Broke everything up into separate files to see if that's easier to manage. Looks like it'll be better.
parent
0059f89e22
commit
a2075eea59
@ -0,0 +1,6 @@ |
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build: |
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go build .
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run: |
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./gorogue
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@ -0,0 +1,41 @@ |
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package main |
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import ( |
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"fmt" |
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"math/rand" |
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) |
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func (game *Game) EnemyDeath() { |
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is_dead := make([]Position, 0, len(game.Enemies)) |
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for pos, enemy := range game.Enemies { |
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if enemy.HP < 0 { |
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is_dead = append(is_dead, pos) |
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} |
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} |
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for _, pos := range is_dead { |
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delete(game.Enemies, pos) |
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} |
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} |
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func (game *Game) ApplyDamage(attacker *Enemy, defender *Enemy) { |
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damage := rand.Int() % attacker.Damage |
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defender.HP -= damage |
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if damage == 0 { |
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game.SetStatus("MISSED!") |
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} else if defender.HP > 0 { |
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game.SetStatus(fmt.Sprintf("HIT %d damage", damage)) |
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} else { |
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game.SetStatus("DEAD!") |
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} |
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} |
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func (game *Game) Attack(target Position) { |
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enemy, hit_enemy := game.Enemies[target] |
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if hit_enemy { |
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game.ApplyDamage(&game.Player, enemy) |
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game.ApplyDamage(enemy, &game.Player) |
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} |
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} |
@ -0,0 +1,40 @@ |
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package main |
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import ( |
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"github.com/gdamore/tcell/v2" |
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) |
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const ( |
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WALL = '#' |
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SPACE = '.' |
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PATH_LIMIT = 1000 |
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RENDER = true |
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SHOW_RENDER = false |
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SHOW_PATHS = false |
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HEARING_DISTANCE = 6 |
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) |
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type Map [][]rune |
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type Paths [][]int |
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type Position struct { |
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X int |
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Y int |
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} |
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type Enemy struct { |
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HP int |
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Pos Position |
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Damage int |
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} |
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type Game struct { |
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Screen tcell.Screen |
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Level Map |
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Paths Paths |
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Player Enemy |
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Status string |
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Width int |
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Height int |
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Enemies map[Position]*Enemy |
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} |
@ -0,0 +1,33 @@ |
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package main |
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import ( |
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"log" |
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"os" |
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"fmt" |
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"github.com/gdamore/tcell/v2" |
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) |
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var dbg *log.Logger |
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func DebugInit() { |
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out, err := os.Create("debug.log") |
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if err != nil { log.Fatal(err) } |
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dbg = log.New(out, "", log.LstdFlags) |
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} |
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func (game *Game) DrawPaths() { |
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for y, row := range game.Paths { |
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for x, path_num := range row { |
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if path_num == PATH_LIMIT { continue } |
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as_str := fmt.Sprintf("%x", path_num % 16) |
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style := tcell.StyleDefault.Foreground(tcell.ColorGray) |
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if path_num >= 0 && path_num <= 16 { |
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style = style.Reverse(true) |
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} |
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game.Screen.SetContent(x, y, rune(as_str[0]), nil, style) |
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} |
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} |
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} |
@ -0,0 +1,48 @@ |
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package main |
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import ( |
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"os" |
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"math/rand" |
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) |
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func NewGame(width int, height int) (*Game) { |
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var game Game |
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game.Width = width |
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game.Height = height |
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game.Enemies = make(map[Position]*Enemy) |
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game.Level = make(Map, height, height) |
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game.Paths = make(Paths, height, height) |
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game.Player = Enemy{20, Position{1,1}, 4} |
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return &game |
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} |
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func (game *Game) Exit() { |
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if RENDER { |
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game.Screen.Fini() |
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} |
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os.Exit(0) |
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} |
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func (game *Game) PlaceEnemies(places []Position) { |
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for _, pos := range places { |
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if rand.Int() % 2 == 0 { |
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game.Enemies[pos] = &Enemy{10, pos, 4} |
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} |
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} |
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} |
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func (game *Game) Restart() { |
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game.SetStatus("YOU DIED! Try again.") |
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game.Player.HP = 20 |
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game.Player.Pos = Position{1,1} |
