1st commit

This commit is contained in:
Thomas von Dein 2024-02-06 15:26:20 +01:00
commit 014209898f
33 changed files with 984 additions and 0 deletions

12
Makefile Normal file
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all: clean build
@echo ok
clean:
rm -f openquell
build:
go build
test:
@echo 1

9
TODO.md Normal file
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## Levels:
- get rid of floor image
- use background image over whole screen size
- put level on top of it
- paint level in levels/**.lvl on whole screen into the middle
- use first line as background image name
- ignore comments in lvl files
- add whitespace-mode flag in lvl files

29
assets/levels/gen.sh Executable file
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#!/bin/sh
width=$(grep "width int" ../main.go | awk '{print $4}')
height=$(grep "height int" ../main.go | awk '{print $4}')
read -p " Enter level name: " name
read -p " Enter background: " background
read -p "Enter description: " des
if test -z "$name"; then
name="newlevel"
fi
if test -z "$bbackground"; then
background="background-lila"
fi
(
echo "Description: $des"
echo "Background: $background"
w=$(($width / 32))
h=$(($height / 32))
for x in $(seq 1 $h); do
for y in $(seq 1 $w); do
echo -n " "
done
echo
done
)

17
assets/levels/gurke.lvl Normal file
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Description: find the fruit
Background: background-orange
##############
# #
############ #
# S #
# ############
# #
############ #
# # # #
# ##### # # #
# # #
##############

17
assets/levels/intro.lvl Normal file
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Description: Introduction: collect the goods by moving the ball onto them
Background: background-lila
####################
# #
# #
# #
# #
# #
# #
# ######
#
#
#
#
#
#
####################

150
assets/loader-levels.go Normal file
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package assets
import (
"bufio"
"fmt"
_ "image/png"
"io/fs"
"log"
"openquell/util"
"os"
"path/filepath"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
var Levels = LoadLevels("levels")
var Tiles = InitTiles()
// Tile: contains image, identifier (as used in level data) and
// additional properties
type Tile struct {
Id byte
Sprite *ebiten.Image
Class string
Solid bool
Player bool
Renderable bool
Velocity bool
}
func NewTilePlayer() *Tile {
return &Tile{
Id: 'S',
Sprite: Assets["sphere-blue"],
Class: "sphere",
Renderable: true,
Player: true,
Velocity: true,
}
}
func NewTileBlock(class string) *Tile {
return &Tile{
Id: '#',
Sprite: Assets[class],
Class: class,
Solid: true,
Renderable: true,
}
}
// used to map level data bytes to actual tiles
type TileRegistry map[byte]*Tile
// holds a raw level spec:
//
// Name: the name of the level file w/o the .lvl extension
// Background: an image name used as game background for this level
// Description: text to display on top
// Data: a level spec consisting of chars of the above mapping and spaces, e.g.:
// ####
// # #
// ####
//
// Each level data must be 20 chars wide (= 640 px width) and 15 chars
// high (=480 px height).
type RawLevel struct {
Name string
Description string
Background *ebiten.Image
Data []byte
}
func InitTiles() TileRegistry {
return TileRegistry{
' ': {Id: ' ', Class: "floor", Renderable: false},
'#': NewTileBlock("block-grey32"),
'S': NewTilePlayer(),
}
}
// load levels at compile time into ram, creates a slice of raw levels
func LoadLevels(dir string) []RawLevel {
levels := []RawLevel{}
// we use embed.FS to iterate over all files in ./levels/
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read level dir %s: %s", dir, err)
}
for _, levelfile := range entries {
if levelfile.Type().IsRegular() && strings.Contains(levelfile.Name(), ".lvl") {
path := filepath.Join("assets", dir)
fmt.Printf("LOADING level %s/%s ... ", path, levelfile)
level := ParseRawLevel(path, levelfile)
fmt.Printf("done\n")
levels = append(levels, level)
}
}
return levels
}
func ParseRawLevel(dir string, levelfile fs.DirEntry) RawLevel {
fd, err := os.Open(filepath.Join(dir, levelfile.Name()))
if err != nil {
log.Fatalf("failed to read level file %s: %s", levelfile.Name(), err)
}
defer fd.Close()
name := strings.TrimSuffix(levelfile.Name(), ".lvl")
des := ""
background := &ebiten.Image{}
data := []byte{}
scanner := bufio.NewScanner(fd)
for scanner.Scan() {
// ignore any whitespace
line := scanner.Text()
// ignore empty lines
if len(line) == 0 {
continue
}
switch {
case strings.Contains(line, "Background:"):
haveit := strings.Split(line, ": ")
if util.Exists(Assets, haveit[1]) {
background = Assets[haveit[1]]
}
case strings.Contains(line, "Description:"):
haveit := strings.Split(line, ": ")
des = haveit[1]
default:
// all other non-empty and non-equalsign lines are
// level definition matrix data, merge thes into data
data = append(data, line+"\n"...)
}
}
return RawLevel{
Name: name,
Data: data,
Background: background,
Description: des,
}
}

