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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119 lines
2.3 KiB
119 lines
2.3 KiB
package main
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import (
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"log"
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"fmt"
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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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//// DRAWING
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func (game *Game) DrawText(x int, y int, text string) {
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for i, cell := range text {
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game.Screen.SetContent(x+i, y, cell, nil, tcell.StyleDefault)
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}
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}
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func (game *Game) DrawStatus() {
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game.DrawText(0, game.Height, game.Status)
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hp := fmt.Sprintf("HP: %d", game.Player.HP)
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game.DrawText(game.Width - len(hp), game.Height, hp)
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}
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func (game *Game) SetStatus(msg string) {
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game.Status = msg
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}
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func (game *Game) DrawEntity(symbol rune, pos Position, color tcell.Color) {
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style := tcell.StyleDefault.Bold(true).Foreground(color)
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game.Screen.SetContent(pos.X, pos.Y, symbol, nil, style)
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}
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func (game *Game) DrawMap() {
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gray := tcell.StyleDefault.Foreground(tcell.ColorGray)
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for y, line := range game.Level {
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for x, cell := range line {
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if cell == SPACE {
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game.Screen.SetContent(x, y, cell, nil, gray)
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} else {
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game.Screen.SetContent(x, y, cell, nil, tcell.StyleDefault)
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}
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}
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}
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}
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///// RENDERING
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func (game *Game) InitScreen() {
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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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// using log.Fatal instead of dbg.Fatal
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// because the screen isn't setup yet
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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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}
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func (game *Game) Render() {
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if !RENDER { return }
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game.Screen.Clear()
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game.DrawMap()
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game.DrawEntity('@', game.Player.Pos, tcell.ColorYellow)
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if SHOW_PATHS {
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game.DrawPaths()
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}
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for pos, _ := range game.Enemies {
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game.DrawEntity('G', pos, tcell.ColorRed)
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}
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game.DrawStatus()
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game.Screen.Show()
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}
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//// EVENTS
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func (game *Game) HandleKeys(ev *tcell.EventKey) bool {
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switch ev.Key() {
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case tcell.KeyEscape:
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return false
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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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return false
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}
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return true
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}
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func (game *Game) HandleEvents() bool {
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if !RENDER { return false }
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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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return game.HandleKeys(ev)
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}
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return true
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}
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