openquell/game/game.go

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package game
import (
"fmt"
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"image"
"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
)
type Game struct {
World *ecs.World
Bounds image.Rectangle
ScreenWidth, ScreenHeight int
Scenes map[SceneName]Scene
CurrentScene SceneName
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Observer *observers.GameObserver
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Levels []*Level // needed to feed select_scene
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}
func NewGame(width, height, cellsize, startlevel int, startscene SceneName) *Game {
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world := ecs.NewWorld()
game := &Game{
Bounds: image.Rectangle{},
World: &world,
ScreenWidth: width,
ScreenHeight: height,
Scenes: map[SceneName]Scene{},
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}
observers.NewPlayerObserver(&world)
observers.NewParticleObserver(&world)
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game.Observer = observers.NewGameObserver(&world, startlevel, width, height, cellsize)
game.Scenes[Welcome] = NewWelcomeScene(game)
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game.Scenes[Menu] = NewMenuScene(game)
game.Scenes[About] = NewAboutScene(game)
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game.Scenes[Popup] = NewPopupScene(game)
game.Scenes[Play] = NewLevelScene(game, startlevel)
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game.Scenes[Select] = NewSelectScene(game)
game.CurrentScene = startscene
fmt.Println(game.World.Stats().String())
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return game
}
func (game *Game) GetCurrentScene() Scene {
return game.Scenes[game.CurrentScene]
}
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func (game *Game) Update() error {
gameobserver := observers.GetGameObserver(game.World)
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// handle level ends
// FIXME: add a scene here, which asks: restart, next or abort
timer := gameobserver.StopTimer
if timer.IsReady() {
timer.Reset()
gameobserver.CurrentLevel++
gameobserver.Score++ // FIXME: use level.Score(), see TODO
}
scene := game.GetCurrentScene()
scene.Update()
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if scene.Clearscreen() {
ebiten.SetScreenClearedEveryFrame(true)
} else {
ebiten.SetScreenClearedEveryFrame(false)
}
next := scene.GetNext()
if next != game.CurrentScene {
scene.ResetNext()
game.CurrentScene = next
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}
timer.Update()
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return nil
}
func (game *Game) Draw(screen *ebiten.Image) {
game.GetCurrentScene().Draw(screen)
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}
func (g *Game) Layout(newWidth, newHeight int) (int, int) {
return g.ScreenWidth, g.ScreenHeight
}