diff --git a/03_pathing_enemies/data.go b/03_pathing_enemies/data.go new file mode 100644 index 0000000..928bca9 --- /dev/null +++ b/03_pathing_enemies/data.go @@ -0,0 +1,40 @@ +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 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 + Paths Paths + Player Enemy + Status string + Width int + Height int + Enemies map[Position]*Enemy +} diff --git a/03_pathing_enemies/debug.go b/03_pathing_enemies/debug.go new file mode 100644 index 0000000..1be0a2f --- /dev/null +++ b/03_pathing_enemies/debug.go @@ -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) + } + } +} diff --git a/03_pathing_enemies/game.go b/03_pathing_enemies/game.go new file mode 100644 index 0000000..5eb4dff --- /dev/null +++ b/03_pathing_enemies/game.go @@ -0,0 +1,48 @@ +package main + +import ( + "os" + "math/rand" +) + +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.Paths = make(Paths, height, height) + + game.Player = Enemy{20, Position{1,1}, 4} + + return &game +} + +func (game *Game) Exit() { + if RENDER { + game.Screen.Fini() + } + + os.Exit(0) +} + +func (game *Game) PlaceEnemies(places []Position) { + for _, pos := range places { + if rand.Int() % 2 == 0 { + game.Enemies[pos] = &Enemy{10, pos, 4} + } + } +} + +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.FillMap(game.Level, '#') + + game.Render() +} diff --git a/03_pathing_enemies/main.go b/03_pathing_enemies/main.go index a5d1477..0625366 100644 --- a/03_pathing_enemies/main.go +++ b/03_pathing_enemies/main.go @@ -1,518 +1,27 @@ - package main -import ( - "os" - "slices" - "log" - "fmt" - "math/rand" - "time" - "github.com/gdamore/tcell/v2" - "github.com/gdamore/tcell/v2/encoding" -) - -var dbg *log.Logger - -const ( - WALL = '#' - SPACE = '.' - PATH_LIMIT = 1000 - RENDER = true - SHOW_RENDER = false - SHOW_PATHS = true - HEARING_DISTANCE = 6 -) - -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 - paths Paths - player Enemy - status string - width int - height int - enemies map[Position]*Enemy -} - -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) 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) - } - } -} - -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() -} - -func (game *Game) Exit() { - if RENDER { - game.screen.Fini() - } - - os.Exit(0) -} - -func (game *Game) Occupied(x int, y int) bool { - pos := Position{x, y} - _, is_enemy := game.enemies[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[y][x] == WALL || - is_enemy || - is_player -} - -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) 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.enemies = make(map[Position]*Enemy) - - game.level = make(Map, height, height) - game.paths = make(Paths, height, height) - - game.player = Enemy{20, Position{1,1}, 4} - - return &game -} - -func compass(x int, y int, offset int) []Position { - return []Position{ - Position{x, y - offset}, - Position{x, y + offset}, - Position{x + offset, y}, - Position{ x - offset, y}, - } -} - -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) Neighbors(near Position) []Position { - result := make([]Position, 0, 4) - points := compass(near.x, near.y, 2) - - for _, pos := range points { - if game.Inbounds(pos, 0) { - result = append(result, pos) - } - } - - 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) FindCoord(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) HuntAndKill() []Position { - on := Position{1, 1} - found := Position{1,1} - - dead_ends := make([]Position, 0) - - for { - neighbors := game.NeighborWalls(on) - - if len(neighbors) == 0 { - dead_ends = append(dead_ends, on) - - if !game.FindCoord(&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 dead_ends -} - -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) FillPaths(target Paths, setting int) { - for y := 0 ; y < game.height; y++ { - target[y] = slices.Repeat([]int{setting}, game.width) - } -} - -func (game *Game) CarveRoom(pos Position, size int) { - // only use ones far enough inside - for