Added exploding monsters.
This commit is contained in:
parent
3198659d11
commit
aab65a984a
@ -15,9 +15,11 @@ type appContext struct {
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Score *tins2021.ScoreState
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Debug bool
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StarTexture tins2021.AnimatedTexture
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HeartTexture tins2021.AnimatedTexture
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MonsterTextures map[tins2021.MonsterType]tins2021.AnimatedTexture
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StarTexture tins2021.AnimatedTexture
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HeartTexture tins2021.AnimatedTexture
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MonsterTextureNames map[tins2021.MonsterType]string
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MonsterTextures map[tins2021.MonsterType]tins2021.AnimatedTexture
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DyingMonsterTextures map[tins2021.MonsterType]tins2021.AnimatedTexture
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Audio *AudioPlayer
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MenuMusic *Music
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@ -28,17 +30,27 @@ type appContext struct {
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func newAppContext(ctx ui.Context, settings *tins2021.Settings, score *tins2021.ScoreState, setView func(ui.Control)) *appContext {
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textures := textureGenerator{}
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app := &appContext{
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setView: setView,
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Settings: settings,
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Audio: NewAudioPlayer(ctx.Resources(), "resources/sounds/"),
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Score: score,
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StarTexture: newAnimatedTexture(ctx, "star", defaultAnimationFrames, textures.Star),
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HeartTexture: newAnimatedTexture(ctx, "heart", defaultAnimationFrames, textures.Heart),
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MonsterTextures: map[tins2021.MonsterType]tins2021.AnimatedTexture{
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tins2021.MonsterTypeStraight: newAnimatedTexture(ctx, "straight-walking-monster", defaultAnimationFrames, textures.StraightWalkingMonster),
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tins2021.MonsterTypeRandom: newAnimatedTexture(ctx, "random-walking-monster", defaultAnimationFrames, textures.RandomWalkingMonster),
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tins2021.MonsterTypeChaser: newAnimatedTexture(ctx, "chasing-monster", defaultAnimationFrames, textures.ChasingMonster),
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},
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setView: setView,
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Settings: settings,
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Audio: NewAudioPlayer(ctx.Resources(), "resources/sounds/"),
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Score: score,
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StarTexture: newAnimatedTexture(ctx, "star", defaultAnimationFrames, textures.Star),
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HeartTexture: newAnimatedTexture(ctx, "heart", defaultAnimationFrames, textures.Heart),
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MonsterTextureNames: map[tins2021.MonsterType]string{},
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MonsterTextures: map[tins2021.MonsterType]tins2021.AnimatedTexture{},
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DyingMonsterTextures: map[tins2021.MonsterType]tins2021.AnimatedTexture{},
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}
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monsterNames := map[tins2021.MonsterType]string{
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tins2021.MonsterTypeStraight: "straight-walking",
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tins2021.MonsterTypeRandom: "random-walking",
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tins2021.MonsterTypeChaser: "chasing",
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}
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for typ, name := range monsterNames {
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textureName := fmt.Sprintf("%s-monster", name)
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app.MonsterTextureNames[typ] = textureName
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app.MonsterTextures[typ] = newAnimatedTexture(ctx, textureName, defaultAnimationFrames, textures.Monster(typ))
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app.DyingMonsterTextures[typ] = newAnimatedTexture(ctx, fmt.Sprintf("%s-dying-monster", name), defaultAnimationFrames, textures.DyingMonster(typ))
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}
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return app
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@ -44,6 +44,7 @@ func (l *infoLegend) Render(ctx ui.Context) {
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}
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func newInfo(app *appContext, ctx ui.Context) ui.Control {
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monsterName := func(typ tins2021.MonsterType) string { return app.MonsterTextureNames[typ] }
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legend := ui.BuildStackPanel(ui.OrientationVertical, func(p *ui.StackPanel) {
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p.AddChild(&infoLegend{
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Icon: ctx.Textures().ScaledByName("star", infoLegendIconSize),
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@ -54,15 +55,15 @@ func newInfo(app *appContext, ctx ui.Context) ui.Control {
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Description: "Gives (back) a life.",
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})
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p.AddChild(&infoLegend{
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Icon: ctx.Textures().ScaledByName("straight-walking-monster", infoLegendIconSize),
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Icon: ctx.Textures().ScaledByName(monsterName(tins2021.MonsterTypeStraight), infoLegendIconSize),
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Description: "Monster that walks over a fixed diagonal.",
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})
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p.AddChild(&infoLegend{
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Icon: ctx.Textures().ScaledByName("random-walking-monster", infoLegendIconSize),
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Icon: ctx.Textures().ScaledByName(monsterName(tins2021.MonsterTypeRandom), infoLegendIconSize),
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Description: "Monster that walks randomly.",
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})
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p.AddChild(&infoLegend{
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Icon: ctx.Textures().ScaledByName("chasing-monster", infoLegendIconSize),
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Icon: ctx.Textures().ScaledByName(monsterName(tins2021.MonsterTypeChaser), infoLegendIconSize),
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Description: "Monster that walks towards you.",
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})
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})
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@ -3,6 +3,7 @@ package main
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import (
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"fmt"
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"image/color"
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"log"
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"math/rand"
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"strconv"
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"time"
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@ -24,8 +25,10 @@ type levelController struct {
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Inverted tins2021.NamedTexture
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Animations map[string]*tins2021.Animations
