1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
|
package coreobjects
import rl "github.com/gen2brain/raylib-go/raylib"
// An object loaded from the package. Impmiments GameObject interface
type DynamicObject struct {
Position rl.Vector2
YLevelOffset float32
Textures []*TextureBlock
Colliders []*ColliderBlock
}
// The dynamic objects can contain multiple textures. This struct
// represents one of those parts
type TextureBlock struct {
Texture *rl.Texture2D
Offset rl.Vector2
}
type ColliderBlock struct {
Collider Collider
Offset rl.Vector2
}
func (base *DynamicObject) Create(SceneManager) {
}
func (base *DynamicObject) Destroy() {
}
func (base *DynamicObject) Update() {
}
func (base *DynamicObject) Draw() {
for _, v := range base.Textures {
rl.DrawTexture(*v.Texture,
int32(base.Position.X + v.Offset.X),
int32(base.Position.Y + v.Offset.Y),
rl.White)
}
for _, v := range base.Colliders {
v.Collider.Draw()
}
}
func (base *DynamicObject) MoveTo(x float32, y float32) {
base.Position = rl.Vector2 { X: x, Y: y }
for _, v := range base.Colliders {
v.Collider.MoveTo(x + v.Offset.X, y + v.Offset.Y)
}
}
func (base *DynamicObject) Clone() *DynamicObject {
var outp = DynamicObject {
YLevelOffset: base.YLevelOffset,
Position: base.Position,
Textures: base.Textures,
Colliders: base.cloneColliders(),
}
return &outp
}
func (base *DynamicObject) cloneColliders() []*ColliderBlock {
var outp = make([]*ColliderBlock, len(base.Colliders))
for i, v := range base.Colliders {
outp[i] = &ColliderBlock {
Collider: v.Collider.Clone(),
Offset: v.Offset,
}
}
return outp
}
func (base *DynamicObject) GetColliders() []Collider {
var outp = make([]Collider, 0, len(base.Colliders))
for _, v := range base.Colliders {
outp = append(outp, v.Collider)
}
return outp
}
func (base *DynamicObject) GetYIndex() float32 {
return base.Position.Y + base.YLevelOffset
}
|