Now have enemy collision.

master
Zed A. Shaw 6 days ago
parent d9c6520cb6
commit 6d3d7b1c3f
  1. 54
      main.go

@ -17,6 +17,8 @@ const (
WALL = '#'
SPACE = '.'
PATH_LIMIT = 1000
RENDER = true
SHOW_RENDER = true
)
type Position struct {
@ -24,6 +26,10 @@ type Position struct {
y int
}
type Enemy struct {
hp int
}
type Game struct {
screen tcell.Screen
level [][]rune
@ -31,7 +37,7 @@ type Game struct {
status string
width int
height int
enemies []Position
enemies map[Position]Enemy
}
func (game *Game) DrawStatus(msg string) {
@ -58,12 +64,14 @@ func (game *Game) DrawMap() {
}
func (game *Game) Render() {
if !RENDER { return }
game.screen.Clear()
game.DrawMap()
game.DrawEntity('@', game.player, tcell.ColorYellow)
for _, pos := range game.enemies {
for pos, _ := range game.enemies {
game.DrawEntity('G', pos, tcell.ColorRed)
}
@ -73,12 +81,21 @@ func (game *Game) Render() {
}
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] != '.' || !game.Inbounds(Position{x, y}, 1)
pos := Position{x, y}
_, is_enemy := game.enemies[pos]
// Inbounds comes first to prevent accessing level with bad x,y
return !game.Inbounds(pos, 1) ||
game.level[y][x] == WALL ||
is_enemy
}
func (game *Game) MovePlayer(x_delta int, y_delta int) {
@ -88,10 +105,10 @@ func (game *Game) MovePlayer(x_delta int, y_delta int) {
}
}
func (game *Game) HandleKeys(ev *tcell.EventKey) {
func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
switch ev.Key() {
case tcell.KeyEscape:
game.Exit()
return false
case tcell.KeyUp:
game.MovePlayer(0, -1)
case tcell.KeyDown:
@ -104,17 +121,23 @@ func (game *Game) HandleKeys(ev *tcell.EventKey) {
switch ev.Rune() {
case 'q':
game.Exit()
return false
}
return true
}
func (game *Game) HandleEvents() {
func (game *Game) HandleEvents() bool {
if !RENDER { return false }
switch ev := game.screen.PollEvent().(type) {
case *tcell.EventResize:
game.screen.Sync()
case *tcell.EventKey:
game.HandleKeys(ev)
return game.HandleKeys(ev)
}
return true
}
func MakeGame(width int, height int) (*Game) {
@ -125,14 +148,17 @@ func MakeGame(width int, height int) (*Game) {
game.width = width
game.height = height
game.enemies = make(map[Position]Enemy)
game.level = make([][]rune, height, height)
if RENDER {
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}
@ -236,9 +262,11 @@ func (game *Game) HuntAndKill() []Position {
on = nb
}
if SHOW_RENDER {
game.Render()
time.Sleep(50 * time.Millisecond)
}
}
return dead_ends
}
@ -288,8 +316,7 @@ func (game *Game) MakeMap() []Position {
func (game *Game) PlaceEnemies(places []Position) {
for _, pos := range places {
if rand.Int() % 2 == 0 {
game.enemies = append(game.enemies, pos)
game.enemies[pos] = Enemy{10}
}
}
}
@ -300,13 +327,14 @@ func main() {
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
game := MakeGame(27, 17)
game := MakeGame(43, 27)
dead_ends := game.MakeMap()
game.PlaceEnemies(dead_ends)
game.Render()
for {
game.HandleEvents()
for game.HandleEvents() {
game.Render()
}
game.Exit()
}

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