Can now mostly make a maze map with rooms but the maps aren't fixed yet.

master
Zed A. Shaw 3 weeks ago
parent 0e3097a125
commit ba15feaaa8
  1. 2
      05_Bigger/game.go
  2. 2
      05_Bigger/maze.go
  3. 6
      06_MazeWorld/Makefile
  4. 45
      06_MazeWorld/combat.go
  5. 53
      06_MazeWorld/data.go
  6. 33
      06_MazeWorld/debug.go
  7. 100
      06_MazeWorld/game.go
  8. 15
      06_MazeWorld/go.mod
  9. 48
      06_MazeWorld/go.sum
  10. 26
      06_MazeWorld/main.go
  11. 67
      06_MazeWorld/map.go
  12. 331
      06_MazeWorld/maze.go
  13. 22
      06_MazeWorld/movement.go
  14. 94
      06_MazeWorld/pathing.go
  15. 123
      06_MazeWorld/ui.go

@ -75,7 +75,7 @@ func (game *Game) WorldGenerator() {
game.NewMap() game.NewMap()
// then use the dead_ends to create rooms // then use the dead_ends to create rooms
room_pos := game.AddRooms(dead_ends) room_pos := game.PlaceRooms(dead_ends)
// re-run the maze gen, and it'll work around the rooms // re-run the maze gen, and it'll work around the rooms
dead_ends = game.NewMaze() dead_ends = game.NewMaze()

@ -93,7 +93,7 @@ func (game *Game) PunchHole(pos Position, width int, height int) {
} }
} }
func (game *Game) AddRooms(dead_ends []Position) []Position { func (game *Game) PlaceRooms(dead_ends []Position) []Position {
for _, room := range dead_ends { for _, room := range dead_ends {
size := rand.Int() % 4 size := rand.Int() % 4

@ -0,0 +1,6 @@
build:
go build .
run: build
./gorogue

@ -0,0 +1,45 @@
package main
import (
"fmt"
"math/rand"
)
func (game *Game) EnemyDeath() {
is_dead := make([]Position, 0, len(game.Enemies))
for pos, enemy := range game.Enemies {
if enemy.HP < 0 {
is_dead = append(is_dead, pos)
}
}
for _, pos := range is_dead {
delete(game.Enemies, pos)
}
}
func (game *Game) ApplyDamage(attacker *Thing, defender *Thing) {
damage := rand.Int() % attacker.Damage
defender.HP -= damage
if damage == 0 {
game.SetStatus("MISSED!")
} else if defender.HP > 0 {
game.SetStatus(fmt.Sprintf("HIT %d damage", damage))
} else {
game.SetStatus("DEAD!")
}
}
func (game *Game) Attack(target Position) {
enemy, hit_enemy := game.Enemies[target]
loot, hit_loot := game.Loot[target]
if hit_enemy {
game.ApplyDamage(&game.Player, enemy)
game.ApplyDamage(enemy, &game.Player)
} else if hit_loot {
game.Player.HP += loot.Healing
delete(game.Loot, target)
}
}

@ -0,0 +1,53 @@
package main
import (
"github.com/gdamore/tcell/v2"
)
const (
WALL = '▒'
SPACE = ' '
PATH_LIMIT = 1000
RENDER = true
SHOW_RENDER = false
SHOW_PATHS = true
HEARING_DISTANCE = 6
ROOM_SIZE=4
)
type Map [][]rune
type Paths [][]int
type Position struct {
X int
Y int
}
type Thing struct {
HP int
Pos Position
Damage int
Healing int
}
type Room struct {
X int
Y int
Width int
Height int
}
type Game struct {
Screen tcell.Screen
Level Map
Paths Paths
Player Thing
Status string
Width int
Height int
DeadArea Room
Enemies map[Position]*Thing
Loot map[Position]*Thing
Rooms []Room
DeadEnds []Position
}

