diff --git a/01_the_screen/data.go b/01_the_screen/data.go new file mode 100644 index 0000000..af891ee --- /dev/null +++ b/01_the_screen/data.go @@ -0,0 +1,38 @@ +package main + +import ( + "github.com/gdamore/tcell/v2" +) + +const ( + WALL = '#' + SPACE = '.' + PATH_LIMIT = 1000 + RENDER = true + SHOW_RENDER = false + SHOW_PATHS = false + HEARING_DISTANCE = 6 +) + +type Map [][]rune + +type Position struct { + X int + Y int +} + +type Enemy struct { + HP int + Pos Position + Damage int +} + +type Game struct { + Screen tcell.Screen + Level Map + Player Enemy + Status string + Width int + Height int + Enemies map[Position]*Enemy +} diff --git a/01_the_screen/debug.go b/01_the_screen/debug.go new file mode 100644 index 0000000..24e929f --- /dev/null +++ b/01_the_screen/debug.go @@ -0,0 +1,14 @@ +package main + +import ( + "log" + "os" +) + +var dbg *log.Logger + +func DebugInit() { + out, err := os.Create("debug.log") + if err != nil { log.Fatal(err) } + dbg = log.New(out, "", log.LstdFlags) +} diff --git a/01_the_screen/game.go b/01_the_screen/game.go new file mode 100644 index 0000000..403d758 --- /dev/null +++ b/01_the_screen/game.go @@ -0,0 +1,27 @@ +package main + +import ( + "os" +) + +func NewGame(width int, height int) (*Game) { + var game Game + + game.Width = width + game.Height = height + game.Enemies = make(map[Position]*Enemy) + + game.Level = make(Map, height, height) + + game.Player = Enemy{20, Position{1,1}, 4} + + return &game +} + +func (game *Game) Exit() { + if RENDER { + game.Screen.Fini() + } + + os.Exit(0) +} diff --git a/01_the_screen/main.go b/01_the_screen/main.go index c823cdd..0a9a365 100644 --- a/01_the_screen/main.go +++ b/01_the_screen/main.go @@ -1,199 +1,10 @@ - package main -import ( - "os" - "log" - "fmt" - "github.com/gdamore/tcell/v2" - "github.com/gdamore/tcell/v2/encoding" -) - -var dbg *log.Logger - -const ( - WALL = '#' - SPACE = '.' - RENDER = true -) - -type Map [][]rune -type Paths [][]int - -type Position struct { - x int - y int -} - -type Enemy struct { - hp int - pos Position - damage int -} - -type Game struct { - screen tcell.Screen - level Map - player Enemy - status string - width int - height int -} - -func (game *Game) DrawText(x int, y int, text string) { - for i, cell := range text { - game.screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault) - } -} - -func (game *Game) DrawStatus() { - game.DrawText(0, game.height, game.status) - - hp := fmt.Sprintf("HP: %d", game.player.hp) - - game.DrawText(game.width - len(hp), game.height, hp) -} - -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() { - gray := tcell.StyleDefault.Foreground(tcell.ColorGray) - - for y, line := range game.level { - for x, cell := range line { - if cell == SPACE { - game.screen.SetContent(x, y, cell, nil, gray) - } else { - game.screen.SetContent(x, y, cell, nil, tcell.StyleDefault) - } - } - } -} - -func (game *Game) Render() { - if !RENDER { return } - - game.screen.Clear() - - game.DrawMap() - - game.DrawEntity('@', game.player.pos, tcell.ColorYellow) - - game.DrawStatus() - - game.screen.Show() -} - -func (game *Game) Exit() { - if RENDER { - game.screen.Fini() - } - - os.Exit(0) -} - -func (game *Game) Occupied(x int, y int) bool { - return game.level[y][x] != SPACE -} - -func (game *Game) NewMap() { - game.level = Map{ - []rune("#################"), - []rune("#.#...#.........#"), - []rune("#.#.###.#.###.#.#"), - []rune("#.#.....#...#.#.#"), - []rune("#.#.#######.#.###"), - []rune("#.#...#...#.#...#"), - []rune("#.###.###...###.#"), - []rune("#...#.......#...#"), - []rune("#.#.#########...#"), - []rune("#.#.............#"), - []rune("#################"), - } -} - -func (game *Game) MovePlayer(x_delta int, y_delta int) { - target := Position{ - game.player.pos.x + x_delta, - game.player.pos.y + y_delta, - } - - if !game.Occupied(target.x, target.y) { - game.player.pos = target - } -} - -func (game *Game) HandleKeys(ev *tcell.EventKey) bool { - switch ev.Key() { - case tcell.KeyEscape: - return false - 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': - return false - } - - return true -} - -func (game *Game) HandleEvents() bool { - if !RENDER { return false } - - switch ev := game.screen.PollEvent().