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main.go
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package main
import (
"bytes"
_ "embed"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/audio"
"github.com/hajimehoshi/ebiten/v2/audio/vorbis"
audio2 "github.com/hajimehoshi/ebiten/v2/examples/resources/audio"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/text"
"golang.org/x/image/colornames"
"golang.org/x/image/font"
"golang.org/x/image/font/opentype"
"image"
"image/color"
"io"
"log"
"math"
"math/rand"
"strconv"
)
var (
//go:embed hit.ogg
HitSound []byte
//go:embed explode.ogg
ExplodeSound []byte
//go:embed chsfont.ttf
ChsFont []byte
GamepadID ebiten.GamepadID
AudioCtx = audio.NewContext(48000)
GroundTrees = [][2]float64{{-0.01, -0.02}, {0.1, 1}, {0.2, 0.25}, {0.45, 0.65}, {0.6, 0.12}, {1, 0.4}}
LifeColors = []color.RGBA{colornames.Orangered, colornames.Yellow, colornames.Aliceblue}
TankAngles = []float64{AngleZero, AngleHalfPi, AnglePi, AngleTrebleHalfPi}
// TankNames 第1个是玩家坦克
TankNames = []string{"tank_sand", "tank_dark", "tank_green", "tank_red", "tank_blue"}
TankSpeeds = []float64{8, 3, 4, 5, 6}
BulletSpeeds = []float64{32, 4, 5, 6, 7}
BulletNames = []string{"bulletSand1_outline", "bulletDark1_outline", "bulletGreen1_outline", "bulletRed1_outline", "bulletBlue1_outline"}
)
func main() {
g := &Game{title: "坦克大战", width: 1200, height: 900}
g.spriteImages = LoadSpritesImage()
g.spritesInfos = LoadSpriteInfos()
chsFont, err := opentype.Parse(ChsFont)
FatalIfError(err)
g.chsFont, err = opentype.NewFace(chsFont,
&opentype.FaceOptions{
Size: 20, DPI: 72,
Hinting: font.HintingVertical,
})
FatalIfError(err)
g.groundAudio = newInfinitePlayer(bytes.NewReader(audio2.Ragtime_ogg))
g.groundAudio.Play()
g.hitAudio = newPlayer(bytes.NewReader(HitSound))
g.hitAudio.SetVolume(0.4)
g.explodeAudio = newPlayer(bytes.NewReader(ExplodeSound))
g.explodeAudio.SetVolume(0.6)
g.initGround()
g.Restart()
ebiten.SetWindowTitle(g.title)
ebiten.SetWindowSize(g.width, g.height)
ebiten.SetScreenClearedEveryFrame(false)
ebiten.SetWindowIcon([]image.Image{g.getIconImage()})
err = ebiten.RunGame(g)
FatalIfError(err)
}
type Game struct {
title string
width int
height int
spriteImages *ebiten.Image
spritesInfos map[string]SpriteInfo
outputSprites bool
hitAudio *audio.Player
explodeAudio *audio.Player
groundAudio *audio.Player
chsFont font.Face
ground *Ground
hero *Hero
enemy *Chain[*Enemy]
updates int
score int
highScore int
pause bool
pauseCool int
restartCool int
}
type Ground struct {
game *Game
grass1 SpriteInfo
grass2 SpriteInfo
trees *Chain[*BoxSprite]
}
func (g *Game) Update() error {
gamepadIDs := inpututil.AppendJustConnectedGamepadIDs([]ebiten.GamepadID{})
for _, gamepadID := range gamepadIDs {
GamepadID = gamepadID
break
}
if g.pauseCool < 30 {
g.pauseCool++
} else if ebiten.IsKeyPressed(ebiten.KeySpace) ||
ebiten.IsStandardGamepadButtonPressed(GamepadID, ebiten.StandardGamepadButtonCenterRight) {
g.pauseCool = 0
g.pause = !g.pause
}
if g.restartCool < 30 {
g.restartCool++
} else if ebiten.IsKeyPressed(ebiten.KeyR) ||
ebiten.IsStandardGamepadButtonPressed(GamepadID, ebiten.StandardGamepadButtonCenterLeft) {
g.Restart()
}
if g.pause {
return nil
}
g.hero.UpdateMove()
g.hero.UpdateShoot()
if g.pause {
return nil
}
for enemy := g.enemy; enemy != nil; enemy = enemy.Next {
enemy.Value.AutoMove()
enemy.Value.AutoShoot()
}
g.updates++
return nil
}
func (g *Game) Restart() {
g.updates = 0
g.restartCool = 0
g.pause = true
g.score = 0
g.initHero()
g.initEnemies()
}
func (g *Game) Draw(screen *ebiten.Image) {
g.ground.Draw(screen)
text.Draw(screen, "得分:"+strconv.Itoa(g.score), g.chsFont, 3, 22, colornames.Aliceblue)
text.Draw(screen, "最高:"+strconv.Itoa(g.highScore), g.chsFont, 3, 45, colornames.Aliceblue)
fps := "FPS:" + strconv.Itoa(int(ebiten.ActualFPS()))
text.Draw(screen, fps, g.chsFont, g.width-len(fps)*10, 22, colornames.Aliceblue)
desc := "空格键暂停,R键重开,WSAD或方向键移动,Ctrl或Enter键攻击,支持手柄"
if g.pause {
