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gfx_gen.go
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69 lines (62 loc) · 1.49 KB
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package main
import (
"math"
"math/rand"
)
func initStars(r *rand.Rand, count int) []Star {
stars := make([]Star, 0, count)
for i := 0; i < count; i++ {
size := 1.0 + r.Float64()*2.0
speed := 0.4 + r.Float64()*1.8
if size > 2.2 {
speed *= 1.4
}
stars = append(stars, Star{
X: r.Float64() * screenWidth,
Y: r.Float64() * screenHeight,
Speed: speed,
Size: size,
Halo: r.Float64() < 0.2,
})
}
return stars
}
func updateStars(stars []Star) {
for i := range stars {
stars[i].Y += stars[i].Speed
if stars[i].Y > screenHeight+4 {
stars[i].Y = -4
stars[i].X = rand.Float64() * screenWidth
}
}
}
func formationPos(side, row, col int, t float64) (float64, float64) {
// Side: 0 = left -> right, 1 = right -> left
offsetY := float64(row) * 48
offsetX := float64(col) * 48 - 72
maxOffsetX := float64((4-1)*48 - 72)
minOffsetX := -72.0
startX := -float64(c64SpriteWidth) - 20 - maxOffsetX
endX := float64(screenWidth) + float64(c64SpriteWidth) + 20 - minOffsetX
if side == 1 {
startX, endX = endX, startX
}
baseY := 80 + offsetY
p := easeInOutQuad(t)
x := startX + (endX-startX)*p
amp := formationWaveAmplitude
phase := float64(row)*formationWavePhaseStep
y := baseY + amp*math.Sin(formationWaveCycles*2*math.Pi*t+phase)
// Column offset for spacing
x += offsetX
return x, y
}
func easeInOutQuad(t float64) float64 {
if t < 0.5 {
return 2 * t * t
}
return 1 - math.Pow(-2*t+2, 2)/2
}
func easeOutQuad(t float64) float64 {
return 1 - (1-t)*(1-t)
}