A Go version of the https://lcthw.dev/learn-code-the-hard-way/curseyou-python-rogue that makes a tiny Rogue in Go.
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121 lines
2.2 KiB
121 lines
2.2 KiB
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package main
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import (
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"os"
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"log"
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"github.com/gdamore/tcell/v2"
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"github.com/gdamore/tcell/v2/encoding"
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)
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type Game struct {
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screen tcell.Screen
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level []string
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player_x int
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player_y int
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}
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func (game *Game) Render() {
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var comb []rune
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game.screen.Clear()
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for y, line := range game.level {
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for x, cell := range line {
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game.screen.SetContent(x, y, cell, comb, tcell.StyleDefault)
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}
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}
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game.screen.SetContent(game.player_x, game.player_y, '@', comb, tcell.StyleDefault)
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game.screen.Show()
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}
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func (game *Game) Exit() {
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game.screen.Fini()
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os.Exit(0)
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}
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func (game *Game) Occupied(x int, y int) bool {
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return game.level[y][x] != '.'
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}
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func (game *Game) MovePlayer(x_delta int, y_delta int) {
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if !game.Occupied(game.player_x + x_delta, game.player_y + y_delta) {
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game.player_x += x_delta
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game.player_y += y_delta
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}
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}
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func (game *Game) HandleKeys(ev *tcell.EventKey) {
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switch ev.Key() {
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case tcell.KeyEscape:
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game.Exit()
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case tcell.KeyUp:
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game.MovePlayer(0, -1)
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case tcell.KeyDown:
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game.MovePlayer(0, 1)
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case tcell.KeyRight:
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game.MovePlayer(1, 0)
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case tcell.KeyLeft:
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game.MovePlayer(-1, 0)
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}
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switch ev.Rune() {
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case 'q':
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game.Exit()
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}
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}
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func (game *Game) HandleEvents() {
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switch ev := game.screen.PollEvent().(type) {
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case *tcell.EventResize:
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game.screen.Sync()
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case *tcell.EventKey:
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game.HandleKeys(ev)
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}
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}
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func MakeGame() (*Game) {
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var game Game
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var err error
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encoding.Register()
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game.screen, err = tcell.NewScreen()
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if err != nil { log.Fatal(err) }
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err = game.screen.Init()
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if err != nil { log.Fatal(err) }
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game.player_x = 1
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game.player_y = 1
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return &game
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}
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// This program just prints "Hello, World!". Press ESC to exit.
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func main() {
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game := MakeGame()
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game.level = []string{
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"###########################",
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"#...#.....................#",
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"#.###.#########.#########.#",
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"#.....#.......#...#.....#.#",
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"#######.#####.#####.###.#.#",
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"#.....#.#.......#...#...#.#",
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"#.###.#.#.....#.#.#.#.###.#",
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"#...#.#.#.....#.#.#.#.....#",
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"###.#.#.#.....#.#.#.#######",
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"#...#...#.....#...#.......#",
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"###########################",
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}
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game.Render()
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for {
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game.HandleEvents()
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game.Render()
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}
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}
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