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clear(game.Enemies) |
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game.FillPaths(game.Paths, PATH_LIMIT) |
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game.FillMap(game.Level, '#') |
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game.Render() |
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} |
@ -0,0 +1,15 @@ |
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module MY/gorogue |
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go 1.25.1 |
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require github.com/gdamore/tcell/v2 v2.9.0 |
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require ( |
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github.com/gdamore/encoding v1.0.1 // indirect |
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github.com/lucasb-eyer/go-colorful v1.2.0 // indirect |
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github.com/mattn/go-runewidth v0.0.16 // indirect |
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github.com/rivo/uniseg v0.4.7 // indirect |
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golang.org/x/sys v0.35.0 // indirect |
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golang.org/x/term v0.34.0 // indirect |
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golang.org/x/text v0.28.0 // indirect |
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) |
@ -0,0 +1,48 @@ |
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github.com/gdamore/encoding v1.0.1 h1:YzKZckdBL6jVt2Gc+5p82qhrGiqMdG/eNs6Wy0u3Uhw= |
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github.com/gdamore/encoding v1.0.1/go.mod h1:0Z0cMFinngz9kS1QfMjCP8TY7em3bZYeeklsSDPivEo= |
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github.com/gdamore/tcell/v2 v2.9.0 h1:N6t+eqK7/xwtRPwxzs1PXeRWnm0H9l02CrgJ7DLn1ys= |
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github.com/gdamore/tcell/v2 v2.9.0/go.mod h1:8/ZoqM9rxzYphT9tH/9LnunhV9oPBqwS8WHGYm5nrmo= |
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github.com/lucasb-eyer/go-colorful v1.2.0 h1:1nnpGOrhyZZuNyfu1QjKiUICQ74+3FNCN69Aj6K7nkY= |
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github.com/lucasb-eyer/go-colorful v1.2.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0= |
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github.com/mattn/go-runewidth v0.0.16 h1:E5ScNMtiwvlvB5paMFdw9p4kSQzbXFikJ5SQO6TULQc= |
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github.com/mattn/go-runewidth v0.0.16/go.mod h1:Jdepj2loyihRzMpdS35Xk/zdY8IAYHsh153qUoGf23w= |
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github.com/rivo/uniseg v0.2.0/go.mod h1:J6wj4VEh+S6ZtnVlnTBMWIodfgj8LQOQFoIToxlJtxc= |
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github.com/rivo/uniseg v0.4.7 h1:WUdvkW8uEhrYfLC4ZzdpI2ztxP1I582+49Oc5Mq64VQ= |
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github.com/rivo/uniseg v0.4.7/go.mod h1:FN3SvrM+Zdj16jyLfmOkMNblXMcoc8DfTHruCPUcx88= |
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github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY= |
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golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w= |
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golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc= |
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golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4= |
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golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs= |
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golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s= |
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golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg= |
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golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c= |
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golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs= |
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golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM= |
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golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM= |
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golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM= |
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golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY= |
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golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs= |
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golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg= |
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golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg= |
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golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg= |
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golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg= |
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golang.org/x/sys v0.35.0 h1:vz1N37gP5bs89s7He8XuIYXpyY0+QlsKmzipCbUtyxI= |
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golang.org/x/sys v0.35.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k= |
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golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo= |
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golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8= |
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golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k= |
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golang.org/x/term v0.34.0 h1:O/2T7POpk0ZZ7MAzMeWFSg6S5IpWd/RXDlM9hgM3DR4= |
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golang.org/x/term v0.34.0/go.mod h1:5jC53AEywhIVebHgPVeg0mj8OD3VO9OzclacVrqpaAw= |
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golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ= |
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golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ= |
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golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ= |
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golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8= |
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golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU= |
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golang.org/x/text v0.28.0 h1:rhazDwis8INMIwQ4tpjLDzUhx6RlXqZNPEM0huQojng= |
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golang.org/x/text v0.28.0/go.mod h1:U8nCwOR8jO/marOQ0QbDiOngZVEBB7MAiitBuMjXiNU= |
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golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ= |
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golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo= |
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golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc= |
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golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU= |
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golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0= |
@ -0,0 +1,28 @@ |
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package main |
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func main() { |
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DebugInit() |
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game := NewGame(27, 17) |
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game.InitScreen() |
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for { |
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game.NewMap() |
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dead_ends := game.NewMaze() |
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game.PlaceEnemies(dead_ends) |
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game.Render() |
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for game.HandleEvents() && game.Player.HP > 0 { |
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game.EnemyDeath() |
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game.CalculatePaths() |
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game.EnemyPathing() |
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game.Render() |
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} |
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if game.Player.HP <= 0 { |
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game.Restart() |
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} else { |
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game.Exit() |
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} |
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} |
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} |
@ -0,0 +1,54 @@ |
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package main |
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import ( |
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"slices" |
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) |
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func compass(near Position, offset int) []Position { |
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return []Position{ |
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Position{near.X, near.Y - offset}, |
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Position{near.X, near.Y + offset}, |
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Position{near.X + offset, near.Y}, |
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Position{near.X - offset, near.Y}, |
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} |
