package main import ( "os" "log" "fmt" "time" "math/rand" "strings" "github.com/gdamore/tcell/v2" "github.com/gdamore/tcell/v2/encoding" ) 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) 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] != '.' } 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() (*Game) { var game Game var err error encoding.Register() game.screen, err = tcell.NewScreen() if err != nil { log.Fatal(err) } err = game.screen.Init() if err != nil { log.Fatal(err) } game.player.x = 1 game.player.y = 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) bool { return pos.x >= 0 && pos.x < game.width && pos.y >= 0 && pos.y < game.height } func (game *Game) Neighbors(near Position) []Position { result := make([]Position, 0) points := compass(near.x, near.y, 2) for _, pos := range points { if game.Inbounds(pos) { result = append(result, pos) } } return result } func (game *Game) NeighborWalls(pos Position) []Position { neighbors := game.Neighbors(pos) result := make([]Position, 0) for _, pos := range neighbors { if game.level[pos.y][pos.x] == WALL { result = append(result, pos) } } return result } func (game *Game) FindCoord() (*Position, *Position) { for y := 1; y < game.height ; y += 2 { for x := 1; x < game.width ; x += 2 { if game.level[y][x] != WALL { continue } found := game.Neighbors(Position{x, y}) for _, pos := range found { if game.level[pos.y][pos.x] == SPACE { return &Position{x, y}, &pos } } } } return nil, nil } func (game *Game) HuntAndKill() []Position { on := Position{1, 1} dead_ends := make([]Position, 0) for { neighbors := game.NeighborWalls(on) if len(neighbors) == 0 { dead_ends = append(dead_ends, on) on, found := game.FindCoord() if on == nil { break } game.level[on.y][on.x] = SPACE row := (on.y + found.y) / 2 col := (on.x + found.x) / 2 game.level[row][col] = SPACE game.status = fmt.Sprintf("DEAD END %d,%d", row, col) } else { nb := neighbors[rand.Int() % len(neighbors)] game.level[nb.y][nb.x] = SPACE row := (nb.y + on.y) / 2 col := (nb.x + on.x) / 2 game.level[row][col] = SPACE on = nb game.status = "HUNTING!" } game.Render() time.Sleep(200 * time.Millisecond) } game.status = "FINISHED" return dead_ends } func (game *Game) MakeMap(width int, height int) { game.width = width game.height = height row := strings.Repeat("#", width) for i := 0 ; i < height; i++ { as_runes := []rune(strings.Clone(row)) game.level = append(game.level, as_runes) } // this returns dead_ends game.HuntAndKill() } // This program just prints "Hello, World!". Press ESC to exit. func main() { game := MakeGame() game.MakeMap(27,17) game.Render() for { game.HandleEvents() game.Render() } }