A Go version of the https://lcthw.dev/learn-code-the-hard-way/curseyou-python-rogue that makes a tiny Rogue in Go.
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curse-you-go-rogue/main.go

313 lines
6.1 KiB

package main
import (
"os"
"log"
"math/rand"
"time"
"strings"
"github.com/gdamore/tcell/v2"
"github.com/gdamore/tcell/v2/encoding"
)
var dbg *log.Logger
const (
WALL = '#'
SPACE = '.'
PATH_LIMIT = 1000
)
type Position struct {
x int
y int
}
type Game struct {
screen tcell.Screen
level [][]rune
player Position
status string
width int
height int
enemies []Position
}
func (game *Game) DrawStatus(msg string) {
for x, cell := range msg {
game.screen.SetContent(x, game.height, cell, nil, tcell.StyleDefault)
}
}
func (game *Game) Status(msg string) {
game.status = msg
}
func (game *Game) DrawEntity(symbol rune, pos Position, color tcell.Color) {
style := tcell.StyleDefault.Bold(true).Foreground(color)
game.screen.SetContent(pos.x, pos.y, symbol, nil, style)
}
func (game *Game) DrawMap() {
for y, line := range game.level {
for x, cell := range line {
game.screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
}
}
}
func (game *Game) Render() {
game.screen.Clear()
game.DrawMap()
game.DrawEntity('@', game.player, tcell.ColorYellow)
for _, pos := range game.enemies {
game.DrawEntity('G', pos, tcell.ColorRed)
}
game.DrawStatus(game.status)
game.screen.Show()
}
func (game *Game) Exit() {
game.screen.Fini()
os.Exit(0)
}
func (game *Game) Occupied(x int, y int) bool {
return game.level[y][x] != '.' || !game.Inbounds(Position{x, y}, 1)
}
func (game *Game) MovePlayer(x_delta int, y_delta int) {
if !game.Occupied(game.player.x + x_delta, game.player.y + y_delta) {
game.player.x += x_delta
game.player.y += y_delta
}
}
func (game *Game) HandleKeys(ev *tcell.EventKey) {
switch ev.Key() {
case tcell.KeyEscape:
game.Exit()
case tcell.KeyUp:
game.MovePlayer(0, -1)
case tcell.KeyDown:
game.MovePlayer(0, 1)
case tcell.KeyRight:
game.MovePlayer(1, 0)
case tcell.KeyLeft:
game.MovePlayer(-1, 0)
}
switch ev.Rune() {
case 'q':
game.Exit()
}
}
func (game *Game) HandleEvents() {
switch ev := game.screen.PollEvent().(type) {
case *tcell.EventResize:
game.screen.Sync()
case *tcell.EventKey:
game.HandleKeys(ev)
}
}
func MakeGame(width int, height int) (*Game) {
var game Game
var err error
encoding.Register()
game.width = width
game.height = height
game.level = make([][]rune, height, height)
game.screen, err = tcell.NewScreen()
if err != nil { log.Fatal(err) }
err = game.screen.Init()
if err != nil { log.Fatal(err) }
game.player = Position{1,1}
return &game
}
func compass(x int, y int, offset int) []Position {
return []Position{
Position{x, y - offset},
Position{x, y + offset},
Position{x + offset, y},
Position{ x - offset, y},
}
}
func (game *Game) Inbounds(pos Position, offset int) bool {
return pos.x >= offset &&
pos.x < game.width - offset &&
pos.y >= offset &&
pos.y < game.height - offset
}
func (game *Game) Neighbors(near Position) []Position {
result := make([]Position, 0, 4)
points := compass(near.x, near.y, 2)
for _, pos := range points {
if game.Inbounds(pos, 0) {
result = append(result, pos)
}
}
return result
}
func (game *Game) NeighborWalls(pos Position) []Position {
neighbors := game.Neighbors(pos)
result := make([]Position, 0)
for _, at := range neighbors {
cell := game.level[at.y][at.x]
if cell == WALL {
result = append(result, at)
}
}
return result
}
func (game *Game) FindCoord(on *Position, found *Position) bool {
for y := 1; y < game.height ; y += 2 {
for x := 1; x < game.width ; x += 2 {
if game.level[y][x] != WALL {
continue
}
neighbors := game.Neighbors(Position{x, y})
for _, pos := range neighbors {
if game.level[pos.y][pos.x] == SPACE {
*on = Position{x, y}
*found = pos
return true
}
}
}
}
return false
}
func (game *Game) HAKStep(from Position, to Position) {
game.level[from.y][from.x] = SPACE
row := (from.y + to.y) / 2
col := (from.x + to.x) / 2
game.level[row][col] = SPACE
}
func (game *Game) HuntAndKill() []Position {
on := Position{1, 1}
found := Position{1,1}
dead_ends := make([]Position, 0)
for {
neighbors := game.NeighborWalls(on)
if len(neighbors) == 0 {
dead_ends = append(dead_ends, on)
if !game.FindCoord(&on, &found) {
break
}
game.HAKStep(on, found)
} else {
rand_neighbor := rand.Int() % len(neighbors)
nb := neighbors[rand_neighbor]
game.HAKStep(nb, on)
on = nb
}
game.Render()
time.Sleep(50 * time.Millisecond)
}
return dead_ends
}
func (game *Game) ClearMap() {
row := strings.Repeat("#", game.width)
for y := 0 ; y < game.height; y++ {
as_runes := []rune(strings.Clone(row))
game.level[y] = as_runes
}
}
func (game *Game) CarveRoom(pos Position, size int) {
// only use ones far enough inside
for y := pos.y - size; y < pos.y + size; y++ {
for x := pos.x - size; x < pos.x + size; x++ {
if game.Inbounds(Position{x, y}, 1) {
game.level[y][x] = SPACE
}
}
}
}
func (game *Game) AddRooms(dead_ends []Position, size int) {
rand.Shuffle(len(dead_ends), func(i, j int) {
dead_ends[i], dead_ends[j] = dead_ends[j], dead_ends[i]
})
for _, pos := range dead_ends[0:4] {
rs := rand.Int() % size + 1
game.CarveRoom(pos, rs)
}
}
func (game *Game) MakeMap() []Position {
game.ClearMap()
dead_ends := game.HuntAndKill()
game.ClearMap()
game.AddRooms(dead_ends, 3)
dead_ends = game.HuntAndKill()
game.Status("FINISHED")
return dead_ends
}
func (game *Game) PlaceEnemies(places []Position) {
for _, pos := range places {
if rand.Int() % 2 == 0 {
game.enemies = append(game.enemies, pos)
}
}
}
// This program just prints "Hello, World!". Press ESC to exit.
func main() {
out, err := os.Create("debug.log")
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
game := MakeGame(27, 17)
dead_ends := game.MakeMap()
game.PlaceEnemies(dead_ends)
game.Render()
for {
game.HandleEvents()
game.Render()
}
}