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IdleMonsters *tins2021.Animations
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MovingMonsters *tins2021.Animations
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IdleMonsters *tins2021.Animations
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MovingMonsters *tins2021.Animations
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DyingMonsters *tins2021.Animations
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DyingMonsterTypes map[geom.Point]tins2021.MonsterType
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SmallFont *tins2021.BitmapFont
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@ -134,17 +137,26 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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}
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}
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monsterHit := func(hit *tins2021.MonsterHit) {
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r.app.Audio.PlaySample("player_hurt.mp3")
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if hit == nil {
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log.Printf("player was hit by monster but we don't know exactly where?\n")
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}
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r.DyingMonsters.Frame(hit.Position)
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r.DyingMonsterTypes[hit.Position] = hit.Type
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}
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switch e := e.(type) {
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case *ui.KeyDownEvent:
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dir, ok := r.Controls[e.Key]
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if ok {
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stars, lives := r.Level.StarsCollected, r.Level.Lives
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r.Level.MovePlayer(dir)
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_, hit := r.Level.MovePlayer(dir)
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switch {
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case r.Level.StarsCollected > stars:
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r.app.Audio.PlaySample("player_collect_star.mp3")
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case r.Level.Lives < lives:
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r.app.Audio.PlaySample("player_hurt.mp3")
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monsterHit(hit)
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case r.Level.Lives > lives:
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r.app.Audio.PlaySample("player_collect_heart.mp3")
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}
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@ -161,6 +173,7 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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}
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r.IdleMonsters.Update()
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r.MovingMonsters.Update()
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r.DyingMonsters.Update()
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var jumped []geom.Point
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for pos, animation := range r.MovingMonsters.Values {
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if animation.Frame < 40 { // after 40 frames the player hit is checked
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@ -168,10 +181,10 @@ func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
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}
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target := r.Level.MonsterTargets[pos]
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if target == r.Level.Player { // player is hit
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monsterHit(&tins2021.MonsterHit{Position: target, Type: r.Level.Monsters[pos].Type()})
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r.Level.DestroyMonster(pos)
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jumped = append(jumped, pos)
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r.Level.DecrementLive()
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r.app.Audio.PlaySample("player_hurt.mp3")
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checkGameOver()
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continue
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}
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@ -224,6 +237,8 @@ func (r *levelController) Play(level *tins2021.Level) {
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}
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r.IdleMonsters = tins2021.NewAnimations(40*time.Millisecond, 100, false, false)
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r.MovingMonsters = tins2021.NewAnimations(16*time.Millisecond, 50, false, false)
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r.DyingMonsters = tins2021.NewAnimations(16*time.Millisecond, 20, false, false)
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r.DyingMonsterTypes = map[geom.Point]tins2021.MonsterType{}
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for monster := range level.Monsters {
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r.IdleMonsters.Frame(monster)
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}
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@ -272,6 +287,10 @@ func (r levelController) Render(ctx ui.Context) {
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for typ, animation := range r.app.MonsterTextures {
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monsterTextures[typ] = animation.Scale(scale * .4)
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}
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dyingMonsterTextures := map[tins2021.MonsterType]tins2021.AnimatedTexture{}
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for typ, animation := range r.app.DyingMonsterTextures {
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dyingMonsterTextures[typ] = animation.Scale(scale * .4)
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}
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propHeight := star.FrameSize(0).Y
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propOffset := geom.PtF32(-.5*float32(propHeight), -.8*float32(propHeight))
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@ -338,6 +357,22 @@ func (r levelController) Render(ctx ui.Context) {
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}
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}
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var died []geom.Point
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for pos, monster := range r.DyingMonsterTypes {
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frame := r.DyingMonsters.Frame(pos)
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if frame == 20 {
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died = append(died, pos)
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continue
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}
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texture := dyingMonsterTextures[monster]
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_, platformPos := positionOfTile(pos)
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texture.Draw(renderer, platformPos.Add(propOffset), frame)
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}
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for _, pos := range died {
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delete(r.DyingMonsters.Values, pos)
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delete(r.DyingMonsterTypes, pos)
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}
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textColor := ctx.Style().Palette.Text
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scoreFont := ctx.Fonts().Font("score")
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fontOffsetY := .5 * (float32(propHeight) - scoreFont.Height())
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BIN
cmd/tins2021/resources/textures/chasing-dying-monster.png
Normal file
BIN
cmd/tins2021/resources/textures/chasing-dying-monster.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 86 KiB |
BIN
cmd/tins2021/resources/textures/random-walking-dying-monster.png
Normal file
BIN
cmd/tins2021/resources/textures/random-walking-dying-monster.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 86 KiB |
Binary file not shown.
