717 lines
19 KiB
Go
717 lines
19 KiB
Go
package main
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import (
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"github.com/veandco/go-sdl2/sdl"
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"image/color"
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"math/rand"
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)
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type Player struct {
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local bool
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playerColors PlayerColors
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keyMap KeyMap
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joyMap JoyMap
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joyStick *sdl.Joystick
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camera *sdl.Rect
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energy uint16
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ammunition uint16
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shields uint16
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digCooldown uint8
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shootCooldown uint8
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repairCooldown uint8
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rechargeCooldown uint8
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movementCooldown uint8
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reloadCooldown uint8
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gameObject *GameObject
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window *sdl.Window
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logicalSurface *sdl.Surface
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playSurface *sdl.Surface
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HUDSurface *sdl.Surface
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playSurfaceRect *sdl.Rect
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HUDSurfaceRect *sdl.Rect
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playSurfaceTargetRect *sdl.Rect
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HUDSurfaceTargetRect *sdl.Rect
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}
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func (player *Player) track(camera *sdl.Rect) {
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camera.X = player.gameObject.baseRect.X - 37
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camera.Y = player.gameObject.baseRect.Y - 38
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}
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func (player *Player) render(camera *sdl.Rect, surface *sdl.Surface) {
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// Common part: Rendering player
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player.gameObject.baseRect = sdl.Rect{X: player.gameObject.baseRect.X, Y: player.gameObject.baseRect.Y, W: 7, H: 7}
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if player.shields > 0 && player.shields <= MaxShields {
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player.gameObject.render(camera, surface)
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}
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}
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func (player *Player) digBlock(posX, posY int32, gameMap *GameMap, isShooting bool) uint8 {
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collisionAtDigSite := gameMap.checkCollision(posX, posY)
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if collisionAtDigSite == 0 {
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return 0
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} else if collisionAtDigSite == 1 && (player.digCooldown == 0 || isShooting) {
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gameMap.tiles[posX][posY] = 0
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player.digCooldown = DiggingCooldown
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return 1
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}
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return 2
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}
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func (player *Player) tick(isShooting bool, bullets *[]*Bullet, format *sdl.PixelFormat) {
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if player.digCooldown > 0 {
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player.digCooldown--
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}
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if player.shootCooldown > 0 {
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player.shootCooldown--
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}
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if player.repairCooldown > 0 {
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player.repairCooldown--
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}
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if player.rechargeCooldown > 0 {
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player.rechargeCooldown--
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}
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if player.movementCooldown > 0 {
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player.movementCooldown--
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}
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if player.reloadCooldown > 0 {
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player.reloadCooldown--
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} else if player.ammunition < MaxAmmunition && !isShooting && player.energy > ReloadCost {
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player.ammunition++
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player.reloadCooldown = ReloadCooldown
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player.energy -= ReloadCost
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}
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if player.shields <= 0 {
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player.shields = MaxShields + 1
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player.explode(bullets)
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}
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}
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func (player *Player) tryMove(gameMap *GameMap, isShooting bool, players *[]*Player) (moved bool) {