58
assets/loader-sprites.go Normal file
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package assets
import (
"embed"
"fmt"
"image"
_ "image/png"
"log"
"os"
"path/filepath"
"strings"
"github.com/hajimehoshi/ebiten/v2"
)
// Maps image name to image data
type AssetRegistry map[string]*ebiten.Image
//go:embed levels/*.lvl sprites/*.png
var assetfs embed.FS
var Assets = LoadImages("sprites")
func LoadImages(dir string) AssetRegistry {
images := AssetRegistry{}
// we use embed.FS to iterate over all files in ./assets/
entries, err := assetfs.ReadDir(dir)
if err != nil {
log.Fatalf("failed to read assets dir %s: %s", dir, err)
}
for _, entry := range entries {
fmt.Println(entry.Name())
}
for _, imagefile := range entries {
path := filepath.Join("assets", dir, imagefile.Name())
fmt.Printf("LOADING %s ... ", path)
fd, err := os.Open(path)
if err != nil {
log.Fatalf("failed to open image file %s: %s", imagefile.Name(), err)
}
defer fd.Close()
name := strings.TrimSuffix(imagefile.Name(), ".png")
img, _, err := image.Decode(fd)
if err != nil {
log.Fatalf("failed to decode image %s: %s", imagefile.Name(), err)
}
images[name] = ebiten.NewImageFromImage(img)
fmt.Printf("done\n")
}
return images
}

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17
components/components.go Normal file
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package components
import (
"github.com/hajimehoshi/ebiten/v2"
)
// virtual location, aka tile address
type Renderable struct {
Image *ebiten.Image
}
// only tile entities will have those
type Tilish struct{}
type Solid struct{}
type Floor struct{}
type Player struct{}

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components/position.go Normal file
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package components
import (
"fmt"
"image"
. "openquell/config"
)
// physical location on screen
type Position struct {
X int
Y int
Cellsize int
Rect *image.Rectangle
}
func (position *Position) Update(x, y int, size ...int) {
if len(size) == 1 {
position.Cellsize = size[0]
}
position.X = x
position.Y = y
rect := image.Rect(x, y, x+position.Cellsize, y+position.Cellsize)
position.Rect = &rect
}
func NewPosition(point *image.Point, cellsize int) *Position {
position := &Position{}
position.Update(point.X*cellsize, point.Y*cellsize, cellsize)
return position
}
func (position *Position) GetMoved(velosity *Velocity) *Position {
pos := &Position{}
pos.Update(position.X+velosity.Data.X, position.Y+velosity.Data.Y, position.Cellsize)
return pos
}
func (position *Position) Point() *image.Point {
return &image.Point{position.X / position.Cellsize, position.Y / position.Cellsize}
}
func (position *Position) Left() int {
return position.X
}
func (position *Position) Right() int {
return position.X + position.Cellsize
}
func (position *Position) Top() int {
return position.Y
}
func (position *Position) Bottom() int {
return position.Y + position.Cellsize
}
func (position *Position) String() string {
return fmt.Sprintf("[%d,%d](Left:%d,Top:%d) x (Right:%d,Bottom:%d)",
position.X/32,
position.Y/32,
position.X,
position.Y,
position.Right(),
position.Bottom(),
)
}
func (position *Position) Move(velocity *Velocity) {
position.Update(position.X+velocity.Data.X, position.Y+velocity.Data.Y)
}
func (position *Position) Set(newpos *Position) {
position.Update(newpos.X, newpos.Y)
}
func (tile *Position) Intersects(moving *Position, velocity *Velocity) (bool, *Position) {
object := moving.GetMoved(velocity)
is := tile.Rect.Bounds().Intersect(object.Rect.Bounds())
if is != image.ZR {
fmt.Printf(" velocity: %d,%d\n", velocity.Data.X, velocity.Data.Y)
fmt.Printf(" player: %s\n", moving.Rect)
fmt.Printf("moved player: %s\n", object.Rect)
fmt.Printf("collision at: %s\n", is)
// collision, snap into neighbouring tile depending on the direction
switch velocity.Direction {
case West:
object.Update(tile.Rect.Max.X, tile.Y)
case East:
object.Update(tile.Rect.Min.X-tile.Cellsize, tile.Y)
case South:
object.Update(tile.X, tile.Rect.Min.Y-tile.Cellsize)
case North:
object.Update(tile.X, tile.Rect.Max.Y)
}
return true, object
}
return false, nil
}

