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f-gantry.go
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// Copyright 2015 Garrett D'Amore
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use 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 main
import (
"github.com/gdamore/tcell"
)
type gantry struct {
sprite *Sprite
level *Level
startx int
}
func (o *gantry) HandleEvent(ev tcell.Event) bool {
s := o.sprite
switch ev := ev.(type) {
case *EventSpriteMove:
x, _ := o.sprite.Position()
if o.startx != 0 && o.startx-5 >= x {
o.sprite.SetVelocity(0, 0)
}
case *EventCollision:
switch ev.Collider().Layer() {
case LayerShot, LayerPlayer:
o.sprite.Hide()
x, y, _, _ := s.Bounds()
props := GameObjectProps{}
props.PropSetInt("x", x)
props.PropSetInt("y", y)
props.PropSetInt("count", 2)
MakeGameObject(o.level, "explosion", props)
}
case *EventLevelStart:
o.sprite.SetVelocity(-3.0, 0)
o.sprite.SetFrame("RETRACT")
o.startx, _ = o.sprite.Position()
}
return false
}
func makeGantry(level *Level, props GameObjectProps) error {
x := props.PropInt("x", 0)
y := props.PropInt("y", 0)
frame := props.PropString("frame", "START")
sname := props.PropString("sprite", "Gantry")
sprite := GetSprite(sname)
o := &gantry{sprite: sprite, level: level}
sprite.SetLayer(LayerHazard)
sprite.Watch(o)
sprite.SetFrame(frame)
sprite.SetPosition(x, y)
level.AddSprite(sprite)
return nil
}
func init() {
RegisterGameObjectMaker("gantry", makeGantry)
}