Making progress
This commit is contained in:
parent
89f16d6351
commit
a19baf1c3b
2
main.go
2
main.go
@ -85,7 +85,7 @@ func mainLoop(style style) {
|
||||
if event.Key == termbox.KeyCtrlC {
|
||||
break
|
||||
}
|
||||
newScreenIndex = displayScreen.handleKeyEvent(event)
|
||||
newScreenIndex = displayScreen.handleKeyPress(event)
|
||||
if newScreenIndex < len(screens) {
|
||||
displayScreen = screens[newScreenIndex]
|
||||
} else if newScreenIndex == exitScreenIndex {
|
||||
|
@ -7,7 +7,7 @@ import (
|
||||
|
||||
// Screen TODO: Comment
|
||||
type Screen interface {
|
||||
handleKeyEvent(event termbox.Event) int
|
||||
handleKeyPress(event termbox.Event) int
|
||||
performLayout(style style)
|
||||
drawScreen(style style)
|
||||
update()
|
||||
|
375
screen_main.go
375
screen_main.go
@ -14,53 +14,90 @@ const (
|
||||
modeInit = iota
|
||||
modeRun
|
||||
modeRunInput
|
||||
modePause
|
||||
)
|
||||
|
||||
type player struct {
|
||||
x, y int
|
||||
projSpeed int
|
||||
projAngle int
|
||||
screen *mainScreen
|
||||
}
|
||||
|
||||
func (p *player) draw() {
|
||||
drawGopher(p.x, p.y, termbox.ColorCyan)
|
||||
}
|
||||
|
||||
type building struct {
|
||||
width, height int
|
||||
color termbox.Attribute
|
||||
windowsOn []int
|
||||
}
|
||||
|
||||
func (b *building) draw(x int) {
|
||||
// Fill
|
||||
for i := 0; i < b.height; i++ {
|
||||
for j := 0; j < b.width; j++ {
|
||||
c := b.color
|
||||
/*
|
||||
if i > 0 && i < b.height && j > 0 && j < b.width {
|
||||
if i%2 == 1 && j%2 == 1 {
|
||||
c = termbox.ColorBlack
|
||||
}
|
||||
}
|
||||
*/
|
||||
termbox.SetCell(x+j, ScreenHeight-i, ' ', c, c)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
type mainScreen struct {
|
||||
GameMode int
|
||||
PlayerTurn int
|
||||
tabIdx int
|
||||
Player1 player
|
||||
Player2 player
|
||||
Player1 *player
|
||||
Player2 *player
|
||||
Bullet *projectile
|
||||
Buildings []building
|
||||
PauseMenu *termboxUtil.Menu
|
||||
r *rand.Rand
|
||||
animating bool
|
||||
gravity float32
|
||||
}
|
||||
|
||||
func (screen *mainScreen) handleKeyEvent(event termbox.Event) int {
|
||||
func (screen *mainScreen) handleKeyPress(event termbox.Event) int {
|
||||
if event.Key == termbox.KeyEsc {
|
||||
if screen.GameMode != modePause {
|
||||
screen.GameMode = modePause
|
||||
} else {
|
||||
screen.GameMode = modeRun
|
||||
}
|
||||
}
|
||||
if screen.GameMode == modePause {
|
||||
screen.PauseMenu.HandleKeyPress(event)
|
||||
if screen.PauseMenu.IsDone() {
|
||||
selOpt := screen.PauseMenu.GetSelectedOption()
|
||||
if selOpt.GetText() == "Exit" {
|
||||
return exitScreenIndex
|
||||
} else if selOpt.GetText() == "Resume" {
|
||||
screen.GameMode = modeRun
|
||||
} else if selOpt.GetText() == "Restart" {
|
||||
//screen.GameMode = modeInit
|
||||
//return titleScreenIndex
|
||||
}
|
||||
}
|
||||
}
|
||||
if screen.GameMode == modeRunInput {
|
||||
if event.Key == termbox.KeySpace {
|
||||
if screen.PlayerTurn == 1 {
|
||||
screen.Bullet.angle = screen.Player1.projAngle
|
||||
screen.Bullet.speed = screen.Player1.projSpeed
|
||||
screen.Bullet.x, screen.Bullet.y = screen.Player1.GetBulletHandPos()
|
||||
} else {
|
||||
screen.Bullet.angle = 180 - screen.Player2.projAngle
|
||||
screen.Bullet.speed = screen.Player2.projSpeed
|
||||
screen.Bullet.x, screen.Bullet.y = screen.Player2.GetBulletHandPos()