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components/velocity.go Normal file
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package components
import (
. "openquell/config"
)
// movement in relation to position
type Velocity struct {
Data Position
Direction int
}
func (velocity *Velocity) Change(direction int) {
ticks := 4
switch direction {
case East:
velocity.Data.X = ticks
velocity.Data.Y = 0
case West:
velocity.Data.X = ticks - (ticks * 2)
velocity.Data.Y = 0
case South:
velocity.Data.X = 0
velocity.Data.Y = ticks
case North:
velocity.Data.X = 0
velocity.Data.Y = ticks - (ticks * 2)
case Stop:
velocity.Data.X = 0
velocity.Data.Y = 0
}
velocity.Direction = direction
}
func (velocity *Velocity) Moving() bool {
return velocity.Data.X != 0 || velocity.Data.Y != 0
}

9
config/static.go Normal file
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package config
const (
Stop = iota
East
West
South
North
)

51
game/game.go Normal file
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package game
import (
"image"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
)
type Game struct {
World *ecs.World
Bounds image.Rectangle
ScreenWidth, ScreenHeight int
CurrentLevel int
Scenes []Scene
}
func NewGame(width, height, startlevel int) *Game {
world := ecs.NewWorld()
game := &Game{
Bounds: image.Rectangle{},
CurrentLevel: startlevel,
World: &world,
ScreenWidth: width,
ScreenHeight: height,
}
levelscene := NewLevelScene(game, startlevel)
game.Scenes = append(game.Scenes, levelscene)
return game
}
func (game *Game) Update() error {
for _, scene := range game.Scenes {
scene.Update()
}
return nil
}
func (game *Game) Draw(screen *ebiten.Image) {
for _, scene := range game.Scenes {
scene.Draw(screen)
}
}
func (g *Game) Layout(newWidth, newHeight int) (int, int) {
return g.ScreenWidth, g.ScreenHeight
}

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game/grid.go Normal file
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package game
import (
"fmt"
"image"
"log"
"openquell/assets"
"openquell/components"
. "openquell/config"
"github.com/mlange-42/arche/generic"
)
type Grid struct {
Width int
Height int
Size int
Tilesize int
TilesX int
TilesY int
Map map[image.Point]*assets.Tile
}
// FIXME: put component addition into extra callable function, to be called
// by game.go in a level-loop. Also remove components of previous level
func NewGrid(game *Game, tilesize int, mapslice map[image.Point]*assets.Tile) *Grid {
// we use this to turn our tiles into iterable entities, used for
// collision detection, transformation and other things
playermapper := generic.NewMap4[
components.Position,
components.Velocity,
components.Renderable,
components.Player](game.World)
solidmapper := generic.NewMap4[
components.Position,
components.Renderable,
components.Tilish,
components.Solid](game.World)
emptymapper := generic.NewMap2[components.Position, components.Tilish](game.World)
var pos *components.Position
var render *components.Renderable
for point, tile := range mapslice {
switch tile.Renderable {
case true:
switch {
case tile.Solid:
entity := solidmapper.New()
pos, render, _, _ = solidmapper.Get(entity)
case tile.Player:
entity := playermapper.New()
pos, _, render, _ = playermapper.Get(entity)
fmt.Printf("player start pos: %d,%d\n", point.X*tilesize, point.Y*tilesize)
default:
log.Fatalln("unsupported tile type encountered")
}
render.Image = tile.Sprite
default:
// empty cell, this is where the player[s] move. No
// sprite required since every level has a background
// image.
entity := emptymapper.New()
pos, _ = emptymapper.Get(entity)
}
// however, every tile has a position
pos.Update(point.X*tilesize, point.Y*tilesize, tilesize)
}
return &Grid{
Size: len(mapslice),
Tilesize: tilesize,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
TilesX: game.ScreenWidth / tilesize,
TilesY: game.ScreenHeight / tilesize,
Map: mapslice,
}
}
func (grid *Grid) GetSolidNeighborPosition(
position *components.Position,
velocity *components.Velocity,
solid bool) (bool, *components.Position) {
if !solid {
return false, nil
}
fmt.Println(position)
// set to true, ifwe are already on the last tile in the current
// direction, i.e. on the edge of the grid
edge := true
neighborpos := position.Point()
switch velocity.Direction {
case East:
if neighborpos.X < grid.TilesX {
neighborpos.X++
edge = false
}
case West:
if neighborpos.X > 0 {
neighborpos.X--
edge = false
}
case South:
if neighborpos.Y < grid.TilesY {
neighborpos.Y++
edge = false
}
case North:
if neighborpos.Y > 0 {
neighborpos.Y--
edge = false
}
}
newpos := components.NewPosition(neighborpos, grid.Tilesize)
fmt.Println(newpos, edge)
if !edge && grid.Map[*neighborpos].Solid {
return true, newpos
}
return false, nil
}