desc = "空格键开始,R键重开,WSAD或方向键移动,Ctrl或Enter键攻击,支持手柄"
}
text.Draw(screen, desc, g.chsFont, 230, 22, colornames.Aliceblue)
for enemy := g.enemy; enemy != nil; enemy = enemy.Next {
enemy.Value.Draw(screen)
}
g.hero.Draw(screen)
if g.outputSprites {
g.OutputSpriteInfos()
g.outputSprites = false
}
}
func (g *Game) Layout(int, int) (int, int) {
return g.width, g.height
}
func (g *Ground) Draw(screen *ebiten.Image) {
// 绘制地面
for i := 0; i < g.game.width; i += g.grass1.Width {
for j := 0; j < g.game.height; j += g.grass1.Width {
grass := g.grass1
if i%(g.grass1.Width*2) == 0 {
grass = g.grass2
}
options := &ebiten.DrawImageOptions{}
options.GeoM.Translate(float64(i), float64(j))
options.ColorScale.SetG(0.9)
screen.DrawImage(GetSpriteImage(g.game.spriteImages, grass), options)
}
}
for tree := g.trees; tree != nil; tree = tree.Next {
tree.Value.Draw(screen)
}
}
func (g *Game) initGround() {
g.ground = &Ground{
game: g,
grass1: g.spritesInfos["tileGrass1"],
grass2: g.spritesInfos["tileGrass1"],
}
info1 := g.spritesInfos["treeGreen_large"]
info2 := g.spritesInfos["treeBrown_large"]
for i := 0; i < len(GroundTrees); i++ {
info := info1
if i == 0 || i == 1 || i == 4 {
info = info2
}
g.ground.trees = &Chain[*BoxSprite]{
Value: &BoxSprite{
Img: GetSpriteImage(g.spriteImages, info),
X: math.Min(float64(g.width)*GroundTrees[i][0], float64(g.width-info.Width)),
Y: math.Min(float64(g.height)*GroundTrees[i][1], float64(g.height-info.Height)),
W: float64(info.Width),
H: float64(info.Height),
},
Next: g.ground.trees,
}
}
}
func (g *Game) initHero() {
// 创建玩家
sprite := g.spritesInfos[TankNames[0]]
g.hero = &Hero{
Tank: &Tank{
BoxSprite: &BoxSprite{
Img: GetSpriteImage(g.spriteImages, sprite),
A: AnglePi,
X: float64(g.width-sprite.Height) / 2,
Y: float64(g.height-sprite.Height) / 2,
W: float64(sprite.Height),
H: float64(sprite.Height),
},
game: g,
typ: 0,
speed: TankSpeeds[0],
bulletSize: 2,
bulletSpeed: BulletSpeeds[0],
shootCoolDown: int(BulletSpeeds[0]),
hitStatus: 180,
hitProtect: 180,
hitSprites: g.tankHitSprites(),
life: 9,
maxLife: 9,
},
}
}
func (g *Game) initEnemies() {
// 创建敌人
g.enemy = nil
for i := 0; i < 10; i++ {
typ := 1 + i%(len(TankNames)-1)
sprite := g.spritesInfos[TankNames[typ]]
enemy := &Chain[*Enemy]{
Value: &Enemy{
Tank: &Tank{
BoxSprite: &BoxSprite{
Img: GetSpriteImage(g.spriteImages, sprite),
A: TankAngles[rand.Intn(len(TankAngles))],
X: float64(rand.Intn(g.width - sprite.Height)),
Y: float64(rand.Intn(g.height - sprite.Height)),
W: float64(sprite.Height),
H: float64(sprite.Height),
},
game: g,
typ: typ,
maxLife: typ,
speed: TankSpeeds[typ],
bulletSize: 1.2,
bulletSpeed: BulletSpeeds[typ],
shootCoolDown: int(BulletSpeeds[typ]),
hitSprites: g.tankHitSprites(),
},
},
Next: g.enemy,
}
enemy.Value.reborn() // 出生
g.enemy = enemy
}
}
func (g *Game) tankHitSprites() [5]SpriteInfo {
return [5]SpriteInfo{
g.spritesInfos["explosion5"],
g.spritesInfos["explosion4"],
g.spritesInfos["explosion3"],
g.spritesInfos["explosion2"],
g.spritesInfos["explosion1"]}
}
func newPlayer(reader io.Reader) *audio.Player {
stream, err := vorbis.DecodeWithoutResampling(reader)
FatalIfError(err)
player, err := AudioCtx.NewPlayer(stream)
FatalIfError(err)
player.SetVolume(0.2)
return player
}
func newInfinitePlayer(reader io.Reader) *audio.Player {
stream, err := vorbis.DecodeWithoutResampling(reader)
FatalIfError(err)
infiniteLoop := audio.NewInfiniteLoop(stream, stream.Length())
player, err := AudioCtx.NewPlayer(infiniteLoop)
FatalIfError(err)
player.SetVolume(0.2)
return player
}
func (g *Game) getIconImage() *ebiten.Image {
tankInfo := g.spritesInfos["tank_sand"]
iconImage := ebiten.NewImage(tankInfo.Width, tankInfo.Height)
options := &ebiten.DrawImageOptions{}
options.GeoM.Translate(float64(-tankInfo.X-tankInfo.Width), float64(-tankInfo.Y-tankInfo.Height))
options.GeoM.Rotate(AnglePi)
iconImage.DrawImage(g.spriteImages, options)
return iconImage
}
func FatalIfError(err error) {
if err != nil {
log.Fatal(err)
}
}