|
||||
}
|
||||
screen.animating = true
|
||||
screen.GameMode = modeRun
|
||||
} else if event.Key == termbox.KeyArrowLeft || event.Ch == 'a' {
|
||||
if screen.PlayerTurn == 1 {
|
||||
if screen.Player1.projAngle < 180 {
|
||||
screen.Player1.projAngle++
|
||||
}
|
||||
} else {
|
||||
if screen.Player2.projAngle > 0 {
|
||||
screen.Player2.projAngle--
|
||||
}
|
||||
}
|
||||
} else if event.Key == termbox.KeyArrowRight || event.Ch == 'd' {
|
||||
if screen.PlayerTurn == 1 {
|
||||
if screen.Player1.projAngle > 0 {
|
||||
screen.Player1.projAngle--
|
||||
}
|
||||
} else {
|
||||
if screen.Player2.projAngle > 180 {
|
||||
screen.Player2.projAngle++
|
||||
}
|
||||
}
|
||||
} else if event.Key == termbox.KeyArrowUp || event.Ch == 'w' {
|
||||
if screen.PlayerTurn == 1 {
|
||||
screen.Player1.projSpeed++
|
||||
} else {
|
||||
screen.Player2.projSpeed++
|
||||
}
|
||||
} else if event.Key == termbox.KeyArrowDown || event.Ch == 's' {
|
||||
if screen.PlayerTurn == 1 {
|
||||
screen.Player1.projSpeed--
|
||||
} else {
|
||||
screen.Player2.projSpeed--
|
||||
}
|
||||
}
|
||||
}
|
||||
return mainScreenIndex
|
||||
}
|
||||
@ -68,14 +105,19 @@ func (screen *mainScreen) handleKeyEvent(event termbox.Event) int {
|
||||
func (screen *mainScreen) performLayout(style style) {
|
||||
var bldCity int
|
||||
if screen.GameMode == modeInit {
|
||||
b := projectile{}
|
||||
screen.Bullet = &b
|
||||
// TODO: Reset Buildings
|
||||
//screen.Buildings = []building{}
|
||||
// Create a random seed (from time)
|
||||
seed := fmt.Sprintf("%d", time.Now().UnixNano())
|
||||
r := rand.New(rand.NewSource(getSeedFromString(seed + "-world")))
|
||||
screen.r = rand.New(rand.NewSource(getSeedFromString(seed + "-world")))
|
||||
screen.PlayerTurn = screen.r.Intn(1) + 1
|
||||
for bldCity < ScreenWidth {
|
||||
w := r.Intn(8) + 5
|
||||
h := r.Intn(ScreenHeight-10) + 2
|
||||
w := screen.r.Intn(8) + 6
|
||||
h := screen.r.Intn(ScreenHeight-10) + 2
|
||||
var c termbox.Attribute
|
||||
switch r.Intn(3) {
|
||||
switch screen.r.Intn(3) {
|
||||
case 0:
|
||||
c = termbox.ColorRed
|
||||
case 1:
|
||||
@ -83,52 +125,65 @@ func (screen *mainScreen) performLayout(style style) {
|
||||
case 2:
|
||||
c = termbox.ColorBlue
|
||||
}
|
||||
if ScreenWidth-(bldCity+w) < 5 {
|
||||
w += ScreenWidth - (bldCity + w)
|
||||
}
|
||||
b := building{width: w, height: h, color: c}
|
||||
screen.Buildings = append(screen.Buildings, b)
|
||||
bldCity += w
|
||||
}
|
||||
// Player 1 should be on the first 1/3 of the screen
|
||||
p1x := r.Intn(ScreenWidth / 3)
|
||||
p1y := 0
|
||||
// Make sure that p1x is fully on a building
|
||||
// Find the building for the player's x
|
||||
var calcX int
|
||||
for i := range screen.Buildings {
|
||||
calcX += screen.Buildings[i].width
|
||||
if calcX > p1x {
|
||||
if calcX > p1x+5 {
|
||||
mv := (p1x + 5) - calcX
|
||||
p1x -= mv
|
||||
}
|
||||
p1y = ScreenHeight - screen.Buildings[i].height
|
||||
break
|
||||
}
|
||||
// Player 1 should be on the first 1/3 of the buildings
|
||||
bld := screen.r.Intn(len(screen.Buildings) / 3)
|
||||
p1x, p1y := screen.getRndPosForBuilding(bld)
|
||||
screen.Player1 = createPlayer(p1x, p1y)
|
||||
|
||||
// Player 2 should be on the third 1/3 of the buildings
|
||||
