Using the new multi-file layout, which is going to be better.

master
Zed A. Shaw 3 days ago
parent a2075eea59
commit 00647a20e1
  1. 38
      01_the_screen/data.go
  2. 14
      01_the_screen/debug.go
  3. 27
      01_the_screen/game.go
  4. 193
      01_the_screen/main.go
  5. 65
      01_the_screen/map.go
  6. 12
      01_the_screen/movement.go
  7. 114
      01_the_screen/ui.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
}

@ -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)
}

@ -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)
}

@ -1,199 +1,10 @@
package main 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() { func main() {
out, err := os.Create("debug.log") DebugInit()
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
game := NewGame(17, 11) game := NewGame(17, 11)
err := game.InitScreen() game.InitScreen()
game.NewMap() game.NewMap()
game.Render() game.Render()

@ -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("#################"),
}
}

@ -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
}
}

@ -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
}
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