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if player.movementCooldown > 0 {
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return false
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}
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ranOutOfEnergy := (isShooting && player.energy <= DiggingCost+ShootDiggingCostBonus) || player.energy <= DiggingCost
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if ranOutOfEnergy {
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isShooting = false
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}
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shouldPenalizeDigging := false
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stopped := false
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switch player.gameObject.orientation {
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case 0: // Up
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X,
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Y: player.gameObject.baseRect.Y - 1,
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W: 5,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X; x < player.gameObject.baseRect.X+5 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y - 1; y < player.gameObject.baseRect.Y+7; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.Y--
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}
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case 1: // Right
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X + 1,
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Y: player.gameObject.baseRect.Y,
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W: 7,
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H: 5,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for y := player.gameObject.baseRect.Y + 1; y < player.gameObject.baseRect.Y+6 && !stopped; y++ {
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for x := player.gameObject.baseRect.X + 1; x < player.gameObject.baseRect.X+8; x++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X++
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}
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case 2: // Down
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X,
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Y: player.gameObject.baseRect.Y + 1,
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W: 5,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X; x < player.gameObject.baseRect.X+5 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y + 1; y < player.gameObject.baseRect.Y+8; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.Y++
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}
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case 3: // Left
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X - 1,
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Y: player.gameObject.baseRect.Y,
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W: 7,
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H: 5,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for y := player.gameObject.baseRect.Y + 1; y < player.gameObject.baseRect.Y+6 && !stopped; y++ {
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for x := player.gameObject.baseRect.X - 1; x < player.gameObject.baseRect.X+6; x++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X--
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}
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case 4: // Up-Right
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X + 1,
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Y: player.gameObject.baseRect.Y - 1,
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W: 7,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X + 1; x < player.gameObject.baseRect.X+8 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y - 1; y < player.gameObject.baseRect.Y+6; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X++
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player.gameObject.baseRect.Y--
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}
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case 5: // Up-Left
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X - 1,
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Y: player.gameObject.baseRect.Y - 1,
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W: 7,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X - 1; x < player.gameObject.baseRect.X+6 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y - 1; y < player.gameObject.baseRect.Y+6; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X--
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player.gameObject.baseRect.Y--
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}
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case 6: // Down-Right
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X + 1,
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Y: player.gameObject.baseRect.Y + 1,
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W: 7,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X + 1; x < player.gameObject.baseRect.X+8 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y + 1; y < player.gameObject.baseRect.Y+8; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X++
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player.gameObject.baseRect.Y++
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}
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case 7: // Down-Left
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collisionRect := sdl.Rect{
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X: player.gameObject.baseRect.X - 1,
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Y: player.gameObject.baseRect.Y + 1,
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W: 7,
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H: 7,
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}
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for _, opponent := range *players {
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if opponent != player && opponent.gameObject.baseRect.HasIntersection(&collisionRect) {
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return false
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}
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}
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for x := player.gameObject.baseRect.X - 1; x < player.gameObject.baseRect.X+6 && !stopped; x++ {