bld = screen.r.Intn(len(screen.Buildings)/3) + ((len(screen.Buildings) * 2) / 3)
|
||||
p2x, p2y := screen.getRndPosForBuilding(bld)
|
||||
if ScreenWidth-p2x < 5 {
|
||||
p2x, p2y = screen.getRndPosForBuilding(bld - 1)
|
||||
}
|
||||
screen.Player1 = player{x: p1x, y: p1y, screen: screen}
|
||||
// Player 2 should be on the third 1/3 of the screen
|
||||
p2x := r.Intn(ScreenWidth/3) + ((ScreenWidth * 2) / 3)
|
||||
p2y := 0
|
||||
for i := range screen.Buildings {
|
||||
calcX += screen.Buildings[i].width
|
||||
if calcX > p1x {
|
||||
if calcX > p2x+5 {
|
||||
mv := (p2x + 5) - calcX
|
||||
p2x -= mv
|
||||
}
|
||||
p2y = ScreenHeight - screen.Buildings[i].height
|
||||
break
|
||||
}
|
||||
}
|
||||
// Make sure that p2x is fully on a building
|
||||
screen.Player2 = player{x: p2x, y: p2y, screen: screen}
|
||||
screen.Player2 = createPlayer(p2x, p2y)
|
||||
|
||||
screen.PauseMenu = termboxUtil.CreateMenu("** GOPHER BATTLE **",
|
||||
[]string{"Resume", "Restart", "Exit"},
|
||||
(ScreenWidth/2)-11, (ScreenHeight/2)-3, 22, 6,
|
||||
style.defaultFg, style.defaultBg)
|
||||
screen.PauseMenu.SetBordered(true)
|
||||
screen.GameMode = modeRun
|
||||
}
|
||||
screen.GameMode = modeRun
|
||||
}
|
||||
|
||||
func createPlayer(px, py int) *player {
|
||||
p := player{x: px, y: py, projSpeed: 10, projAngle: 45, baseColor: termbox.ColorCyan}
|
||||
return &p
|
||||
}
|
||||
|
||||
// Trigger all updates
|
||||
func (screen *mainScreen) update() {
|
||||
if screen.GameMode == modeRun {
|
||||
|
||||
if !screen.animating {
|
||||
screen.GameMode = modeRunInput
|
||||
} else {
|
||||
if screen.Bullet.x > 0 && screen.Bullet.x < ScreenWidth {
|
||||
// Figure out where the bullet should move to based
|
||||
// on its angle and speed
|
||||
if screen.Bullet.angle < 35 {
|
||||
screen.Bullet.x++
|
||||
} else if screen.Bullet.angle < 90 {
|
||||
screen.Bullet.x++
|
||||
screen.Bullet.y++
|
||||
} else if screen.Bullet.angle < 125 {
|
||||
screen.Bullet.x--
|
||||
screen.Bullet.y--
|
||||
} else {
|
||||
screen.Bullet.x--
|
||||
}
|
||||
} else {
|
||||
// Bullet went off the sides of the screen
|
||||
screen.animating = false
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@ -145,25 +200,44 @@ func (screen *mainScreen) drawScreen(style style) {
|
||||
}
|
||||
if screen.GameMode == modeRun {
|
||||
// Draw Projectile(s)
|
||||
if screen.Bullet != nil {
|
||||
screen.Bullet.draw()
|
||||
}
|
||||
} else if screen.GameMode == modeRunInput {
|
||||
// Draw inputs
|
||||
if screen.PlayerTurn == 1 {
|
||||
termboxUtil.DrawStringAtPoint("Angle:", 0, 0, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint("Speed:", 0, 1, style.defaultFg, style.defaultBg)
|
||||
angleText := fmt.Sprintf("Angle: %d", screen.Player1.projAngle)
|
||||
speedText := fmt.Sprintf("Speed: %d", screen.Player1.projSpeed)
|
||||
termboxUtil.DrawStringAtPoint(angleText, 0, 0, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint(speedText, 0, 1, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint("'space' to fire", 0, 2, style.defaultFg, style.defaultBg)
|
||||
} else {
|
||||
termboxUtil.DrawStringAtPoint("Angle:", ScreenWidth-11, 0, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint("Speed:", ScreenWidth-11, 1, style.defaultFg, style.defaultBg)
|
||||
angleText := fmt.Sprintf("Angle: %d", screen.Player2.projAngle)
|
