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Diffstat (limited to 'main.go')
-rw-r--r--main.go50
1 files changed, 42 insertions, 8 deletions
diff --git a/main.go b/main.go
index 9abf997..04828a7 100644
--- a/main.go
+++ b/main.go
@@ -11,8 +11,11 @@ import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
+
)
+
+
const (
screenWidth = 400
screenHeight = 240
@@ -125,7 +128,6 @@ func (g * Game)ReplayPlayerAi() {
g.KillPlayer()
}
- fmt.Printf("pframe %d/%d\n", g.playerAiIdx, len(g.playerAi))
}
func (g * Game)ReplayPoint() {
@@ -261,24 +263,24 @@ func (g *Game) Update() error {
for _, obj := range g.objects {
obj.Update(*g.tilemap, g.objects)
}
+
g.tilemap.Update()
g.ReplayPlayerAi()
+ cx, cy := ebiten.CursorPosition()
+
if len(g.toPlace) > 0 {
placeable := g.toPlace[0]
- cx, cy := ebiten.CursorPosition()
cx = int(math.Floor(float64(cx)/float64(g.tilemap.tileSize)))*g.tilemap.tileSize
cy = int(math.Floor(float64(cy)/float64(g.tilemap.tileSize)))*g.tilemap.tileSize
cx += placeable.offsetX
cy += placeable.offsetY
-
placeable.x = float32(cx)
placeable.y = float32(cy)
-
- if inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0) {
- g.PlaceObject(cx, cy)
- }
+ }
+ if inpututil.IsMouseButtonJustPressed(ebiten.MouseButton0) {
+ g.PlaceObject(cx, cy)
}
}
if g.player.y > screenHeight {
@@ -290,6 +292,17 @@ func (g *Game) Update() error {
}
func (g *Game) PlaceObject(cx, cy int) {
+ if len(g.toPlace) == 0 {
+ object := GetObjectAt(g.objects, float32(cx), float32(cy))
+ if object != nil {
+ if object.movable {
+ g.toPlace = append([]*GameObject{object}, g.toPlace...)
+ g.RemoveObject(object)
+ }
+ }
+ return
+ }
+
placeable := g.toPlace[0]
if placeable.HasCollision(*g.tilemap, g.objects, NONE) {
return
@@ -330,7 +343,6 @@ func (g *Game) Draw(screen *ebiten.Image) {
// AFTER THE END
if g.time > g.animStart + 60 {
- fmt.Printf("end of end state transition\n")
g.TransitionState()
}
}
@@ -387,6 +399,10 @@ func (g *Game) KillPlayer() {
g.ResetAll()
g.playerAi = g.playerAi[:0]
g.state = IN_GAME
+
+ for _, o := range g.objects {
+ o.movable = false
+ }
}
}
}
@@ -400,6 +416,24 @@ func (g *Game) EndLevel() {
}
}
+func (g *Game)RemoveObject(obj *GameObject) {
+
+ i := 0 // output index
+ for _, x := range g.objects {
+ if x != obj {
+ // copy and increment index
+ g.objects[i] = x
+ i++
+ }
+ }
+ // Prevent memory leak by erasing truncated values
+ // (not needed if values don't contain pointers, directly or indirectly)
+ for j := i; j < len(g.objects); j++ {
+ g.objects[j] = nil
+ }
+ g.objects = g.objects[:i]
+}
+
func main() {
LoadShaders()