.checkCollision(nextX, nextY)
bulletRect := sdl.Rect{
X: bullet.posX,
Y: bullet.posY,
W: 1,
H: 1,
}
hitPlayer := false
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playersMutex.RLock()
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for _, player := range players {
if player.playerID == bullet.ownerID {
continue
}
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if hitPlayer {
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break
}
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for _, coloredRect := range player.gameObject.getCurrentRects() {
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if player.gameObject.adjustRectWorld(coloredRect.rect).HasIntersection(&bulletRect) {
hitPlayer = player.shields <= serverConfig.MaxShields
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player.shields -= 10
break
}
}
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}
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playersMutex.RUnlock()
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if collisionResult != 0 || hitPlayer {
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if !config.Client {
bullet.explode(gameMap, bulletParticleMap)
}
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delete(bulletMap, bullet.id)
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} else {
bullet.posX = nextX
bullet.posY = nextY
}
}