added game font rendering using etxt to player hud, fixed current level
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@ -1,4 +1,4 @@
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Description: test obstacles
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Description: open the door
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MinMoves: 2
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Background: background-lila
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@ -1,4 +1,4 @@
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Description: find the fruit
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Description: collect all yellow dots
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MinMoves: 7
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Background: background-lila
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@ -1,4 +1,4 @@
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Description: win
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Description: some enemies can be moved
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MinMoves: 5
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Background: background-lila
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@ -1,4 +1,4 @@
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Description: use multiple players
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Description: the more players the better
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MinMoves: 4
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Background: background-lila
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@ -1,4 +1,4 @@
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Description: space
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Description: don't fall off the world
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MinMoves: 3
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Background: background-lila
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@ -201,6 +201,7 @@ type TileRegistry map[byte]*Tile
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// Each level data must be 20 chars wide (= 640 px width) and 15 chars
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// high (=480 px height).
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type RawLevel struct {
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Number int
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Name string
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Description string
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Background *ebiten.Image
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@ -249,10 +250,11 @@ func LoadLevels(dir string) []RawLevel {
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return entries[i].Name() < entries[j].Name()
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})
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for _, levelfile := range entries {
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for idx, levelfile := range entries {
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if levelfile.Type().IsRegular() && strings.Contains(levelfile.Name(), ".lvl") {
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path := filepath.Join("assets", dir)
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level := ParseRawLevel(path, levelfile)
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level.Number = idx
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levels = append(levels, level)
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@ -271,6 +273,7 @@ func ParseRawLevel(dir string, levelfile fs.DirEntry) RawLevel {
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defer fd.Close()
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name := strings.TrimSuffix(levelfile.Name(), ".lvl")
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name = name[3:]
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des := ""
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background := &ebiten.Image{}
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data := []byte{}
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@ -29,6 +29,7 @@ func NewLevelScene(game *Game, startlevel int) Scene {
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func (scene *LevelScene) GenerateLevels(game *Game) {
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min := []int{}
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for _, level := range assets.Levels {
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level := level
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scene.Levels = append(scene.Levels, NewLevel(game, 32, &level))
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min = append(min, level.MinMoves)
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}
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@ -91,7 +91,7 @@ func (scene *NextlevelScene) SetupUILast() {
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rowContainer := gameui.NewRowContainer(false)
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label1text := "Last level, congratulations!"
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label2text := fmt.Sprintf("Your final score: %d", observer.GetLevelScore())
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label2text := fmt.Sprintf("Your final score: %d", observer.GetScore())
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buttonMenu := gameui.NewMenuButton("Menu", *assets.FontRenderer.FontNormal,
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func(args *widget.ButtonClickedEventArgs) {
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@ -134,7 +134,7 @@ func (scene *SelectScene) SetupUI() {
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}),
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// This required function returns the string displayed in the list
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widget.ListOpts.EntryLabelFunc(func(e interface{}) string {
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return e.(LevelEntry).Name
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return fmt.Sprintf("%02d %s", e.(LevelEntry).Id, e.(LevelEntry).Name)
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}),
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// Padding for each entry
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widget.ListOpts.EntryTextPadding(widget.NewInsetsSimple(5)),
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@ -2,11 +2,11 @@ package systems
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import (
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"fmt"
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"image/color"
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"openquell/assets"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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"github.com/mlange-42/arche/ecs"
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)
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@ -34,13 +34,33 @@ func (system *HudSystem) Update() error {
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func (system *HudSystem) Draw(screen *ebiten.Image) {
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op := &ebiten.DrawImageOptions{}
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screen.DrawImage(assets.Assets["hud"], op)
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
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"FPS: %02.f TPS: %02.f Level %s: %s",
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ebiten.ActualFPS(),
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ebiten.ActualTPS(),
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system.Plan.Name,
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system.Plan.Description,
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), 10, 10)
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/*
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
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"FPS: %02.f TPS: %02.f Level %s: %s",
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ebiten.ActualFPS(),
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ebiten.ActualTPS(),
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system.Plan.Name,
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system.Plan.Description,
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), 10, 10)
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*/
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ebitenutil.DebugPrintAt(screen, fmt.Sprintf("Score: %d", system.Observer.GetScore()), 10, 455)
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score := fmt.Sprintf("Score: %d", system.Observer.GetScore())
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level := fmt.Sprintf("Level %d %s", system.Plan.Number, system.Plan.Name)
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assets.FontRenderer.Renderer.SetSizePx(20)
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assets.FontRenderer.Renderer.SetTarget(screen)
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system.Print(score, 515, 22)
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system.Print(system.Plan.Description, 10, 470)
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system.Print(level, 10, 22)
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}
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func (system *HudSystem) Print(text string, x, y int) {
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fg := &color.RGBA{0x4c, 0, 0xff, 255}
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bg := &color.RGBA{0x9a, 0x6f, 0xff, 255}
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assets.FontRenderer.Renderer.SetColor(bg)
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assets.FontRenderer.Renderer.Draw(text, x, y)
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assets.FontRenderer.Renderer.SetColor(fg)
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assets.FontRenderer.Renderer.Draw(text, x-1, y-1)
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}
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