Clean things up a little bit

This commit is contained in:
Brian Buller 2016-01-08 22:56:46 -06:00
parent 95919e67e7
commit 4c01c9b236
2 changed files with 93 additions and 32 deletions

View File

@ -4,6 +4,7 @@ import (
"fmt" "fmt"
"math" "math"
"math/rand" "math/rand"
"strconv"
"time" "time"
"gogs.bullercodeworks.com/brian/termbox-util" "gogs.bullercodeworks.com/brian/termbox-util"
@ -61,6 +62,10 @@ func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
} }
if event.Key == termbox.KeySpace { if event.Key == termbox.KeySpace {
screen.Bullet.init(p) screen.Bullet.init(p)
if p.projSpeed <= 5 {
//screen.Bullet.angle = 270
//screen.Bullet.speed = 8
}
screen.animating = true screen.animating = true
screen.GameMode = modeRun screen.GameMode = modeRun
} else if event.Key == termbox.KeyArrowLeft || event.Ch == 'a' { } else if event.Key == termbox.KeyArrowLeft || event.Ch == 'a' {
@ -83,7 +88,6 @@ func (screen *mainScreen) performLayout(style style) {
screen.gravity = float64(-9.81) screen.gravity = float64(-9.81)
b := projectile{gravity: screen.gravity} b := projectile{gravity: screen.gravity}
screen.Bullet = &b screen.Bullet = &b
// TODO: Reset Buildings
screen.Buildings = []building{} screen.Buildings = []building{}
// Create a random seed (from time) // Create a random seed (from time)
seed := fmt.Sprintf("%d", time.Now().UnixNano()) seed := fmt.Sprintf("%d", time.Now().UnixNano())
@ -101,10 +105,11 @@ func (screen *mainScreen) performLayout(style style) {
case 2: case 2:
c = termbox.ColorBlue c = termbox.ColorBlue
} }
if ScreenWidth-(bldCity+w) < 5 { if ScreenWidth-(bldCity+w) < 5 {
w += ScreenWidth - (bldCity + w) w += ScreenWidth - (bldCity + w)
} }
b := building{startX: bldCity, width: w, height: h, color: c} b := building{startX: bldCity, width: w, height: h, color: c, windowsAt: screen.r.Intn(3)}
screen.Buildings = append(screen.Buildings, b) screen.Buildings = append(screen.Buildings, b)
bldCity += w bldCity += w
} }
@ -160,7 +165,7 @@ func (screen *mainScreen) update() {
} }
screen.GameMode = modeRunInput screen.GameMode = modeRunInput
} else { } else {
if screen.Bullet.x > 0 && screen.Bullet.x < ScreenWidth && screen.Bullet.y < ScreenHeight && screen.Bullet.y > -5000 { if screen.Bullet.x > 0 && screen.Bullet.x < ScreenWidth && screen.Bullet.y < ScreenHeight {
screen.Bullet.update() screen.Bullet.update()
// Check for collisions // Check for collisions
if screen.Player1.didCollide(screen.Bullet) { if screen.Player1.didCollide(screen.Bullet) {
@ -217,16 +222,20 @@ func (screen *mainScreen) drawScreen(style style) {
} else if screen.GameMode == modeRunInput { } else if screen.GameMode == modeRunInput {
// Draw inputs // Draw inputs
if screen.PlayerTurn == 1 { if screen.PlayerTurn == 1 {
angleText := fmt.Sprintf("Angle: %d", screen.Player1.projAngle) termboxUtil.DrawStringAtPoint(
speedText := fmt.Sprintf("Speed: %d", screen.Player1.projSpeed) "Angle: "+strconv.Itoa(screen.Player1.projAngle),
termboxUtil.DrawStringAtPoint(angleText, 0, 0, style.defaultFg, style.defaultBg) 0, 0, style.defaultFg, style.defaultBg)
termboxUtil.DrawStringAtPoint(speedText, 0, 1, style.defaultFg, style.defaultBg) termboxUtil.DrawStringAtPoint(
"Speed: "+strconv.Itoa(screen.Player1.projSpeed),
0, 1, style.defaultFg, style.defaultBg)
termboxUtil.DrawStringAtPoint("'space' to fire", 0, 2, style.defaultFg, style.defaultBg) termboxUtil.DrawStringAtPoint("'space' to fire", 0, 2, style.defaultFg, style.defaultBg)
} else { } else {
angleText := fmt.Sprintf("Angle: %d", screen.Player2.projAngle) termboxUtil.DrawStringAtPoint(
speedText := fmt.Sprintf("Speed: %d", screen.Player2.projSpeed) "Angle: "+strconv.Itoa(screen.Player2.projAngle),
termboxUtil.DrawStringAtPoint(angleText, ScreenWidth-11, 0, style.defaultFg, style.defaultBg) ScreenWidth-11, 0, style.defaultFg, style.defaultBg)
termboxUtil.DrawStringAtPoint(speedText, ScreenWidth-11, 1, style.defaultFg, style.defaultBg) termboxUtil.DrawStringAtPoint(
"Speed: "+strconv.Itoa(screen.Player2.projSpeed),
ScreenWidth-11, 1, style.defaultFg, style.defaultBg)
termboxUtil.DrawStringAtPoint("'space' to fire", ScreenWidth-15, 2, style.defaultFg, style.defaultBg) termboxUtil.DrawStringAtPoint("'space' to fire", ScreenWidth-15, 2, style.defaultFg, style.defaultBg)
} }
} }
@ -272,14 +281,21 @@ type projectile struct {
speed, angle int speed, angle int
gravity float64 gravity float64
launchTime time.Time launchTime time.Time