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for y := player.gameObject.baseRect.Y + 1; y < player.gameObject.baseRect.Y+8; y++ {
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digResult := player.digBlock(x, y, gameMap, isShooting)
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if digResult == 1 {
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shouldPenalizeDigging = true
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if !isShooting {
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stopped = true
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break
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}
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} else if digResult != 0 {
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stopped = true
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break
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}
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}
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}
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if !stopped {
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moved = true
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player.gameObject.baseRect.X--
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player.gameObject.baseRect.Y++
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}
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}
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// Penalties and cooldown handling
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if shouldPenalizeDigging {
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if isShooting && player.ammunition < MaxAmmunition && rand.Intn(2) == 0 {
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player.ammunition++
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}
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if ranOutOfEnergy {
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player.digCooldown = DiggingCooldownNoEnergy
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}
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player.energy -= DiggingCost
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if isShooting {
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player.energy -= ShootDiggingCostBonus
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}
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}
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if moved {
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if ranOutOfEnergy {
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player.movementCooldown = MovementCooldownNoEnergy
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} else {
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player.movementCooldown = MovementCooldown
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}
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}
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return
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}
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func (player *Player) getRGBAColor(colorIndex uint8, format *sdl.PixelFormat) uint32 {
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var selectedColor color.Color
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switch colorIndex {
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case 0:
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selectedColor = player.playerColors.tracks
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case 1:
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selectedColor = player.playerColors.body
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case 2:
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selectedColor = player.playerColors.cannon
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}
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var r, g, b, a uint8
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if selectedColor != nil {
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rt, gt, bt, at := selectedColor.RGBA()
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r, g, b, a = uint8(rt), uint8(gt), uint8(bt), uint8(at)
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}
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return sdl.MapRGBA(format, r, g, b, a)
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}
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func (player *Player) shoot(super bool, bullets *[]*Bullet) {
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if (super && (player.energy <= SuperShotCost || player.ammunition < MaxAmmunition)) || (!super && (player.energy <= NormalShotCost || player.ammunition < 1)) {
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return
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}
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if player.shootCooldown == 0 {
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var shootX, shootY int32
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switch player.gameObject.orientation {
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case 0: // Up
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shootY = player.gameObject.baseRect.Y - 1
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shootX = player.gameObject.baseRect.X + 2
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break
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case 1: // Right
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shootY = player.gameObject.baseRect.Y + 3
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shootX = player.gameObject.baseRect.X + 8
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break
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case 2: // Down
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shootX = player.gameObject.baseRect.X + 2
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shootY = player.gameObject.baseRect.Y + 8
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break
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case 3: // Left
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shootY = player.gameObject.baseRect.Y + 3
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shootX = player.gameObject.baseRect.X - 2
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break
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case 4: // Up-Right
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shootY = player.gameObject.baseRect.Y
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shootX = player.gameObject.baseRect.X + 5