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} |
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func (game *Game) CloneMap() Map { |
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// this is a shallow copy though
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new_map := slices.Clone(game.Level) |
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for i, row := range new_map { |
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// this makes sure the row is an actual copy
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new_map[i] = slices.Clone(row) |
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} |
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return new_map |
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} |
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func (game *Game) Inbounds(pos Position, offset int) bool { |
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return pos.X >= offset && |
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pos.X < game.Width - offset && |
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pos.Y >= offset && |
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pos.Y < game.Height - offset |
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} |
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func (game *Game) Occupied(pos Position) bool { |
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_, is_enemy := game.Enemies[pos] |
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is_player := pos == game.Player.Pos |
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// Inbounds comes first to prevent accessing level with bad x,y
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return !game.Inbounds(pos, 1) || |
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game.Level[pos.Y][pos.X] == WALL || |
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is_enemy || |
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is_player |
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} |
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func (game *Game) FillMap(target Map, setting rune) { |
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for y := 0 ; y < game.Height; y++ { |
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target[y] = slices.Repeat([]rune{setting}, game.Width) |
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} |
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} |
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func (game *Game) NewMap() { |
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game.FillMap(game.Level, '#') |
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} |
@ -0,0 +1,68 @@ |
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package main |
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import ( |
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"math/rand" |
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"time" |
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) |
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func (game *Game) HuntNext(on *Position, found *Position) bool { |
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for y := 1; y < game.Height ; y += 2 { |
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for x := 1; x < game.Width ; x += 2 { |
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if game.Level[y][x] != WALL { |
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continue |
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} |
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neighbors := game.Neighbors(Position{x, y}) |
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for _, pos := range neighbors { |
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if game.Level[pos.Y][pos.X] == SPACE { |
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*on = Position{x, y} |
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*found = pos |
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return true |
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} |
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} |
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} |
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} |
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return false |
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} |
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func (game *Game) HAKStep(from Position, to Position) { |
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game.Level[from.Y][from.X] = SPACE |
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row := (from.Y + to.Y) / 2 |
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col := (from.X + to.X) / 2 |
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game.Level[row][col] = SPACE |
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} |
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func (game *Game) NewMaze() []Position { |
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on := Position{1, 1} |
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found := Position{1,1} |
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dead_ends := make([]Position, 0) |
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for { |
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neighbors := game.NeighborWalls(on) |
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if len(neighbors) == 0 { |
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dead_ends = append(dead_ends, on) |
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if !game.HuntNext(&on, &found) { |
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break |
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} |
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game.HAKStep(on, found) |
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} else { |
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rand_neighbor := rand.Int() % len(neighbors) |
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nb := neighbors[rand_neighbor] |
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game.HAKStep(nb, on) |
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on = nb |
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} |
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if SHOW_RENDER { |
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game.Render() |
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time.Sleep(50 * time.Millisecond) |
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} |
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} |
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return dead_ends |
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} |
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package main |
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func (game *Game) MoveEnemy(from Position, to Position) { |
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enemy, ok := game.Enemies[from] |
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if !ok { dbg.Fatal("no enemy at", from, "wtf") } |
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delete(game.Enemies, from) |
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game.Enemies[to] = enemy |
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} |
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func (game *Game) MovePlayer(x_delta int, y_delta int) { |
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target := Position{ |
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game.Player.Pos.X + x_delta, |
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game.Player.Pos.Y + y_delta, |
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} |
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if game.Occupied(target) { |
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game.Attack(target) |
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} else { |
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game.Player.Pos = target |
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} |
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} |
@ -0,0 +1,122 @@ |
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package main |
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|
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import ( |
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"slices" |
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) |
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func (game *Game) FillPaths(target Paths, setting int) { |
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for y := 0 ; y < game.Height; y++ { |
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target[y] = slices.Repeat([]int{setting}, game.Width) |
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} |
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} |
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func (game *Game) Neighbors(near Position) []Position { |
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result := make([]Position, 0, 4) |
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points := compass(near, 2) |
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for _, pos := range points { |
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if game.Inbounds(pos, 0) { |
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result = append(result, pos) |
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} |
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} |
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|
||||
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) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position { |
||||
points := compass(near, 1) |
||||
|
||||
for _, pos := range points { |
||||
// NOTE: if you also add !game.Occupied(pos.x, pos.y) it ????