@ -0,0 +1,33 @@
package main
import (
"log"
"os"
"fmt"
"github.com/gdamore/tcell/v2"
)
var dbg *log.Logger
func DebugInit() {
out, err := os.Create("debug.log")
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
}
func (game *Game) DrawPaths() {
for y, row := range game.Paths {
for x, path_num := range row {
if path_num == PATH_LIMIT { continue }
as_str := fmt.Sprintf("%x", path_num % 16)
style := tcell.StyleDefault.Foreground(tcell.ColorGray)
if path_num >= 0 && path_num <= 16 {
style = style.Reverse(true)
}
game.Screen.SetContent(x, y, rune(as_str[0]), nil, style)
}
}
}

@ -0,0 +1,100 @@
package main
import (
"log"
"os"
"math/rand"
"fmt"
)
func NewGame(width int, height int) (*Game) {
var game Game
if width % 2 == 0 { log.Fatal("NewGame: width must be odd") }
if height % 2 == 0 {
log.Fatal("NewGame: height must be odd")
}
game.Width = width
game.Height = height
game.Enemies = make(map[Position]*Thing)
game.Loot = make(map[Position]*Thing)
game.Level = make(Map, height, height)
game.Paths = make(Paths, height, height)
game.Player = Thing{20, Position{1,1}, 4, 0}
return &game
}
func (game *Game) Exit() {
if RENDER {
game.Screen.Fini()
}
os.Exit(0)
}
func (game *Game) PlaceEnemies() {
for _, pos := range game.DeadEnds {
if rand.Int() % 2 == 0 {
enemy := new(Thing)
enemy.HP = 10
enemy.Pos = pos
enemy.Damage = 4
game.Enemies[pos] = enemy
}
}
}
func (game *Game) PlaceLoot() {
for _, pos := range game.DeadEnds {
if !game.Occupied(pos) {
loot := new(Thing)
loot.Healing = 10
game.Loot[pos] = loot
}
}
}
func (game *Game) Restart() {
game.SetStatus("YOU DIED! Try again.")
game.Player.HP = 20
game.Player.Pos = Position{1,1}
clear(game.Enemies)
game.FillPaths(game.Paths, PATH_LIMIT)
game.NewMap()
game.Render()
}
func (game *Game) WorldGenerator() {
// clear the map to all '#'
game.NewMap()
// first generate a maze to get dead ends
game.NewMaze()
// this clears the previous map
game.NewMap()
game.SetDeadArea(3)
// create random rooms
game.RandomizeRooms(ROOM_SIZE)
// then use the dead_ends to create rooms
game.PlaceRooms()
// re-run the maze gen, and it'll work around the rooms
game.NewMaze()
// validate the map
if !game.Validate() {
fmt.Println("BAD MAP")
os.Exit(1)
}
// finally place enemies inside the rooms
game.PlaceEnemies()
game.PlaceLoot()
}

@ -0,0 +1,15 @@
module MY/gorogue
go 1.25.1
require github.com/gdamore/tcell/v2 v2.9.0
require (
github.com/gdamore/encoding v1.0.1 // indirect
github.com/lucasb-eyer/go-colorful v1.2.0 // indirect
github.com/mattn/go-runewidth v0.0.16 // indirect
github.com/rivo/uniseg v0.4.7 // indirect
golang.org/x/sys v0.35.0 // indirect
golang.org/x/term v0.34.0 // indirect
golang.org/x/text v0.28.0 // indirect
)