After Width: | Height: | Size: 86 KiB |
@ -16,12 +16,29 @@ func (textureGenerator) Heart() image.Image {
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return tins2021.AnimatePolygon(tins2021.CreateHeart(), tins2021.Red, defaultAnimationFrames, tins2021.MeshRotateAnimation{})
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}
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func (textureGenerator) monster(color string) image.Image {
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return tins2021.AnimatePolygon(tins2021.CreateHexagon(), color, defaultAnimationFrames, tins2021.MeshWobbleTransformation{Wobble: 30})
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func (g textureGenerator) MonsterTypeColor(typ tins2021.MonsterType) string {
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switch typ {
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case tins2021.MonsterTypeStraight:
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return tins2021.Green
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case tins2021.MonsterTypeRandom:
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return tins2021.Blue
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case tins2021.MonsterTypeChaser:
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return tins2021.Purple
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default:
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panic("monster does not have a color")
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}
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}
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func (g textureGenerator) ChasingMonster() image.Image { return g.monster(tins2021.Purple) }
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func (g textureGenerator) Monster(typ tins2021.MonsterType) func() image.Image {
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color := g.MonsterTypeColor(typ)
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return func() image.Image {
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return tins2021.AnimatePolygon(tins2021.CreateHexagon(), color, defaultAnimationFrames, tins2021.MeshWobbleTransformation{Wobble: 30})
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}
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}
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func (g textureGenerator) RandomWalkingMonster() image.Image { return g.monster(tins2021.Blue) }
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func (g textureGenerator) StraightWalkingMonster() image.Image { return g.monster(tins2021.Green) }
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func (g textureGenerator) DyingMonster(typ tins2021.MonsterType) func() image.Image {
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color := g.MonsterTypeColor(typ)
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return func() image.Image {
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return tins2021.Animate(color, defaultAnimationFrames, &tins2021.ExplodingHexagonAnimation{})
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}
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}
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16
level.go
16
level.go
@ -92,10 +92,15 @@ func (l *Level) MoveMonster(target, source geom.Point) {
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l.DestroyMonster(source)
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}
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func (l *Level) MovePlayer(dir Direction) bool {
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type MonsterHit struct {
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Position geom.Point
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Type MonsterType
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}
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func (l *Level) MovePlayer(dir Direction) (bool, *MonsterHit) {
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towards, allowed := l.CanPlayerMove(dir)
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if !allowed {
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return false
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return false, nil
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}
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l.Player = towards
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tile := l.Tiles[towards]
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@ -109,13 +114,18 @@ func (l *Level) MovePlayer(dir Direction) bool {
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tile.Star = false
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l.Score += 25
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}
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var hit *MonsterHit
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if l.Monsters[towards] != nil {
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hit = &MonsterHit{
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Position: towards,
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Type: l.Monsters[towards].Type(),
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}
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l.DecrementLive()