||||
speedText := fmt.Sprintf("Speed: %d", screen.Player2.projSpeed)
|
||||
termboxUtil.DrawStringAtPoint(angleText, ScreenWidth-11, 0, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint(speedText, ScreenWidth-11, 1, style.defaultFg, style.defaultBg)
|
||||
termboxUtil.DrawStringAtPoint("'space' to fire", ScreenWidth-15, 2, style.defaultFg, style.defaultBg)
|
||||
}
|
||||
}
|
||||
if screen.GameMode == modePause {
|
||||
// Draw the pause menu
|
||||
screen.PauseMenu.Draw()
|
||||
}
|
||||
}
|
||||
|
||||
func getNowTime() int {
|
||||
return int(time.Now().UnixNano())
|
||||
func (screen *mainScreen) getRndPosForBuilding(i int) (int, int) {
|
||||
retY := ScreenHeight - screen.Buildings[i].height
|
||||
bldStX := 0
|
||||
for idx := 0; idx < i; idx++ {
|
||||
bldStX += screen.Buildings[idx].width
|
||||
}
|
||||
retX := screen.r.Intn(screen.Buildings[i].width-5) + bldStX
|
||||
return retX, retY
|
||||
}
|
||||
|
||||
func getSeedFromString(seed string) int64 {
|
||||
// How does this algorithm work for string->seed generation?
|
||||
// ~\_(o.o)_/~
|
||||
// Does this algorithm work for string->seed generation?
|
||||
// ~\_(o.o)_/~ - seems to.
|
||||
var ret int64
|
||||
for i, k := range seed {
|
||||
ret += int64(k) * int64(i)
|
||||
@ -171,34 +245,105 @@ func getSeedFromString(seed string) int64 {
|
||||
return ret
|
||||
}
|
||||
|
||||
func drawGopher(x, y int, c termbox.Attribute) {
|
||||
termbox.SetCell(x, y-4, ' ', c, c)
|
||||
termbox.SetCell(x+1, y-4, ' ', c, c)
|
||||
termbox.SetCell(x+2, y-4, ' ', c, c)
|
||||
termbox.SetCell(x+3, y-4, ' ', c, c)
|
||||
termbox.SetCell(x+4, y-4, ' ', c, c)
|
||||
|
||||
termbox.SetCell(x, y-3, ' ', c, c)
|
||||
termbox.SetCell(x+1, y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
||||
termbox.SetCell(x+2, y-3, ' ', c, c)
|
||||
termbox.SetCell(x+3, y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
||||
termbox.SetCell(x+4, y-3, ' ', c, c)
|
||||
|
||||
termbox.SetCell(x, y-2, ' ', c, c)
|
||||
termbox.SetCell(x+1, y-2, ' ', c, c)
|
||||
termbox.SetCell(x+2, y-2, 'w', termbox.ColorWhite, c)
|
||||
termbox.SetCell(x+3, y-2, ' ', c, c)
|
||||
termbox.SetCell(x+4, y-2, ' ', c, c)
|
||||
|
||||
termbox.SetCell(x, y-1, ' ', c, c)
|
||||
termbox.SetCell(x+1, y-1, ' ', c, c)
|
||||
termbox.SetCell(x+2, y-1, ' ', c, c)
|
||||
termbox.SetCell(x+3, y-1, ' ', c, c)
|
||||
termbox.SetCell(x+4, y-1, ' ', c, c)
|
||||
|
||||
termbox.SetCell(x, y, ' ', c, c)
|
||||
termbox.SetCell(x+1, y, ' ', c, c)
|
||||
termbox.SetCell(x+2, y, ' ', c, c)
|
||||
termbox.SetCell(x+3, y, ' ', c, c)
|
||||
termbox.SetCell(x+4, y, ' ', c, c)
|
||||
type projectile struct {
|
||||
x, y int
|
||||
speed, angle int
|
||||
}
|
||||
|
||||
func (p *projectile) draw() {
|
||||
termbox.SetCell(p.x, p.y, '0', termbox.ColorYellow, termbox.ColorBlack)
|
||||
}
|
||||
|
||||
type player struct {
|
||||
x, y int
|
||||
projSpeed int
|
||||
projAngle int
|
||||
baseColor termbox.Attribute
|
||||
}
|
||||
|
||||
func (p *player) draw() {
|
||||
termbox.SetCell(p.x, p.y-4, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+1, p.y-4, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+2, p.y-4, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+3, p.y-4, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+4, p.y-4, ' ', p.baseColor, p.baseColor)