@ -0,0 +1,48 @@
github.com/gdamore/encoding v1.0.1 h1:YzKZckdBL6jVt2Gc+5p82qhrGiqMdG/eNs6Wy0u3Uhw=
github.com/gdamore/encoding v1.0.1/go.mod h1:0Z0cMFinngz9kS1QfMjCP8TY7em3bZYeeklsSDPivEo=
github.com/gdamore/tcell/v2 v2.9.0 h1:N6t+eqK7/xwtRPwxzs1PXeRWnm0H9l02CrgJ7DLn1ys=
github.com/gdamore/tcell/v2 v2.9.0/go.mod h1:8/ZoqM9rxzYphT9tH/9LnunhV9oPBqwS8WHGYm5nrmo=
github.com/lucasb-eyer/go-colorful v1.2.0 h1:1nnpGOrhyZZuNyfu1QjKiUICQ74+3FNCN69Aj6K7nkY=
github.com/lucasb-eyer/go-colorful v1.2.0/go.mod h1:R4dSotOR9KMtayYi1e77YzuveK+i7ruzyGqttikkLy0=
github.com/mattn/go-runewidth v0.0.16 h1:E5ScNMtiwvlvB5paMFdw9p4kSQzbXFikJ5SQO6TULQc=
github.com/mattn/go-runewidth v0.0.16/go.mod h1:Jdepj2loyihRzMpdS35Xk/zdY8IAYHsh153qUoGf23w=
github.com/rivo/uniseg v0.2.0/go.mod h1:J6wj4VEh+S6ZtnVlnTBMWIodfgj8LQOQFoIToxlJtxc=
github.com/rivo/uniseg v0.4.7 h1:WUdvkW8uEhrYfLC4ZzdpI2ztxP1I582+49Oc5Mq64VQ=
github.com/rivo/uniseg v0.4.7/go.mod h1:FN3SvrM+Zdj16jyLfmOkMNblXMcoc8DfTHruCPUcx88=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.35.0 h1:vz1N37gP5bs89s7He8XuIYXpyY0+QlsKmzipCbUtyxI=
golang.org/x/sys v0.35.0/go.mod h1:BJP2sWEmIv4KK5OTEluFJCKSidICx8ciO85XgH3Ak8k=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/term v0.34.0 h1:O/2T7POpk0ZZ7MAzMeWFSg6S5IpWd/RXDlM9hgM3DR4=
golang.org/x/term v0.34.0/go.mod h1:5jC53AEywhIVebHgPVeg0mj8OD3VO9OzclacVrqpaAw=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.14.0/go.mod h1:18ZOQIKpY8NJVqYksKHtTdi31H5itFRjB5/qKTNYzSU=
golang.org/x/text v0.28.0 h1:rhazDwis8INMIwQ4tpjLDzUhx6RlXqZNPEM0huQojng=
golang.org/x/text v0.28.0/go.mod h1:U8nCwOR8jO/marOQ0QbDiOngZVEBB7MAiitBuMjXiNU=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

@ -0,0 +1,26 @@
package main
func main() {
DebugInit()
game := NewGame(41, 41)
game.InitScreen()
for {
game.WorldGenerator()
game.Render()
for game.HandleEvents() && game.Player.HP > 0 {
game.EnemyDeath()
game.ComputePaths(game.Player.Pos.X, game.Player.Pos.Y)
game.EnemyPathing()
game.Render()
}
if game.Player.HP <= 0 {
game.Restart()
} else {
game.Exit()
}
}
}

@ -0,0 +1,67 @@
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_enemy := game.Enemies[pos]
_, is_loot := game.Loot[pos]
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_enemy || is_loot || 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) Neighbors(near Position) []Position {
result := make([]Position, 0, 4)
points := Compass(near, 2)
for _, pos := range points {
if game.Inbounds(pos, 0) {
result = append(result, pos)
}
}
return result
}
func (game *Game) NewMap() {
game.FillMap(game.Level, WALL)
}