movingUp bool
} }
func (p *projectile) init(pl *player) { func (p *projectile) init(pl *player) {
p.launchTime = time.Now() p.launchTime = time.Now()
p.angle = pl.projAngle p.angle = pl.projAngle
p.speed = pl.projSpeed p.speed = pl.projSpeed
p.startX, p.startY = pl.GetClosestTrajectory() if p.speed <= 5 {
//p.startX, p.startY = pl.x+2, pl.y+2 p.angle = 270
p.speed = 10
p.startX = pl.x + 2
p.startY = pl.y - 5
} else {
p.startX, p.startY = pl.GetClosestTrajectory()
}
p.x = p.startX p.x = p.startX
p.y = p.startY p.y = p.startY
} }
@ -289,13 +305,19 @@ func (p *projectile) update() {
useSpeed := float64(p.speed) useSpeed := float64(p.speed)
useX, useY := float64(p.startX), float64(p.startY) useX, useY := float64(p.startX), float64(p.startY)
useA := degToRad(p.angle) useA := degToRad(p.angle)
lastY := p.y
p.x = int(useX + (useSpeed * math.Cos(useA) * tm)) p.x = int(useX + (useSpeed * math.Cos(useA) * tm))
p.y = int(useY + (useSpeed*math.Sin(useA)*tm - p.gravity*tm*tm/2)) p.y = int(useY + (useSpeed*math.Sin(useA)*tm - p.gravity*tm*tm/2))
p.movingUp = p.y < lastY
} }
func (p *projectile) draw() { func (p *projectile) draw() {
if p.y < 0 { if p.y < 0 {
termbox.SetCell(p.x, 0, '^', termbox.ColorYellow, termbox.ColorBlack) if p.movingUp {
termbox.SetCell(p.x, 0, '^', termbox.ColorYellow, termbox.ColorBlack)
} else {
termbox.SetCell(p.x, 0, 'v', termbox.ColorYellow, termbox.ColorBlack)
}
} else { } else {
termbox.SetCell(p.x, p.y, '0', termbox.ColorYellow, termbox.ColorBlack) termbox.SetCell(p.x, p.y, '0', termbox.ColorYellow, termbox.ColorBlack)
} }
@ -347,25 +369,35 @@ func (p *player) draw() {
termbox.SetCell(p.x+3, p.y, ' ', p.baseColor, p.baseColor) termbox.SetCell(p.x+3, p.y, ' ', p.baseColor, p.baseColor)
termbox.SetCell(p.x+4, p.y, ' ', p.baseColor, p.baseColor) termbox.SetCell(p.x+4, p.y, ' ', p.baseColor, p.baseColor)
// Now draw the arms // Now draw the target
if p.turn { if p.turn {
bulletHandX, bulletHandY := p.GetBulletHandPos() bulletHandX, bulletHandY := p.GetBulletHandPos()
termbox.SetCell(bulletHandX, bulletHandY, 'X', termbox.ColorRed|termbox.AttrBold, termbox.ColorBlack) if p.coordCollide(bulletHandX, bulletHandY) {
termbox.SetCell(bulletHandX, bulletHandY,
'!', termbox.ColorRed|termbox.AttrBold, termbox.ColorBlack)
} else {
termbox.SetCell(bulletHandX, bulletHandY,
'X', termbox.ColorRed|termbox.AttrBold, termbox.ColorBlack)
}
} }
} }
func (p *player) didCollide(pr *projectile) bool { func (p *player) coordCollide(x, y int) bool {
if pr.x >= p.x && pr.x <= p.x+4 { if x >= p.x && x <= p.x+4 {
return pr.y <= p.y && pr.y >= p.y-4 return y <= p.y && y >= p.y-4
} }
return false return false
} }
func (p *player) didCollide(pr *projectile) bool {
return p.coordCollide(pr.x, pr.y)
}
func (p *player) GetClosestTrajectory() (int, int) { func (p *player) GetClosestTrajectory() (int, int) {
// Find the spot closest to the player in a direct line with the target // Find the spot closest to the player in a direct line with the target
bHx, bHy := p.GetBulletHandPos() bHx, bHy := p.GetBulletHandPos()
gx, gy := p.x+2, p.y-2 gx, gy := p.x+2, p.y-2
for gx >= p.x && gx <= p.x+4 && gy >= p.y-4 && gy <= p.y { for p.coordCollide(gx, gy) {
if math.Abs(float64(bHx-gx)) > math.Abs(float64(bHy-gy)) { if math.Abs(float64(bHx-gx)) > math.Abs(float64(bHy-gy)) {
if bHx > gx { if bHx > gx {
gx++ gx++
@ -397,20 +429,36 @@ type building struct {
startX int startX int
width, height int width, height int
color termbox.Attribute color termbox.Attribute
windowsOn []int windowsAt int
} }
func (b *building) draw(x int) { func (b *building) draw(x int) {
for i := 0; i < b.height; i++ { for i := 0; i < b.height; i++ {
for j := 0; j < b.width; j++ { for j := 0; j < b.width; j++ {
c := b.color c := b.color
/* TODO: Windows if b.width%2 == 1 {
if i > 0 && i < b.height && j > 0 && j < b.width { // Individual windows
if i%2 == 1 && j%2 == 1 { if i > 0 && i < b.height-1 && j > 0 && j < b.width-1 {
c = termbox.ColorBlack if i%3 == b.windowsAt && j%2 == 1 {
if i%5 == b.windowsAt || j%5 == b.windowsAt || (i+j)%5 == b.windowsAt {
c = termbox.ColorYellow
} else {
c = termbox.ColorBlack
}
}
}
} else {
// Floor windows
if i > 0 && i < b.height-1 && j > 0 && j < b.width-1 {
if i%3 == b.windowsAt {
if i%4 == b.windowsAt {
c = termbox.ColorYellow
} else {
c = termbox.ColorBlack
}
}
} }
} }
*/
termbox.SetCell(x+j, ScreenHeight-i, ' ', c, c) termbox.SetCell(x+j, ScreenHeight-i, ' ', c, c)
} }
} }