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break
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case 5: // Up-Left
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shootY = player.gameObject.baseRect.Y
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shootX = player.gameObject.baseRect.X - 1
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break
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case 6: // Down-Right
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shootY = player.gameObject.baseRect.Y + 5
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shootX = player.gameObject.baseRect.X + 5
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break
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case 7: // Down-Left
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shootY = player.gameObject.baseRect.Y + 5
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shootX = player.gameObject.baseRect.X - 1
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break
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}
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// Set bullet color
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bulletColor := player.playerColors.body
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// Create and add the bullet
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*bullets = append(*bullets, &Bullet{
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posX: shootX,
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posY: shootY,
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direction: player.gameObject.orientation,
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color: bulletColor,
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super: super,
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})
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// Set cooldown and decrease energy
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player.shootCooldown = ShootCooldown
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if super {
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player.energy -= SuperShotCost
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player.ammunition = 0
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} else {
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player.energy -= NormalShotCost
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player.ammunition--
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}
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}
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}
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func (player *Player) explode(bullets *[]*Bullet) {
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// Set bullet color
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bulletColor := player.playerColors.body
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for x := player.gameObject.baseRect.X - BlastRadius; x < BlastRadius*2+1; x++ {
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for y := player.gameObject.baseRect.Y - BlastRadius; y < BlastRadius*2+1; y++ {
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// Create and add the bullet
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*bullets = append(*bullets, &Bullet{
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posX: x,
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posY: y,
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direction: uint8(rand.Intn(8)),
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color: bulletColor,
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super: true,
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})
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}
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}
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}
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func createPlayers(amount uint8, playerColors []PlayerColors, keyMaps []KeyMap, joyMaps []JoyMap, gameMap *GameMap, players *[]*Player) {
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joyStickCount := sdl.NumJoysticks()
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if amount > uint8(len(keyMaps)+len(joyMaps)) || amount > uint8(len(keyMaps)+joyStickCount) {
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panic("Too many players, not enough inputs")
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}
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if amount >= uint8(len(playerColors)) {
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panic("Too many players, not enough colors")
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}
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addedKeyboardPlayers := 0
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for i := uint8(0); i < amount; i++ {
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var keyMap KeyMap
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var joyMap JoyMap
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var joyStick *sdl.Joystick
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if (DoAllKeymapsPlayers && i <= uint8(len(keyMaps))) || (DoKeymapPlayer && i == 0) || (uint8(joyStickCount) <= i) {
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keyMap = keyMaps[addedKeyboardPlayers]
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addedKeyboardPlayers++
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} else {
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joyStickIndex := i - uint8(addedKeyboardPlayers)
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joyMap = joyMaps[joyStickIndex]
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joyStick = sdl.JoystickOpen(int(joyStickIndex))
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}
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createPlayer(
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playerColors[i],
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keyMap,
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joyMap,
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joyStick,
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gameMap,
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players,
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)
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}
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}
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func closeThings(players *[]*Player) {