@ -0,0 +1,331 @@
package main
import (
"math/rand"
"time"
"log"
"fmt"
)
func (room *Room) Overlaps(other Room) bool {
// other left > this right == other too far right
return !( other.X > room.X + room.Width ||
// other right < this left == other too far left
other.X + other.Width < room.X ||
// other top > this bottom == too far below
other.Y > room.Y + room.Height ||
// other bottom < this top == too far above
other.Y + other.Height < room.Y)
}
func (room *Room) Contains(at Position) bool {
return at.X >= room.X &&
at.X <= room.X + room.Width -1 &&
at.Y >= room.Y &&
at.Y <= room.Y + room.Height - 1
}
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) HuntNext(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) NewMaze() []Position {
on := Position{1, 1}
found := Position{1,1}
game.DeadEnds = make([]Position, 0)
game.Rooms = make([]Room, 0)
for {
neighbors := game.NeighborWalls(on)
if len(neighbors) == 0 {
game.DeadEnds = append(game.DeadEnds, on)
if !game.HuntNext(&on, &found) {
break
}
game.HAKStep(on, found)
} else {
rand_neighbor := rand.Int() % len(neighbors)
nb := neighbors[rand_neighbor]
game.HAKStep(nb, on)
on = nb
}
if SHOW_RENDER {
game.Render()
time.Sleep(50 * time.Millisecond)
}
}
return game.DeadEnds
}
func (game *Game) RoomShouldExist(room Room) bool {
// 1 offset means it won't be on the perimeter
top_left := Position{room.X - 1, room.Y - 1}
bottom_right := Position{room.X + room.Width + 2, room.Y + room.Height + 2}
// range of 2 so it's not at the perimeter
if !game.Inbounds(top_left, 2) ||
!game.Inbounds(bottom_right, 2) {
return false
}
// if it overlaps a game.NoRoomRegion then false
if(room.Overlaps(game.DeadArea)) {
return false
}
// if this room overlaps any other room then false
for _, other := range game.Rooms {
if room == other {
continue
}
if room.Overlaps(other) {
return false
}
}
return true;
}
func room_sweetspot(width int, room_size int) int {
if width < 20 {
return 4
} else if width < 30 {
return width / room_size / 2
} else if width < 50 {
return width / room_size
} else {
return width / 2
}
}
func (game *Game) RandomizeRooms(room_size int) {
// need to put dead ends in game or a map struct
rand.Shuffle(len(game.DeadEnds), func(i, j int) {
game.DeadEnds[i], game.DeadEnds[j] = game.DeadEnds[j], game.DeadEnds[i]
})
// shuffle the dead ends
max_rooms := room_sweetspot(game.Width, room_size)
fmt.Println("max_rooms", max_rooms)
for _, at := range game.DeadEnds {
// avoid dead ends near edge
if !game.Inbounds(at, 2) { continue }
// quit after max_rooms
if len(game.Rooms) > max_rooms {
break
}
// get the room corners
corners := []Position{
Position{at.X, at.Y}, // top left
Position{at.X - room_size + 1, at.Y}, // top right
Position{at.X - room_size + 1, at.Y - room_size + 1}, // bottom right
Position{at.X, at.Y - room_size + 1}, // bottom left
}
// randomly select starting corner
rand.Shuffle(len(corners), func(i, j int) {
corners[i], corners[j] = corners[j], corners[i]
})
// for each possible starting corner
for _, corner := range corners {
room := Room{corner.X, corner.Y, room_size, room_size}
// if the room is good/should exist
if game.RoomShouldExist(room) {
// add it to the room list
game.Rooms = append(game.Rooms, room)
}
}
}
}
func (game *Game) Clear() {
game.FillMap(game.Level, WALL);
}
func (game *Game) PunchHole(pos Position, width int, height int) {
for y := pos.Y; y < pos.Y + height; y++ {
for x := pos.X; x < pos.X + width; x++ {
game.Level[y][x] = SPACE
}
}
}
func (game *Game) PlaceRooms() {
// switch from using game.DeadEnds to using the rooms list
for _, room := range game.Rooms {
game.PunchHole(Position{room.X, room.Y}, room.Width, room.Height)
if SHOW_RENDER { game.Render() }
}
}
func (game *Game) RemoveDeadEnds() {
// for each point at dead end
// compass to find open space
// remove the opposite wall from the space
}
func (game *Game) Enclose() {
// might need the perimeter from shapes
// basically just go around the perimeter and fill in with walls
}
func (game *Game) Repair() {
}
func (game *Game) ValidDoor(x int, y int) {
// door is valid if north/south xor east/west is open
}
func (game *Game) PlaceDoors() {
for _, room := range game.Rooms {
fmt.Println(room)
// go through all the rooms, punch out doors, find longest path
// computer longest path from room as a test
// can't path out so make a hole
// walk the perimeter
// if it's a wall and it's a valid door location
// make it a door
// recomputer the longest path
// if it's greater than the best_longest
// record as best door and best_longest
// if best_longest is good then done
// should now have a door with the longest path
}
}
func (game *Game) Validate() bool {
// walk the perimeter and
// if a dead end is there then not valid
// if a door is there not valid
// if any part is not a wall, not valid
// if we have multiple rooms then confirm none overlap
if len(game.Rooms) > 1 {
for _, room := range game.Rooms {
if !game.RoomShouldExist(room) {
return false
}
}
}
var from Position
// pick a random room
if len(game.Rooms) > 0 {
room := game.Rooms[0]
from = Position{room.X, room.Y}
} else if len(game.DeadEnds) > 0 {
from = game.DeadEnds[0]
} else {
log.Println("Invalid map, doesn't have rooms or dead ends.")
return false
}
// compute paths to the room
game.ComputePaths(from.X, from.Y)
// search the map for a space value that's also a path limit in Paths
for y := 0; y < game.Height; y++ {
for x := 0; x < game.Width; x++ {
if game.Level[y][x] == SPACE &&
game.Paths[y][x] == PATH_LIMIT {
// that means the map is not pathable, not valid
return false
}
}
}
// all good valid
return true
}
func (game *Game) SetDeadArea(size int) {
x := game.Width / 2;
y := game.Height / 2;
game.DeadArea = Room{
x - size,
y - size,
size * 2 + 1,
size * 2 + 1,
}
fmt.Println("room", game.DeadArea)
r := game.DeadArea
game.PunchHole(Position{r.X, r.Y}, r.Width, r.Height)
}
////////// SCRIPT and SHAPES
func (game *Game) OpenBox(outer_size int) {
// get the center x/y
// compensate for the box's border
outer_size++
// get the x,y/width,height for the outerbox
// walk the perimeter
// running compass around it
// if there's a dead end then punch that out and break
}

