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types.go
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types.go
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// Copyright 2018 Google LLC
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
package game
import (
"math"
"github.com/laremere/space-agon/game/pb"
)
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Component types
////////////////////////////////////////////////////////////////////////////////
type Sprite uint16
const (
SpriteUnset = Sprite(iota)
SpriteShip
SpriteEnemyShip
SpriteMissile
SpriteStar
SpriteStarBit
SpriteExplosionFlash
)
type Vec2 [2]float32
func (v *Vec2) ToProto() *pb.Vec2 {
return &pb.Vec2{
X: v[0],
Y: v[1],
}
}
func Vec2FromProto(p *pb.Vec2) Vec2 {
return Vec2{p.X, p.Y}
}
func Vec2FromRadians(rad float32) Vec2 {
sin, cos := math.Sincos(float64(rad))
return Vec2{float32(cos), float32(sin)}
}
func (v Vec2) Scale(s float32) Vec2 {
return Vec2{v[0] * s, v[1] * s}
}
func (v Vec2) Add(o Vec2) Vec2 {
return Vec2{v[0] + o[0], v[1] + o[1]}
}
func (v Vec2) Sub(o Vec2) Vec2 {
return Vec2{v[0] - o[0], v[1] - o[1]}
}
func (v *Vec2) AddEqual(o Vec2) {
(*v)[0] += o[0]
(*v)[1] += o[1]
}
func (v *Vec2) Length() float32 {
x := (*v)[0]
y := (*v)[1]
return float32(math.Sqrt(float64(x*x + y*y)))
}
func (v Vec2) Normalize() Vec2 {
return v.Scale(1 / v.Length())
}
func (v Vec2) Dot(o Vec2) float32 {
return v[0]*o[0] + v[1]*o[1]
}
type Lookup [2]int
func (l *Lookup) Alive() bool {
return l != nil && (*l)[0] >= 0
}
type ShipControl struct {
Up bool
Down bool
Left bool
Right bool
Fire bool
FireCoolDown float32
}
// TODO: Use?
type PlayerConnectedEvent struct {
}
type ExplosionDetails struct {
Initialized bool
MoreExplosions bool
}
type MissileDetails struct {
Owner *Lookup
}