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entity_bee.go
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entity_bee.go
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package main
import (
"github.com/gdamore/tcell/v2"
)
var beeFrames = []rune{
'\u25B2',
'\u25B6',
'\u25BC',
'\u25C0',
}
type Bee struct {
Class
Position
Velocity
Sprite
}
// Move checks for an entity in what would be our Bee's occupying
// cell post-movement. If the cell-to-be-occupied has no occupying
// entity, update the Bee's position based on movement vectors.
func (b *Bee) Move() {
b.SetPosition(b.x+b.vx, b.y+b.vy)
b.SetVelocity(0, 0)
}
// UpdatePosition updates a Bee's velocity (vx, vy) and position (x, y)
// based on an intended direction
func (b *Bee) UpdatePosition(d int, e Entity) bool {
b.frame = d
if e != nil {
return false
}
switch d {
case UP:
b.SetVelocity(0, -1)
case RIGHT:
b.SetVelocity(1, 0)
case DOWN:
b.SetVelocity(0, 1)
case LEFT:
b.SetVelocity(-1, 0)
}
return true
}
// NewBee returns a new Bee
func NewBee(x, y int) *Bee {
return &Bee{
Class: NewPlayerClass(),
Position: Position{
x: x,
y: y,
},
Sprite: Sprite{
frames: beeFrames,
frame: 0,
color: tcell.ColorYellow,
},
}
}