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l.DestroyMonster(towards)
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l.Score -= 5
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}
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l.Score -= 1 // for every move
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return true
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return true, hit
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}
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func (l *Level) Randomize(difficulty int, stars int) {
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15
math.go
Normal file
15
math.go
Normal file
@ -0,0 +1,15 @@
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package tins2021
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import "opslag.de/schobers/geom"
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func Polar(a, r float64) geom.PointF {
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return geom.PtF(r*geom.Cos(a), r*geom.Sin(a))
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}
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func PolarUnity(a float64) geom.PointF {
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return geom.PtF(geom.Cos(a), geom.Sin(a))
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}
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func Percentage(i, n int) float64 {
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return float64(i) / float64(n)
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}
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148
meshanimation.go
148
meshanimation.go
@ -28,19 +28,17 @@ var (
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light = fauxgl.V(.5, 1, .75).Normalize() // light direction
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)
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func animateMesh(mesh *fauxgl.Mesh, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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func Animate(hexColor string, frames int, animator MeshAnimator) image.Image {
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const scale = 4
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const s = 1.1
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mesh.BiUnitCube()
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matrix := fauxgl.Orthographic(-s, s, -s, s, near, far).Mul(fauxgl.LookAt(eye, center, up))
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animation := image.NewNRGBA(image.Rect(0, 0, TextureSize*frames, TextureSize))
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threads := ints.Max(1, runtime.NumCPU())
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framesC := make(chan int, threads)
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wait := parallel(threads, func() {
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wait := parallel(1, func() {
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context := fauxgl.NewContext(TextureSize*scale, TextureSize*scale)
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color := fauxgl.HexColor(hexColor)
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@ -53,9 +51,8 @@ func animateMesh(mesh *fauxgl.Mesh, hexColor string, frames int, transform MeshA
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shader.AmbientColor = fauxgl.MakeColor(mustHexColor(`#7F7F7F`))
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context.Shader = shader
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copy := mesh.Copy()
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transform.transform(copy, FrameState{Current: i, TotalFrames: frames})
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context.DrawMesh(copy)
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mesh := animator.animate(FrameState{Current: i, TotalFrames: frames})
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context.DrawMesh(mesh)
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frame := resize.Resize(TextureSize, TextureSize, context.Image(), resize.Bilinear)
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draw.Copy(animation, image.Pt(i*TextureSize, 0), frame, frame.Bounds(), draw.Src, nil)
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@ -70,12 +67,12 @@ func animateMesh(mesh *fauxgl.Mesh, hexColor string, frames int, transform MeshA
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return animation
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}
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func AnimatePolygon(polygon geom.PolygonF, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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mesh := generateMeshFromPolygon(polygon, .2)
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return animateMesh(mesh, hexColor, frames, transform)
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func AnimatePolygon(polygon geom.PolygonF, hexColor string, frames int, transformer MeshTransformer) image.Image {
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animation := newMeshAnimation(generateMeshFromPolygon(polygon, .2), transformer)
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return Animate(hexColor, frames, animation)
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}
