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enemy.go
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enemy.go
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package objects
import (
_ "image/png"
"github.com/darellanodev/jetpack-game/lib"
"github.com/hajimehoshi/ebiten/v2"
)
const (
enemy1ClosingEyesFrameWidth = 128
enemy1ClosingEyesFrameHeight = 128
enemy1ClosingEyesFrameSpeed = 20
enemyHeight = 128
enemyWidth = 128
enemySpeed = 3
enemyMaxRight = 970
enemyMaxLeft = 60
enemyMaxUp = 170
enemyMaxDown = 670
)
type Enemy struct {
x int
y int
up bool
down bool
left bool
right bool
timeToCloseEyesMax int
timeToCloseEyes int
spriteCount int
spriteSpeed int
isClosingEyes bool
collisionHitBox *ebiten.Image
img *ebiten.Image
imgAnimClosingEyes *ebiten.Image
imgAnimOpeningEyes *ebiten.Image
}
func NewEnemy(enemySprites []*ebiten.Image) *Enemy {
return &Enemy{
x: 187,
y: 500,
up: true,
down: false,
left: false,
right: true,
timeToCloseEyesMax: 200,
timeToCloseEyes: 0,
spriteCount: 0,
spriteSpeed: 20,
isClosingEyes: false,
collisionHitBox: enemySprites[0],
img: enemySprites[0],
imgAnimClosingEyes: enemySprites[1],
imgAnimOpeningEyes: enemySprites[2],
}
}
func (e *Enemy) CollisionHitBox() *ebiten.Image {
return e.collisionHitBox
}
func (e *Enemy) Position() (int, int) {
return e.x, e.y
}
func (e *Enemy) Draw(screen *ebiten.Image) {
var subImage *ebiten.Image
lib.DrawNormalImage(screen, e.img, e.x, e.y)
if e.timeToCloseEyes < e.timeToCloseEyesMax {
e.timeToCloseEyes++
lib.DrawNormalImage(screen, e.img, e.x, e.y)
} else {
i := (e.spriteCount / e.spriteSpeed) % frameCount
e.spriteCount++
if !e.isClosingEyes && i < frameCount {
subImage = lib.GetSubImage(e.imgAnimClosingEyes, enemy1ClosingEyesFrameWidth, enemy1ClosingEyesFrameHeight, e.spriteCount, frameCount, enemy1ClosingEyesFrameSpeed)
lib.DrawNormalImage(screen, subImage, e.x, e.y)
if i == frameCount - 1 {
e.isClosingEyes = true
e.spriteCount = 0
i = 0
lib.DrawNormalImage(screen, e.img, e.x, e.y)
}
}
if e.isClosingEyes && i < frameCount {
subImage = lib.GetSubImage(e.imgAnimOpeningEyes, enemy1ClosingEyesFrameWidth, enemy1ClosingEyesFrameHeight, e.spriteCount, frameCount, enemy1ClosingEyesFrameSpeed)
lib.DrawNormalImage(screen, subImage, e.x, e.y)
if i == frameCount - 1 {
e.isClosingEyes = false
e.spriteCount = 0
i = 0
lib.DrawNormalImage(screen, e.img, e.x, e.y)
e.timeToCloseEyes = 0
}
}
}
}
func (e *Enemy) Update() {
enemyCenterX := e.x + (enemyWidth / 2)
enemyCenterY := e.y + (enemyHeight / 2)
if e.right{
e.x += enemySpeed
}
if e.left{
e.x -= enemySpeed
}
if e.up{
e.y -= enemySpeed
}
if e.down{
e.y += enemySpeed
}
if enemyCenterX > enemyMaxRight {
e.left = true
e.right = false
}
if enemyCenterX < enemyMaxLeft {
e.right = true
e.left = false
}
if enemyCenterY < enemyMaxUp {
e.down = true
e.up = false
}
if enemyCenterY > enemyMaxDown {
e.up = true
e.down = false
}
}