package main import ( "os" "log" "math/rand" "time" "strings" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/encoding" ) var dbg *log.Logger const ( WALL = '#' SPACE = '.' PATH_LIMIT = 1000 ) type Position struct { x int y int } type Game struct { screen tcell.Screen level [][]rune player Position status string width int height int } func (game *Game) Text(msg string) { var comb []rune for x, cell := range msg { game.screen.SetContent(x, game.height, cell, comb, tcell.StyleDefault) } } func (game *Game) Status(msg string) { game.status = msg } func (game *Game) Render() { var comb []rune game.screen.Clear() for y, line := range game.level { for x, cell := range line { game.screen.SetContent(x, y, cell, comb, tcell.StyleDefault) } } game.Text(game.status) game.screen.SetContent(game.player.x, game.player.y, '@', comb, tcell.StyleDefault) game.screen.Show() } func (game *Game) Exit() { game.screen.Fini() os.Exit(0) } func (game *Game) Occupied(x int, y int) bool { return game.level[y][x] != '.' || !game.Inbounds(Position{x, y}, 1) } func (game *Game) MovePlayer(x_delta int, y_delta int) { if !game.Occupied(game.player.x + x_delta, game.player.y + y_delta) { game.player.x += x_delta game.player.y += y_delta } } func (game *Game) HandleKeys(ev *tcell.EventKey) { switch ev.Key() { case tcell.KeyEscape: game.Exit() 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': game.Exit() } } func (game *Game) HandleEvents() { switch ev := game.screen.PollEvent().(type) { case *tcell.EventResize: game.screen.Sync() case *tcell.EventKey: game.HandleKeys(ev) } } func MakeGame(width int, height int) (*Game) { var game Game var err error encoding.Register() game.width = width game.height = height game.level = make([][]rune, height, height) game.screen, err = tcell.NewScreen() if err != nil { log.Fatal(err) } err = game.screen.Init() if err != nil { log.Fatal(err) } game.player = Position{1,1} 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 } game.Render() time.Sleep(50 * time.Millisecond) } return dead_ends } func (game *Game) ClearMap() { row := strings.Repeat("#", game.width) for y := 0 ; y < game.height; y++ { as_runes := []rune(strings.Clone(row)) game.level[y] = as_runes } } 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) 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) MakeMap() { game.ClearMap() dead_ends := game.HuntAndKill() game.ClearMap() game.AddRooms(dead_ends, 3) game.HuntAndKill() game.Status("FINISHED") } // This program just prints "Hello, World!". Press ESC to exit. func main() { out, err := os.Create("debug.log") if err != nil { log.Fatal(err) } dbg = log.New(out, "", log.LstdFlags) game := MakeGame(27, 17) game.MakeMap() game.Render() for { game.HandleEvents() game.Render() } }