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func AnimateSTL(resources ui.PhysicalResources, name, hexColor string, frames int, transform MeshAnimationTransformer) image.Image {
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func AnimateSTL(resources ui.PhysicalResources, name, hexColor string, frames int, transformer MeshTransformer) image.Image {
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path, err := resources.FetchResource(name)
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if err != nil {
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panic(err)
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@ -84,7 +81,53 @@ func AnimateSTL(resources ui.PhysicalResources, name, hexColor string, frames in
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if err != nil {
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panic(err)
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}
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return animateMesh(mesh, hexColor, frames, transform)
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return Animate(hexColor, frames, newMeshAnimation(mesh, transformer))
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}
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type ExplodingHexagonAnimation struct {
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Biunit fauxgl.Matrix
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}
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func rotateMeshAround(mesh *fauxgl.Mesh, around fauxgl.Vector, angle float64) {
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mesh.Transform(fauxgl.Translate(fauxgl.V(-around.X, -around.Y, -around.Z)))
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mesh.Transform(fauxgl.Rotate(fauxgl.V(0, 1, 0), angle))
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mesh.Transform(fauxgl.Translate(around))
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}
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func (a *ExplodingHexagonAnimation) animate(s FrameState) *fauxgl.Mesh {
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ani := s.Animation()
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mesh := fauxgl.NewEmptyMesh()
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const parts = 6
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const oneThird = float64(1) / 3
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const twoThirds = float64(2) / 3
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const da = twoThirds * geom.Pi
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partHeight := geom.Sqrt(3) / 2
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for part := 0; part < parts; part++ {
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a := 2 * geom.Pi * float64(part) / float64(parts)
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closeLength := (float64(.25) + .75*(1-ani))
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center := Polar(a, twoThirds*partHeight)
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aa := a + ani*geom.Pi
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far := center.Add(Polar(aa, oneThird*partHeight))
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farWidth := float64(.5) * (1 - ani)
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right := far.Add(Polar(aa-.5*geom.Pi, farWidth))
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left := far.Add(Polar(aa+.5*geom.Pi, farWidth))
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close := center.Add(Polar(aa+geom.Pi, closeLength*twoThirds*partHeight))
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partMesh := generateMeshFromPolygon(geom.PolF(right, left, close), .2)
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rotateMeshAround(partMesh, fauxgl.V(-center.X, -center.Y, 0), ani*geom.Pi)
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mesh.Add(partMesh)
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}
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if s.Current == 0 {
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a.Biunit = mesh.BiUnitCube()
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} else {
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mesh.Transform(a.Biunit)
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}
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return mesh
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}
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type FrameState struct {
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@ -94,7 +137,7 @@ type FrameState struct {
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func (s FrameState) Animation() float64 { return float64(s.Current) / float64(s.TotalFrames) }
|
||||
|
||||
func generateMeshFromPolygon(polygon geom.PolygonF, thickness float64) *fauxgl.Mesh {
|
||||
func generateTrianglesForPolygon(polygon geom.PolygonF, thickness float64) []*fauxgl.Triangle {
|
||||
vec := func(p geom.PointF, z float64) fauxgl.Vector { return fauxgl.V(p.X, p.Y, z) }
|
||||
tri := fauxgl.NewTriangleForPoints
|
||||
face := func(q, r, s geom.PointF, n float64) *fauxgl.Triangle {
|
||||
@ -115,7 +158,11 @@ func generateMeshFromPolygon(polygon geom.PolygonF, thickness float64) *fauxgl.M
|