(type) { - case *tcell.EventResize: - game.screen.Sync() - case *tcell.EventKey: - return game.HandleKeys(ev) - } - - return true -} - -func (game *Game) InitScreen() { - encoding.Register() - - var err error - game.screen, err = tcell.NewScreen() - if err != nil { log.Fatal(err) } - - err = game.screen.Init() - if err != nil { log.Fatal(err) } -} - -func NewGame(width int, height int) (*Game) { - var game Game - - game.width = width - game.height = height - game.level = make(Map, height, height) - game.player = Enemy{20, Position{1,1}, 4} - - return &game -} - func main() { - out, err := os.Create("debug.log") - if err != nil { log.Fatal(err) } - dbg = log.New(out, "", log.LstdFlags) + DebugInit() game := NewGame(17, 11) - err := game.InitScreen() + game.InitScreen() game.NewMap() game.Render() diff --git a/01_the_screen/map.go b/01_the_screen/map.go new file mode 100644 index 0000000..f79fd25 --- /dev/null +++ b/01_the_screen/map.go @@ -0,0 +1,65 @@ +package main + +import ( + "slices" +) + +func compass(near Position, offset int) []Position { + return []Position{ + Position{near.X, near.Y - offset}, + Position{near.X, near.Y + offset}, + Position{near.X + offset, near.Y}, + Position{near.X - offset, near.Y}, + } +} + +func (game *Game) CloneMap() Map { + // this is a shallow copy though + new_map := slices.Clone(game.Level) + + for i, row := range new_map { + // this makes sure the row is an actual copy + new_map[i] = slices.Clone(row) + } + + return new_map +} + +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) Occupied(pos Position) bool { + is_player := pos == game.Player.Pos + + // Inbounds comes first to prevent accessing level with bad x,y + return !game.Inbounds(pos, 1) || + game.Level[pos.Y][pos.X] == WALL || + is_player +} + +func (game *Game) FillMap(target Map, setting rune) { + for y := 0 ; y < game.Height; y++ { + target[y] = slices.Repeat([]rune{setting}, game.Width) + } +} + + +func (game *Game) NewMap() { + game.Level = Map{ + []rune("#################"), + []rune("#.#...#.........#"), + []rune("#.#.###.#.###.#.#"), + []rune("#.#.....#...#.#.#"), + []rune("#.#.#######.#.###"), + []rune("#.#...#...#.#...#"), + []rune("#.###.###...###.#"), + []rune("#...#.......#...#"), + []rune("#.#.#########...#"), + []rune("#.#.............#"), + []rune("#################"), + } +} diff --git a/01_the_screen/movement.go b/01_the_screen/movement.go new file mode 100644 index 0000000..3fee1d0 --- /dev/null +++ b/01_the_screen/movement.go @@ -0,0 +1,12 @@ +package main + +func (game *Game) MovePlayer(x_delta int, y_delta int) { + target := Position{ + game.Player.Pos.X + x_delta, + game.Player.Pos.Y + y_delta, + } + + if !game.Occupied(target) { + game.Player.Pos = target + } +} diff --git a/01_the_screen/ui.go b/01_the_screen/ui.go new file mode 100644 index 0000000..198ccb5 --- /dev/null +++ b/01_the_screen/ui.go @@ -0,0 +1,114 @@ +package main + +import ( + "log" + "fmt" + "github.com/gdamore/tcell/v2" + "github.com/gdamore/tcell/v2/encoding" +) + +//// DRAWING + +func (game *Game) DrawText(x int, y int, text string) { + for i, cell := range text { + game.Screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault) + } +} + +func (game *Game) DrawStatus() { + game.DrawText(0, game.Height, game.Status) + + hp := fmt.Sprintf("HP: %d", game.Player.HP) + + game.DrawText(game.Width - len(hp), game.Height, hp) +} + +func (game *Game) SetStatus(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() { + gray := tcell.StyleDefault.Foreground(tcell.ColorGray) + + for y, line := range game.Level { + for x, cell := range line { + if cell == SPACE { + game.Screen.SetContent(x, y, cell, nil, gray) + } else { + game.Screen.SetContent(x, y, cell, nil, tcell.StyleDefault) + } + } + } +} + +///// RENDERING + +func (game *Game) InitScreen() { + var err error + encoding.Register() + + game.Screen, err = tcell.NewScreen() + + // using log.Fatal instead of dbg.Fatal + // because the screen isn't setup yet + if err != nil { log.Fatal(err) } + + err = game.Screen.Init() + if err != nil { log.Fatal(err) } +} + +func (game *Game) Render() { + if !RENDER { return } + + game.Screen.Clear() + + game.DrawMap() + + game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow) + + game.DrawStatus() + + game.Screen.Show() +} + +//// EVENTS + +func (game *Game) HandleKeys(ev *tcell.EventKey) bool { + switch ev.Key() { + case tcell.KeyEscape: + return false + 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': + return false + } + + return true +} + +func (game *Game) HandleEvents() bool { + if !RENDER { return false } + + switch ev := game.Screen.PollEvent().(type) { + case *tcell.EventResize: + game.Screen.Sync() + case *tcell.EventKey: + return game.HandleKeys(ev) + } + + return true +}