172
game/levels.go Normal file
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package game
import (
"fmt"
"image"
"log"
"openquell/assets"
"openquell/components"
. "openquell/config"
"strings"
"github.com/hajimehoshi/ebiten/v2"
"github.com/mlange-42/arche/ecs"
"github.com/mlange-42/arche/filter"
)
type Level struct {
Grid *Grid
Cellsize, Width, Height int
World *ecs.World
Name string
Description string
Background *ebiten.Image
Mapslice map[image.Point]*assets.Tile
}
func NewLevel(game *Game, cellsize int, plan *assets.RawLevel) *Level {
//grid := NewGrid(game, cellsize, plan)
return &Level{
//Grid: grid,
Mapslice: LevelToSlice(game, plan, cellsize),
Cellsize: cellsize,
World: game.World,
Width: game.ScreenWidth,
Height: game.ScreenHeight,
Description: plan.Description,
Background: plan.Background,
}
}
func (level *Level) Update() {
//playermapper := generic.NewMap3[components.Position, components.Velocity, components.Renderable](level.World)
positionid := ecs.ComponentID[components.Position](level.World)
velocityid := ecs.ComponentID[components.Velocity](level.World)
playerid := ecs.ComponentID[components.Player](level.World)
//solidid := ecs.ComponentID[components.Solid](level.World)
//renderid := ecs.ComponentID[components.Renderable](level.World)
selector := filter.All(positionid, velocityid, playerid)
query := level.World.Query(selector)
//tileselector := filter.All(positionid, solidid, renderid)
//tilequery := level.World.Query(tileselector)
for query.Next() {
playerposition := (*components.Position)(query.Get(positionid))
velocity := (*components.Velocity)(query.Get(velocityid))
switch {
case ebiten.IsKeyPressed(ebiten.KeyRight):
velocity.Change(East)
case ebiten.IsKeyPressed(ebiten.KeyLeft):
velocity.Change(West)
case ebiten.IsKeyPressed(ebiten.KeyDown):
velocity.Change(South)
case ebiten.IsKeyPressed(ebiten.KeyUp):
velocity.Change(North)
// other keys: <tab>: switch player, etc
}
/*
// Use this to check against obstacles, collectibles etc
for tilequery.Next() {
tilepos := (*components.Position)(tilequery.Get(positionid))
if velocity.Moving() {
intersects, newpos := tilepos.Intersects(playerposition, velocity)
if intersects {
fmt.Printf("collision detected. tile: %s\n", tilepos)
fmt.Printf(" player: %s\n", playerposition)
fmt.Printf(" new: %s\n", newpos)
playerposition.Set(newpos)
fmt.Printf(" player new: %s\n", playerposition)
velocity.Change(Stop)
}
}
}
*/
if velocity.Moving() {
ok, tilepos := level.Grid.GetSolidNeighborPosition(playerposition, velocity, true)
if ok {
intersects, newpos := tilepos.Intersects(playerposition, velocity)
if intersects {
fmt.Printf("collision detected. tile: %s\n", tilepos)
fmt.Printf(" player: %s\n", playerposition)
fmt.Printf(" new: %s\n", newpos)
playerposition.Set(newpos)
fmt.Printf(" player new: %s\n", playerposition)
velocity.Change(Stop)
}
}
}
playerposition.Move(velocity)
}
}
func (level *Level) Position2Point(position *components.Position) image.Point {
return image.Point{
int(position.X) / level.Cellsize,
int(position.Y) / level.Cellsize,
}
}
// return the tile the moving object would end up on if indeed moving
func (level *Level) GetTile(position *components.Position, velocity *components.Velocity) *assets.Tile {
newpoint := image.Point{
int(position.X+velocity.Data.X) / level.Cellsize,
int(position.Y+velocity.Data.Y) / level.Cellsize,
}
tile := level.Mapslice[newpoint]
return tile
}
func (level *Level) Draw(screen *ebiten.Image) {
// FIXME: move out
op := &ebiten.DrawImageOptions{}
screen.DrawImage(level.Background, op)
rid := ecs.ComponentID[components.Renderable](level.World)
pid := ecs.ComponentID[components.Position](level.World)
selector := filter.All(rid, pid)
query := level.World.Query(selector)
for query.Next() {
pos := (*components.Position)(query.Get(pid))
sprite := (*components.Renderable)(query.Get(rid))
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(pos.X), float64(pos.Y))
screen.DrawImage(sprite.Image, op)
}
}
func (level *Level) SetupGrid(game *Game) {
level.Grid = NewGrid(game, level.Cellsize, level.Mapslice)
}
func LevelToSlice(game *Game, level *assets.RawLevel, tilesize int) map[image.Point]*assets.Tile {
size := game.ScreenWidth * game.ScreenHeight
mapslice := make(map[image.Point]*assets.Tile, size)
for y, line := range strings.Split(string(level.Data), "\n") {
if len(line) != game.ScreenWidth/tilesize && y < game.ScreenHeight/tilesize {
log.Fatalf("line %d doesn't contain %d tiles, but %d",
y, game.ScreenWidth/tilesize, len(line))
}
for x, char := range line {
mapslice[image.Point{x, y}] = assets.Tiles[byte(char)]
}
}
return mapslice
}