@ -0,0 +1,22 @@
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.Attack(target)
} else {
game.Player.Pos = target
}
}
func (game *Game) MoveEnemy(from Position, to Position) {
enemy, ok := game.Enemies[from]
if !ok { dbg.Fatal("no enemy at", from, "wtf") }
delete(game.Enemies, from)
game.Enemies[to] = enemy
}

@ -0,0 +1,94 @@
package main
import (
"slices"
)
func (game *Game) FillPaths(target Paths, setting int) {
for y := 0 ; y < game.Height; y++ {
target[y] = slices.Repeat([]int{setting}, game.Width)
}
}
func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position {
points := Compass(near, 1)
for _, pos := range points {
if game.Inbounds(pos, 0) && closed[pos.Y][pos.X] == SPACE {
closed[pos.Y][pos.X] = WALL
neighbors = append(neighbors, pos)
}
}
return neighbors
}
func (game *Game) ComputePaths(x int, y int) {
in_grid := make([][]int, game.Height, game.Height)
game.FillPaths(in_grid, 1)
in_grid[y][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 +1,123 @@
package main
import (
"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("W: %d, HP: %d", game.Width, 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() {
if !RENDER {return }
var err error
encoding.Register()
game.Screen, err = tcell.NewScreen()
if err != nil { dbg.Fatal(err) }
err = game.Screen.Init()
if err != nil { dbg.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)
}
for pos, _ := range game.Loot {
game.DrawEntity('!', pos, tcell.ColorGreen)
}
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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