|
||||
|
||||
termbox.SetCell(p.x, p.y-3, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+1, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
||||
termbox.SetCell(p.x+2, p.y-3, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+3, p.y-3, '@', termbox.ColorBlack, termbox.ColorWhite)
|
||||
termbox.SetCell(p.x+4, p.y-3, ' ', p.baseColor, p.baseColor)
|
||||
|
||||
termbox.SetCell(p.x, p.y-2, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+1, p.y-2, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+2, p.y-2, 'w', termbox.ColorWhite, p.baseColor)
|
||||
termbox.SetCell(p.x+3, p.y-2, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+4, p.y-2, ' ', p.baseColor, p.baseColor)
|
||||
|
||||
termbox.SetCell(p.x, p.y-1, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+1, p.y-1, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+2, p.y-1, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+3, p.y-1, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+4, p.y-1, ' ', p.baseColor, p.baseColor)
|
||||
|
||||
termbox.SetCell(p.x, p.y, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+1, p.y, ' ', p.baseColor, p.baseColor)
|
||||
termbox.SetCell(p.x+2, 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)
|
||||
|
||||
// Now draw the arms
|
||||
bulletHandX, bulletHandY := p.GetBulletHandPos()
|
||||
termbox.SetCell(bulletHandX, bulletHandY, 'O', termbox.ColorBlack, p.baseColor)
|
||||
}
|
||||
|
||||
func (p *player) GetBulletHandPos() (int, int) {
|
||||
if p.projAngle <= 11 {
|
||||
return p.x + 5, p.y - 2
|
||||
} else if p.projAngle <= 22 {
|
||||
return p.x + 5, p.y - 3
|
||||
} else if p.projAngle <= 41 {
|
||||
return p.x + 5, p.y - 4
|
||||
} else if p.projAngle <= 50 {
|
||||
return p.x + 5, p.y - 5
|
||||
} else if p.projAngle <= 77 {
|
||||
return p.x + 4, p.y - 5
|
||||
} else if p.projAngle <= 86 {
|
||||
return p.x + 3, p.y - 5
|
||||
} else if p.projAngle <= 95 {
|
||||
return p.x + 2, p.y - 5
|
||||
} else if p.projAngle <= 119 {
|
||||
return p.x + 1, p.y - 5
|
||||
} else if p.projAngle <= 130 {
|
||||
return p.x, p.y - 5
|
||||
} else if p.projAngle <= 141 {
|
||||
return p.x - 1, p.y - 5
|
||||
} else if p.projAngle <= 152 {
|
||||
return p.x - 1, p.y - 4
|
||||
} else if p.projAngle <= 165 {
|
||||
return p.x - 1, p.y - 3
|
||||
}
|
||||
return p.x - 1, p.y - 2
|
||||
}
|
||||
|
||||
type building struct {
|
||||
width, height int
|
||||
color termbox.Attribute
|
||||
windowsOn []int
|
||||
}
|
||||
|
||||
func (b *building) draw(x int) {
|
||||
for i := 0; i < b.height; i++ {
|
||||
for j := 0; j < b.width; j++ {
|
||||
c := b.color
|
||||
/* TODO: Windows
|
||||
if i > 0 && i < b.height && j > 0 && j < b.width {
|
||||
if i%2 == 1 && j%2 == 1 {
|
||||
c = termbox.ColorBlack
|
||||
}
|
||||
}
|
||||
*/
|
||||
termbox.SetCell(x+j, ScreenHeight-i, ' ', c, c)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -16,7 +16,7 @@ type titleScreen struct {
|
||||
initialized bool
|
||||
}
|
||||
|
||||
func (screen *titleScreen) handleKeyEvent(event termbox.Event) int {
|
||||
func (screen *titleScreen) handleKeyPress(event termbox.Event) int {
|
||||
if screen.menu.HandleKeyPress(event) {
|
||||
if screen.menu.IsDone() {
|
||||
selOpt := screen.menu.GetSelectedOption()
|
||||
|
Loading…
Reference in New Issue
Block a user