51
game/scene.go Normal file
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package game
import (
"fmt"
"openquell/assets"
"github.com/hajimehoshi/ebiten/v2"
)
// Wrapper for different screens to be shown, as Welcome, Options,
// About, Select Level and of course the actual Levels.
// Scenes are responsible for screen clearing! That way a scene is able
// to render its content onto the running level, e.g. the options scene
// etc.
type Scene interface {
Update() error
Draw(screen *ebiten.Image)
}
type LevelScene struct {
Game *Game
CurrentLevel int
Levels []*Level
}
// Implements the actual playing Scene
func NewLevelScene(game *Game, startlevel int) Scene {
scene := &LevelScene{Game: game, CurrentLevel: startlevel}
scene.GenerateLevels()
scene.Levels[game.CurrentLevel].SetupGrid(game)
fmt.Println(game.World.Stats().String())
return scene
}
func (scene *LevelScene) GenerateLevels() {
for _, level := range assets.Levels {
scene.Levels = append(scene.Levels, NewLevel(scene.Game, 32, &level))
}
}
func (scene *LevelScene) Update() error {
scene.Levels[scene.CurrentLevel].Update()
return nil
}
func (scene *LevelScene) Draw(screen *ebiten.Image) {
screen.Clear()
scene.Levels[scene.CurrentLevel].Draw(screen)
}

19
go.mod Normal file
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module openquell
go 1.21
require (
github.com/hajimehoshi/ebiten/v2 v2.6.5
github.com/mlange-42/arche v0.10.0
)
require (
github.com/alecthomas/repr v0.3.0 // indirect
github.com/ebitengine/purego v0.5.0 // indirect
github.com/jezek/xgb v1.1.0 // indirect
golang.org/x/exp/shiny v0.0.0-20230817173708-d852ddb80c63 // indirect
golang.org/x/image v0.12.0 // indirect
golang.org/x/mobile v0.0.0-20230922142353-e2f452493d57 // indirect
golang.org/x/sync v0.3.0 // indirect
golang.org/x/sys v0.12.0 // indirect
)