|
||||
if closed[pos.Y][pos.X] == SPACE { |
||||
closed[pos.Y][pos.X] = WALL |
||||
neighbors = append(neighbors, pos) |
||||
} |
||||
} |
||||
|
||||
return neighbors |
||||
} |
||||
|
||||
func (game *Game) CalculatePaths() { |
||||
in_grid := make([][]int, game.Height, game.Height) |
||||
game.FillPaths(in_grid, 1) |
||||
in_grid[game.Player.Pos.Y][game.Player.Pos.X] = 0 |
||||
|
||||
game.FillPaths(game.Paths, PATH_LIMIT) |
||||
closed := game.CloneMap() |
||||
starting_pixels := make([]Position, 0, 10) |
||||
open_pixels := make([]Position, 0, 10) |
||||
|
||||
counter := 0 |
||||
|
||||
for counter < game.Height * game.Width { |
||||
x := counter % game.Width |
||||
y := counter / game.Width |
||||
|
||||
if in_grid[y][x] == 0 { |
||||
game.Paths[y][x] = 0 |
||||
closed[y][x] = WALL |
||||
starting_pixels = append(starting_pixels, Position{x, y}) |
||||
} |
||||
|
||||
counter += 1 |
||||
} |
||||
|
||||
for _, pos := range starting_pixels { |
||||
open_pixels = game.PathAddNeighbors(open_pixels, closed, pos) |
||||
} |
||||
|
||||
counter = 1 |
||||
for counter < PATH_LIMIT && len(open_pixels) > 0 { |
||||
next_open := make([]Position, 0, 10) |
||||
for _, pos := range open_pixels { |
||||
game.Paths[pos.Y][pos.X] = counter |
||||
next_open = game.PathAddNeighbors(next_open, closed, pos) |
||||
} |
||||
open_pixels = next_open |
||||
counter += 1 |
||||
} |
||||
|
||||
for _, pos := range open_pixels { |
||||
game.Paths[pos.Y][pos.X] = counter |
||||
} |
||||
} |
||||
|
||||
func (game *Game) EnemyPathing() { |
||||
for enemy_at, _ := range game.Enemies { |
||||
// get the four directions
|
||||
dirs := compass(enemy_at, 1) |
||||
|
||||
// sort by closest path number
|
||||
slices.SortFunc(dirs, func(a Position, b Position) int { |
||||
return game.Paths[a.Y][a.X] - game.Paths[b.Y][b.X] |
||||
}) |
||||
|
||||
// 0 dir is now the best direction
|
||||
move_to := dirs[0] |
||||
|
||||
// can we hear the player? occupied?
|
||||
can_hear := game.Paths[move_to.Y][move_to.X] < HEARING_DISTANCE |
||||
occupied := game.Occupied(move_to) |
||||
|
||||
if can_hear && !occupied { |
||||
// move the enemy in the best direction
|
||||
game.MoveEnemy(enemy_at, move_to) |
||||
} |
||||
} |
||||
} |
@ -0,0 +1,122 @@ |
||||
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() |
||||
|
||||
if SHOW_PATHS { |
||||
game.DrawPaths() |
||||
} |
||||
|
||||
game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow) |
||||
|
||||
for pos, _ := range game.Enemies { |
||||
game.DrawEntity('G', pos, tcell.ColorRed) |
||||
} |
||||
|
||||
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 |
||||
} |
Loading…
Reference in new issue