package main import ( "os" "log" "fmt" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/encoding" ) var dbg *log.Logger const ( WALL = '#' SPACE = '.' RENDER = true ) 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 } 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) 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 { return game.level[y][x] != SPACE } func (game *Game) NewMap() { game.level = Map{ []rune("#################"), []rune("#.#...#.........#"), []rune("#.#.###.#.###.#.#"), []rune("#.#.....#...#.#.#"), []rune("#.#.#######.#.###"), []rune("#.#...#...#.#...#"), []rune("#.###.###...###.#"), []rune("#...#.......#...#"), []rune("#.#.#########...#"), []rune("#.#.............#"), []rune("#################"), } } 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.level = make(Map, height, height) game.player = Enemy{20, Position{1,1}, 4} return &game } func main() { out, err := os.Create("debug.log") if err != nil { log.Fatal(err) } dbg = log.New(out, "", log.LstdFlags) game := NewGame(17, 11) err := game.InitScreen() game.NewMap() game.Render() for game.HandleEvents() { game.Render() } game.Exit() }