51
go.sum Normal file
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github.com/alecthomas/repr v0.3.0 h1:NeYzUPfjjlqHY4KtzgKJiWd6sVq2eNUPTi34PiFGjY8=
github.com/alecthomas/repr v0.3.0/go.mod h1:Fr0507jx4eOXV7AlPV6AVZLYrLIuIeSOWtW57eE/O/4=
github.com/ebitengine/purego v0.5.0 h1:JrMGKfRIAM4/QVKaesIIT7m/UVjTj5GYhRSQYwfVdpo=
github.com/ebitengine/purego v0.5.0/go.mod h1:ah1In8AOtksoNK6yk5z1HTJeUkC1Ez4Wk2idgGslMwQ=
github.com/hajimehoshi/ebiten/v2 v2.6.5 h1:lALv+qhEK3CBWViyiGpz4YcR6slVJEjCiS7sExKZ9OE=
github.com/hajimehoshi/ebiten/v2 v2.6.5/go.mod h1:TZtorL713an00UW4LyvMeKD8uXWnuIuCPtlH11b0pgI=
github.com/jezek/xgb v1.1.0 h1:wnpxJzP1+rkbGclEkmwpVFQWpuE2PUGNUzP8SbfFobk=
github.com/jezek/xgb v1.1.0/go.mod h1:nrhwO0FX/enq75I7Y7G8iN1ubpSGZEiA3v9e9GyRFlk=
github.com/mlange-42/arche v0.10.0 h1:fEFDAYMAnWa+xHc1oq4gVcA4PuEQOCGSRXSKITXawMw=
github.com/mlange-42/arche v0.10.0/go.mod h1:gJ5J8vBreqrf4TcBomBFPGnWdE5P3qa4LtxYHn1gDcg=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/exp/shiny v0.0.0-20230817173708-d852ddb80c63 h1:3AGKexOYqL+ztdWdkB1bDwXgPBuTS/S8A4WzuTvJ8Cg=
golang.org/x/exp/shiny v0.0.0-20230817173708-d852ddb80c63/go.mod h1:UH99kUObWAZkDnWqppdQe5ZhPYESUw8I0zVV1uWBR+0=
golang.org/x/image v0.12.0 h1:w13vZbU4o5rKOFFR8y7M+c4A5jXDC0uXTdHYRP8X2DQ=
golang.org/x/image v0.12.0/go.mod h1:Lu90jvHG7GfemOIcldsh9A2hS01ocl6oNO7ype5mEnk=
golang.org/x/mobile v0.0.0-20230922142353-e2f452493d57 h1:Q6NT8ckDYNcwmi/bmxe+XbiDMXqMRW1xFBtJ+bIpie4=
golang.org/x/mobile v0.0.0-20230922142353-e2f452493d57/go.mod h1:wEyOn6VvNW7tcf+bW/wBz1sehi2s2BZ4TimyR7qZen4=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/mod v0.8.0/go.mod h1:iBbtSCu2XBx23ZKBPSOrRkjjQPZFPuis4dIYUhu/chs=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/net v0.6.0/go.mod h1:2Tu9+aMcznHK/AK1HMvgo6xiTLG5rD5rZLDS+rp2Bjs=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.1.0/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.3.0 h1:ftCYgMx6zT/asHUrPw8BLLscYtGznsLAnjq5RH9P66E=
golang.org/x/sync v0.3.0/go.mod h1:FU7BRWz2tNW+3quACPkgCx/L+uEAv1htQ0V83Z9Rj+Y=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.5.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.12.0 h1:CM0HF96J0hcLAwsHPJZjfdNzs0gftsLfgKt57wWHJ0o=
golang.org/x/sys v0.12.0/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/term v0.5.0/go.mod h1:jMB1sMXY+tzblOD4FWmEbocvup2/aLOaQEp7JmGp78k=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/text v0.13.0/go.mod h1:TvPlkZtksWOMsz7fbANvkp4WM8x/WCo/om8BMLbz+aE=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/tools v0.6.0/go.mod h1:Xwgl3UAJ/d3gWutnCtw505GrjyAbvKui8lOU390QaIU=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=

26
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package main
import (
"log"
"openquell/game"
"github.com/hajimehoshi/ebiten/v2"
)
const (
width int = 640
height int = 480
)
func main() {
ebiten.SetWindowSize(width, height)
ebiten.SetWindowTitle("openquell")
g := game.NewGame(width, height, 0)
err := ebiten.RunGame(g)
if err != nil {
log.Fatalf("unable to run game: %s", err)
}
}

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util/generics.go Normal file
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package util
// find an item in a list, generic variant
func Contains[E comparable](s []E, v E) bool {
for _, vs := range s {
if v == vs {
return true
}
}
return false
}
// look if a key in a map exists, generic variant
func Exists[K comparable, V any](m map[K]V, v K) bool {
if _, ok := m[v]; ok {
return true
}
return false
}