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for _, player := range *players {
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if player.joyStick != nil {
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player.joyStick.Close()
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}
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|
if player.window != nil {
|
|
player.window.Destroy()
|
|
}
|
|
if player.logicalSurface != nil {
|
|
player.logicalSurface.Free()
|
|
}
|
|
if player.playSurface != nil {
|
|
player.playSurface.Free()
|
|
}
|
|
if player.HUDSurface != nil {
|
|
player.HUDSurface.Free()
|
|
}
|
|
}
|
|
}
|
|
|
|
func createPlayer(playerColors PlayerColors, keyMap KeyMap, joyMap JoyMap, joyStick *sdl.Joystick, gameMap *GameMap, players *[]*Player) {
|
|
coordsAreValid := false
|
|
var posX, posY int32
|
|
maxTries := 1000
|
|
for !coordsAreValid && maxTries >= 0 {
|
|
maxTries--
|
|
posX = int32(16 + rand.Intn(int(gameMap.width-43)))
|
|
posY = int32(16 + rand.Intn(int(gameMap.height-43)))
|
|
|
|
coordsAreValid = true
|
|
for _, player := range *players {
|
|
distance := (player.gameObject.baseRect.X-posX)*(player.gameObject.baseRect.X-posX) +
|
|
(player.gameObject.baseRect.Y-posY)*(player.gameObject.baseRect.Y-posY)
|
|
if distance < 300*300 { // Check if distance is less than 300 units
|
|
coordsAreValid = false
|
|
break
|
|
}
|
|
}
|
|
if posX < 16 || posX > gameMap.width-36-7 || posY < 16 || posY > gameMap.height-36-7 {
|
|
coordsAreValid = false
|
|
break
|
|
}
|
|
}
|
|
if maxTries < 0 {
|
|
panic("Could not place all players, increase map size")
|
|
}
|
|
|
|
gameObject := &GameObject{}
|
|
|
|
gameObject.baseRect = sdl.Rect{
|
|
X: posX,
|
|
Y: posY,
|
|
W: 7,
|
|
H: 7,
|
|
}
|
|
|
|
gameObject.addColor(playerColors.tracks)
|
|
gameObject.addColor(playerColors.body)
|
|
gameObject.addColor(playerColors.cannon)
|
|
|
|
gameObject.orientation = 0 // Up
|
|
gameObject.addColoredRect(0, 1, 1, 6, 0)
|
|
gameObject.addColoredRect(4, 1, 1, 6, 0)
|
|
gameObject.addColoredRect(1, 2, 3, 4, 1)
|
|
gameObject.addColoredRect(2, 0, 1, 4, 2)
|
|
|
|
gameObject.orientation = 1 // Right
|
|
gameObject.addColoredRect(1, 1, 6, 1, 0)
|
|
gameObject.addColoredRect(1, 5, 6, 1, 0)
|
|
gameObject.addColoredRect(2, 2, 4, 3, 1)
|
|
gameObject.addColoredRect(4, 3, 4, 1, 2)
|
|
|
|
gameObject.orientation = 2 // Down
|
|
gameObject.addColoredRect(0, 1, 1, 6, 0)
|
|
gameObject.addColoredRect(4, 1, 1, 6, 0)
|
|
gameObject.addColoredRect(1, 2, 3, 4, 1)
|
|
gameObject.addColoredRect(2, 4, 1, 4, 2)
|
|
|
|
gameObject.orientation = 3 // Left
|
|
gameObject.addColoredRect(1, 1, 6, 1, 0)
|
|
gameObject.addColoredRect(1, 5, 6, 1, 0)
|
|
gameObject.addColoredRect(2, 2, 4, 3, 1)
|
|
gameObject.addColoredRect(0, 3, 4, 1, 2)
|
|
|
|
gameObject.orientation = 4 // Up-Right
|
|
gameObject.addColoredRect(3, 0, 1, 1, 0)
|
|
gameObject.addColoredRect(2, 1, 1, 1, 0)
|
|
gameObject.addColoredRect(1, 2, 1, 1, 0)
|
|
gameObject.addColoredRect(0, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(6, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(5, 4, 1, 1, 0)
|
|
gameObject.addColoredRect(4, 5, 1, 1, 0)
|
|
gameObject.addColoredRect(3, 6, 1, 1, 0)
|
|
|
|
gameObject.addColoredRect(3, 1, 1, 1, 1)
|
|
gameObject.addColoredRect(2, 2, 2, 1, 1)
|
|
gameObject.addColoredRect(1, 3, 2, 1, 1)
|
|
|
|
gameObject.addColoredRect(4, 3, 2, 1, 1)
|
|
gameObject.addColoredRect(2, 4, 3, 1, 1)
|
|
gameObject.addColoredRect(3, 5, 1, 1, 1)
|
|
|
|
gameObject.addColoredRect(5, 1, 1, 1, 2)
|
|
gameObject.addColoredRect(4, 2, 1, 1, 2)
|
|
gameObject.addColoredRect(3, 3, 1, 1, 2)
|
|
|
|
// Up-Left orientation (Y-axis reflection)
|
|
gameObject.orientation = 5 // Up-Left
|
|
gameObject.addColoredRect(3, 0, 1, 1, 0)
|
|
gameObject.addColoredRect(4, 1, 1, 1, 0)
|
|
gameObject.addColoredRect(5, 2, 1, 1, 0)
|
|
gameObject.addColoredRect(6, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(0, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(1, 4, 1, 1, 0)
|
|
gameObject.addColoredRect(2, 5, 1, 1, 0)
|
|
gameObject.addColoredRect(3, 6, 1, 1, 0)
|
|
|
|
gameObject.addColoredRect(3, 1, 1, 1, 1)
|
|
gameObject.addColoredRect(3, 2, 2, 1, 1)
|
|
gameObject.addColoredRect(4, 3, 2, 1, 1)
|
|
|
|
gameObject.addColoredRect(1, 3, 2, 1, 1)
|
|
gameObject.addColoredRect(2, 4, 3, 1, 1)
|
|
gameObject.addColoredRect(3, 5, 1, 1, 1)
|
|
|
|
gameObject.addColoredRect(1, 1, 1, 1, 2)
|
|
gameObject.addColoredRect(2, 2, 1, 1, 2)
|
|
gameObject.addColoredRect(3, 3, 1, 1, 2)
|
|
|
|
// Down-Right orientation (X-axis reflection)
|
|
gameObject.orientation = 6 // Down-Right
|
|
gameObject.addColoredRect(3, 6, 1, 1, 0)
|
|
gameObject.addColoredRect(2, 5, 1, 1, 0)
|
|
gameObject.addColoredRect(1, 4, 1, 1, 0)
|
|
gameObject.addColoredRect(0, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(6, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(5, 2, 1, 1, 0)
|
|
gameObject.addColoredRect(4, 1, 1, 1, 0)
|
|
gameObject.addColoredRect(3, 0, 1, 1, 0)
|
|
|
|
gameObject.addColoredRect(3, 5, 1, 1, 1)
|
|
gameObject.addColoredRect(2, 4, 2, 1, 1)
|
|
gameObject.addColoredRect(1, 3, 2, 1, 1)
|
|
|
|
gameObject.addColoredRect(4, 3, 2, 1, 1)
|
|
gameObject.addColoredRect(2, 2, 3, 1, 1)
|
|
gameObject.addColoredRect(3, 1, 1, 1, 1)
|
|
|
|
gameObject.addColoredRect(5, 5, 1, 1, 2)
|
|
gameObject.addColoredRect(4, 4, 1, 1, 2)
|
|
gameObject.addColoredRect(3, 3, 1, 1, 2)
|
|
|
|
// Down-Left orientation (XY reflection)
|
|
gameObject.orientation = 7 // Down-Left
|
|
gameObject.addColoredRect(3, 6, 1, 1, 0)
|
|
gameObject.addColoredRect(4, 5, 1, 1, 0)
|
|
gameObject.addColoredRect(5, 4, 1, 1, 0)
|
|
gameObject.addColoredRect(6, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(0, 3, 1, 1, 0)
|
|
gameObject.addColoredRect(1, 2, 1, 1, 0)
|
|
gameObject.addColoredRect(2, 1, 1, 1, 0)
|
|
gameObject.addColoredRect(3, 0, 1, 1, 0)
|
|
|
|
gameObject.addColoredRect(3, 1, 1, 1, 1)
|
|
gameObject.addColoredRect(2, 2, 3, 1, 1)
|
|
gameObject.addColoredRect(1, 3, 2, 1, 1)
|
|
|
|
gameObject.addColoredRect(4, 3, 2, 1, 1)
|
|
gameObject.addColoredRect(3, 4, 2, 1, 1)
|
|
gameObject.addColoredRect(3, 5, 1, 1, 1)
|
|
|
|
gameObject.addColoredRect(1, 5, 1, 1, 2)
|
|
gameObject.addColoredRect(2, 4, 1, 1, 2)
|
|
gameObject.addColoredRect(3, 3, 1, 1, 2)
|
|
|
|
gameObject.orientation = 0
|
|
|
|
*players = append(*players, &Player{
|
|
playerColors: playerColors,
|
|
keyMap: keyMap,
|
|
joyMap: joyMap,
|
|
joyStick: joyStick,
|
|
shields: MaxShields,
|
|
energy: MaxEnergy,
|
|
gameObject: gameObject,
|
|
local: true,
|
|
})
|
|
}
|