y := pos.y - size; y < pos.y + size; y++ { - for x := pos.x - size; x < pos.x + size; x++ { - if game.Inbounds(Position{x, y}, 1) { - game.level[y][x] = SPACE - } - } - } -} - -func (game *Game) MoveEnemy(from Position, to Position) { - enemy, ok := game.enemies[from] - if !ok { log.Fatal("no enemy at", from, "wtf") } - - delete(game.enemies, from) - game.enemies[to] = enemy -} - -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) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position { - points := compass(near.x, near.y, 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) PathEnemies() { - 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) EnemyMovement() { - for enemy_at, _ := range game.enemies { - // get the four directions - dirs := compass(enemy_at.x, enemy_at.y, 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.x, move_to.y) - - if can_hear && !occupied { - // move the enemy in the best direction - game.MoveEnemy(enemy_at, move_to) - } - } -} - -func (game *Game) AddRooms(dead_ends []Position, size int) { - rand.Shuffle(len(dead_ends), func(i, j int) { - dead_ends[i], dead_ends[j] = dead_ends[j], dead_ends[i] - }) - - for _, pos := range dead_ends[0:4] { - rs := rand.Int() % size + 1 - game.CarveRoom(pos, rs) - } -} - -func (game *Game) NewMap() []Position { - game.FillMap(game.level, '#') - dead_ends := game.HuntAndKill() - - game.FillMap(game.level, '#') - game.AddRooms(dead_ends, game.height / 8) - - dead_ends = game.HuntAndKill() - - return dead_ends -} - -func (game *Game) PlaceEnemies(places []Position) { - for _, pos := range places { - if rand.Int() % 2 == 0 { - game.enemies[pos] = &Enemy{10, pos, 4} - } - } -} - func main() { - out, err := os.Create("debug.log") - if err != nil { log.Fatal(err) } - dbg = log.New(out, "", log.LstdFlags) + DebugInit() game := NewGame(27, 17) game.InitScreen() for { - dead_ends := game.NewMap() + game.NewMap() + dead_ends := game.NewMaze() game.PlaceEnemies(dead_ends) game.Render() - for game.HandleEvents() && game.player.hp > 0 { - game.PathEnemies() - game.EnemyMovement() + for game.HandleEvents() { + game.CalculatePaths() + game.EnemyPathing() game.Render() } - game.Exit() + if game.Player.HP <= 0 { + game.Restart() + } else { + game.Exit() + } } } diff --git a/03_pathing_enemies/map.go b/03_pathing_enemies/map.go new file mode 100644 index 0000000..7a2ff6e --- /dev/null +++ b/03_pathing_enemies/map.go @@ -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_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_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.FillMap(game.Level, '#') +} + +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 +} diff --git a/03_pathing_enemies/maze.go b/03_pathing_enemies/maze.go new file mode 100644 index 0000000..832d558 --- /dev/null +++ b/03_pathing_enemies/maze.go @@ -0,0 +1,83 @@ +package main + +import ( + "math/rand" + "time" +) + +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} + + dead_ends := make([]Position, 0) + + for { + neighbors := game.NeighborWalls(on) + + if len(neighbors) == 0 { + dead_ends = append(dead_ends, 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 dead_ends +} diff --git a/03_pathing_enemies/movement.go b/03_pathing_enemies/movement.go new file mode 100644 index 0000000..86c7b04 --- /dev/null +++ b/03_pathing_enemies/movement.go @@ -0,0 +1,21 @@ +package main + + +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 +} + +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/03_pathing_enemies/pathing.go b/03_pathing_enemies/pathing.go new file mode 100644 index 0000000..8b0320a --- /dev/null +++ b/03_pathing_enemies/pathing.go @@ -0,0 +1,95 @@ +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 { + // 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) + } + } +} diff --git a/03_pathing_enemies/ui.go b/03_pathing_enemies/ui.go new file mode 100644 index 0000000..4eeb0d2 --- /dev/null +++ b/03_pathing_enemies/ui.go @@ -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 +}