View File

@ -1,6 +1,8 @@
package main package main
import ( import (
"strings"
"github.com/nsf/termbox-go" "github.com/nsf/termbox-go"
"gogs.bullercodeworks.com/brian/termbox-util" "gogs.bullercodeworks.com/brian/termbox-util"
) )
@ -12,6 +14,7 @@ type command struct {
type titleScreen struct { type titleScreen struct {
titleArt *termboxUtil.ASCIIArt titleArt *termboxUtil.ASCIIArt
directions *termboxUtil.ASCIIArt
menu *termboxUtil.Menu menu *termboxUtil.Menu
initialized bool initialized bool
} }
@ -20,9 +23,9 @@ func (screen *titleScreen) handleKeyPress(event termbox.Event) int {
if screen.menu.HandleKeyPress(event) { if screen.menu.HandleKeyPress(event) {
if screen.menu.IsDone() { if screen.menu.IsDone() {
selOpt := screen.menu.GetSelectedOption() selOpt := screen.menu.GetSelectedOption()
if selOpt.GetText() == "Exit" { if strings.Trim(selOpt.GetText(), " ") == "Exit" {
return exitScreenIndex return exitScreenIndex
} else if selOpt.GetText() == "New Game" { } else if strings.Trim(selOpt.GetText(), " ") == "New Game" {
screen.initialized = false screen.initialized = false
return mainScreenIndex return mainScreenIndex
} }
@ -49,7 +52,6 @@ func (screen *titleScreen) performLayout(style style) {
tmplt = append(tmplt, " ") tmplt = append(tmplt, " ")
tmplt = append(tmplt, " ") tmplt = append(tmplt, " ")
} }
defaultFg := style.defaultFg defaultFg := style.defaultFg
defaultBg := style.defaultBg defaultBg := style.defaultBg
screen.titleArt = termboxUtil.CreateASCIIArt(tmplt, 0, 0, defaultFg, defaultBg) screen.titleArt = termboxUtil.CreateASCIIArt(tmplt, 0, 0, defaultFg, defaultBg)
@ -60,13 +62,23 @@ func (screen *titleScreen) performLayout(style style) {
menuY := h/2 - 5 menuY := h/2 - 5
screen.menu = termboxUtil.CreateMenu("", screen.menu = termboxUtil.CreateMenu("",
[]string{"New Game", "Continue", "Exit"}, []string{
" New Game ",
" Exit "},
menuX, menuY, 20, 10, defaultFg, defaultBg, menuX, menuY, 20, 10, defaultFg, defaultBg,
) )
// TODO: Check if we have a suspended game // TODO: Check if we have a suspended game
screen.menu.SetOptionDisabled(1)
screen.menu.SetBordered(true)
screen.menu.EnableVimMode() screen.menu.EnableVimMode()
var directions []string
directions = append(directions, " Directions: ")
directions = append(directions, " Up/Down adjust Speed ")
directions = append(directions, " Left/Right adjust Angle ")
directions = append(directions, " Space to Fire ")
directions = append(directions, " W,A,S,D also work ")
screen.directions = termboxUtil.CreateASCIIArt(directions, 0, menuX+10, defaultFg, defaultBg)
screen.directions.Align(termboxUtil.AlignCenter, w)
screen.initialized = true screen.initialized = true
} }
} }
@ -76,4 +88,5 @@ func (screen *titleScreen) update() {}
func (screen *titleScreen) drawScreen(style style) { func (screen *titleScreen) drawScreen(style style) {
screen.titleArt.Draw() screen.titleArt.Draw()
screen.menu.Draw() screen.menu.Draw()
screen.directions.Draw()
} }