Next phase worked out, but had to move some stuff around in the final result as well.

master
Zed A. Shaw 3 days ago
parent 00647a20e1
commit f7fd04e8e0
  1. 39
      02_mazes_and_enemies/data.go
  2. 14
      02_mazes_and_enemies/debug.go
  3. 44
      02_mazes_and_enemies/game.go
  4. 367
      02_mazes_and_enemies/main.go
  5. 67
      02_mazes_and_enemies/map.go
  6. 83
      02_mazes_and_enemies/maze.go
  7. 13
      02_mazes_and_enemies/movement.go
  8. 118
      02_mazes_and_enemies/ui.go
  9. 13
      04_combat_multifile/map.go
  10. 15
      04_combat_multifile/maze.go
  11. 27
      04_combat_multifile/pathing.go

@ -0,0 +1,39 @@
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
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 +1,44 @@
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.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.FillMap(game.Level, '#')
game.Render()
}

@ -1,376 +1,17 @@
package main 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
)
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
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) Render() {
if !RENDER { return }
game.screen.Clear()
game.DrawMap()
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) 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.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) 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) 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) 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() { func main() {
out, err := os.Create("debug.log") DebugInit()
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
game := NewGame(27, 17) game := NewGame(27, 17)
game.InitScreen() game.InitScreen()
dead_ends := game.NewMap() game.NewMap()
dead_ends := game.NewMaze()
game.PlaceEnemies(dead_ends) game.PlaceEnemies(dead_ends)
game.Render() game.Render()
for game.HandleEvents() && game.player.hp > 0 { for game.HandleEvents() && game.Player.HP > 0 {
game.Render() game.Render()
} }

@ -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
}

@ -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
}

@ -0,0 +1,13 @@
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 +1,118 @@
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)
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
}

@ -52,3 +52,16 @@ func (game *Game) FillMap(target Map, setting rune) {
func (game *Game) NewMap() { func (game *Game) NewMap() {
game.FillMap(game.Level, '#') 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
}

@ -5,6 +5,21 @@ import (
"time" "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 { func (game *Game) HuntNext(on *Position, found *Position) bool {
for y := 1; y < game.Height ; y += 2 { for y := 1; y < game.Height ; y += 2 {
for x := 1; x < game.Width ; x += 2 { for x := 1; x < game.Width ; x += 2 {

@ -10,33 +10,6 @@ func (game *Game) FillPaths(target Paths, setting int) {
} }
} }
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) 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 { func (game *Game) PathAddNeighbors(neighbors []Position, closed Map, near Position) []Position {
points := compass(near, 1) points := compass(near, 1)

Loading…
Cancel
Save