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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curse-you-go-rogue/main.go

247 lines
4.7 KiB

package main
import (
"os"
"log"
"math/rand"
"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) 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, 4)
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 _, at := range neighbors {
cell := game.level[at.y][at.x]
if cell == WALL {
result = append(result, at)
}
}
return result
}
func (game *Game) FindCoord() []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{Position{x, y}, pos}
}
}
}
}
return 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)
next_guess := game.FindCoord()
if next_guess == nil { break }
on = next_guess[0]
found := next_guess[1]
game.level[on.y][on.x] = SPACE
row := (on.y + found.y) / 2
col := (on.x + found.x) / 2
game.level[row][col] = SPACE
} else {
rand_neighbor := rand.Int() % len(neighbors)
nb := neighbors[rand_neighbor]
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 = "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() {
out, err := os.Create("debug.log")
if err != nil { log.Fatal(err) }
dbg = log.New(out, "", log.LstdFlags)
game := MakeGame()
game.MakeMap(27,17)
game.Render()
for {
game.HandleEvents()
game.Render()
}
}