||||
q, r, s, t := vec(p, back), vec(next, back), vec(next, front), vec(p, front)
|
||||
triangles = append(triangles, tri(q, r, s), tri(q, s, t))
|
||||
}
|
||||
return triangles
|
||||
}
|
||||
|
||||
func generateMeshFromPolygon(polygon geom.PolygonF, thickness float64) *fauxgl.Mesh {
|
||||
triangles := generateTrianglesForPolygon(polygon, thickness)
|
||||
mesh := fauxgl.NewTriangleMesh(triangles)
|
||||
return mesh
|
||||
}
|
||||
@ -130,6 +177,54 @@ func iterate(n int, threads int) <-chan int {
|
||||
return iterator
|
||||
}
|
||||
|
||||
type MeshAnimation struct {
|
||||
MeshTransformer
|
||||
|
||||
mesh *fauxgl.Mesh
|
||||
}
|
||||
|
||||
func newMeshAnimation(mesh *fauxgl.Mesh, transformer MeshTransformer) *MeshAnimation {
|
||||
mesh.BiUnitCube()
|
||||
return &MeshAnimation{transformer, mesh}
|
||||
}
|
||||
|
||||
func (a *MeshAnimation) animate(s FrameState) *fauxgl.Mesh {
|
||||
mesh := a.mesh.Copy()
|
||||
a.MeshTransformer.transform(mesh, s)
|
||||
return mesh
|
||||
}
|
||||
|
||||
type MeshAnimator interface {
|
||||
animate(FrameState) *fauxgl.Mesh
|
||||
}
|
||||
|
||||
type MeshRotateAnimation struct{}
|
||||
|
||||
func (MeshRotateAnimation) transform(mesh *fauxgl.Mesh, s FrameState) {
|
||||
mesh.Transform(fauxgl.Rotate(up, 2*geom.Pi*s.Animation()))
|
||||
}
|
||||
|
||||
type MeshTransformer interface {
|
||||
transform(*fauxgl.Mesh, FrameState)
|
||||
}
|
||||
|
||||
type MeshWobbleTransformation struct {
|
||||
Wobble float64
|
||||
}
|
||||
|
||||
func (a MeshWobbleTransformation) wobble(s FrameState) float64 {
|
||||
animation := float64(s.Current) / float64(s.TotalFrames)
|
||||
animation += .25
|
||||
if animation >= 1 {
|
||||
animation -= 1
|
||||
}
|
||||
return geom.Abs(animation*4-2) - 1
|
||||
}
|
||||
|
||||
func (a MeshWobbleTransformation) transform(mesh *fauxgl.Mesh, s FrameState) {
|
||||
mesh.Transform(fauxgl.Rotate(up, a.wobble(s)*a.Wobble*geom.Pi/180))
|
||||
}
|
||||
|
||||
func parallel(n int, action func()) *sync.WaitGroup {
|
||||
wait := &sync.WaitGroup{}
|
||||
wait.Add(n)
|
||||
@ -142,33 +237,6 @@ func parallel(n int, action func()) *sync.WaitGroup {
|
||||
return wait
|
||||
}
|
||||
|
||||
type MeshAnimationTransformer interface {
|
||||
transform(*fauxgl.Mesh, FrameState)
|
||||
}
|
||||
|
||||
type MeshRotateAnimation struct{}
|
||||
|
||||
func (MeshRotateAnimation) transform(mesh *fauxgl.Mesh, s FrameState) {
|
||||
mesh.Transform(fauxgl.Rotate(up, 2*geom.Pi*s.Animation()))
|
||||
}
|
||||
|
||||
type MeshWobbleTransformation struct {
|
||||
Wobble float64
|
||||
}
|
||||
|
||||
func (a MeshWobbleTransformation) animate(s FrameState) float64 {
|
||||
animation := float64(s.Current) / float64(s.TotalFrames)
|
||||
animation += .25
|
||||
if animation >= 1 {
|
||||
animation -= 1
|
||||
}
|
||||
return geom.Abs(animation*4-2) - 1
|
||||
}
|
||||
|
||||
func (a MeshWobbleTransformation) transform(mesh *fauxgl.Mesh, s FrameState) {
|
||||
mesh.Transform(fauxgl.Rotate(up, a.animate(s)*a.Wobble*geom.Pi/180))
|
||||
}
|
||||
|
||||
func saveMeshSTL(path, name string, mesh *fauxgl.Mesh) error {
|
||||
stl, err := os.Create(path)
|
||||
if err != nil {
|
||||
|
@ -4,6 +4,8 @@ import (
|
||||
"opslag.de/schobers/geom"
|
||||
)
|
||||
|
||||
var AllMonsterTypes = []MonsterType{MonsterTypeStraight, MonsterTypeRandom, MonsterTypeChaser}
|
||||
|
||||
type ChasingMonster struct{}
|
||||
|
||||
func (m ChasingMonster) Type() MonsterType { return MonsterTypeChaser }
|
||||
|
24
polygons.go
24
polygons.go
@ -13,7 +13,7 @@ func CreateHeart() geom.PolygonF {
|
||||
var polygon geom.PolygonF
|
||||
const segments = 100
|
||||
for segment := 0; segment < 100; segment++ {
|
||||
t := 2 * geom.Pi * float64(segment) / segments
|
||||
t := 2 * geom.Pi * Percentage(segment, segments)
|
||||
st := geom.Sin(t)
|
||||
polygon.Points = append(polygon.Points, geom.PtF(
|
||||
16*st*st*st,
|
||||
@ -23,15 +23,15 @@ func CreateHeart() geom.PolygonF {
|
||||
}
|
||||
|
||||
func CreateHexagon() geom.PolygonF {
|
||||
var polygon geom.PolygonF
|
||||
pt := func(rotation float64) geom.PointF {
|
||||
a := .5*geom.Pi + 2*geom.Pi*rotation
|
||||
return geom.PtF(geom.Cos(a), geom.Sin(a))
|
||||
}
|
||||
const sides = 6
|
||||
for side := 0; side < 6; side++ {
|
||||
return CreateRegularPolygon(6)
|
||||
}
|
||||
|
||||
func CreateRegularPolygon(sides int) geom.PolygonF {
|
||||
var polygon geom.PolygonF
|
||||
for side := 0; side < sides; side++ {
|
||||
polygon.Points = append(polygon.Points,
|
||||
pt(float64(side)/float64(sides)),
|
||||
PolarUnity(float64(side)/float64(sides)),
|
||||
)
|
||||
}
|
||||
return polygon
|
||||
@ -39,14 +39,10 @@ func CreateHexagon() geom.PolygonF {
|
||||
|
||||
func CreateStar(sides int) geom.PolygonF {
|
||||
var polygon geom.PolygonF
|
||||
pt := func(rotation float64) geom.PointF {
|
||||
a := .5*geom.Pi + 2*geom.Pi*rotation
|
||||
return geom.PtF(geom.Cos(a), geom.Sin(a))
|
||||
}
|
||||
for side := 0; side < sides; side++ {
|
||||
polygon.Points = append(polygon.Points,
|
||||
pt(float64(side)/float64(sides)),
|
||||
pt((float64(side)+0.5)/float64(sides)).Mul(.5),
|
||||
PolarUnity(float64(side)/float64(sides)),
|
||||
PolarUnity((float64(side)+0.5)/float64(sides)).Mul(.5),
|
||||
)
|
||||
}
|
||||
return polygon
|
||||
|
Loading…
Reference in New Issue
Block a user