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player.go
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package component
import (
"fmt"
"time"
"github.com/yohamta/donburi"
"github.com/m110/airplanes/engine"
)
type PlayerFaction int
const (
PlayerFactionBlue PlayerFaction = iota
PlayerFactionRed
PlayerFactionGreen
PlayerFactionYellow
)
func MustPlayerFactionFromString(s string) PlayerFaction {
switch s {
case "blue":
return PlayerFactionBlue
case "red":
return PlayerFactionRed
case "green":
return PlayerFactionGreen
case "yellow":
return PlayerFactionYellow
default:
panic(fmt.Sprintf("unknown player faction: %v", s))
}
}
type WeaponLevel int
const (
WeaponLevelSingle WeaponLevel = iota
WeaponLevelSingleFast
WeaponLevelDouble
WeaponLevelDoubleFast
WeaponLevelDiagonal
WeaponLevelDoubleDiagonal
)
type PlayerData struct {
PlayerNumber int
PlayerFaction PlayerFaction
Lives int
Respawning bool
RespawnTimer *engine.Timer
WeaponLevel WeaponLevel
ShootTimer *engine.Timer
}
func (d *PlayerData) AddLive() {
d.Lives++
}
func (d *PlayerData) Damage() {
if d.Respawning {
return
}
d.Lives--
if d.Lives > 0 {
d.Respawning = true
d.RespawnTimer.Reset()
}
}
func (d *PlayerData) UpgradeWeapon() {
if d.WeaponLevel == WeaponLevelDoubleDiagonal {
return
}
d.WeaponLevel++
d.ShootTimer = engine.NewTimer(d.WeaponCooldown())
}
func (d *PlayerData) WeaponCooldown() time.Duration {
switch d.WeaponLevel {
case WeaponLevelSingle:
return 400 * time.Millisecond
case WeaponLevelSingleFast:
return 300 * time.Millisecond
case WeaponLevelDouble:
return 300 * time.Millisecond
case WeaponLevelDoubleFast:
return 200 * time.Millisecond
case WeaponLevelDiagonal:
return 200 * time.Millisecond
case WeaponLevelDoubleDiagonal:
return 200 * time.Millisecond
default:
panic(fmt.Sprintf("unknown weapon level: %v", d.WeaponLevel))
}
}
func (d *PlayerData) EvolutionLevel() int {
switch d.WeaponLevel {
case WeaponLevelSingle:
fallthrough
case WeaponLevelSingleFast:
return 0
case WeaponLevelDouble:
fallthrough
case WeaponLevelDoubleFast:
return 1
case WeaponLevelDiagonal:
fallthrough
case WeaponLevelDoubleDiagonal:
return 2
default:
panic(fmt.Sprintf("unknown weapon level: %v", d.WeaponLevel))
}
}
var Player = donburi.NewComponentType[PlayerData]()