128 lines
3.2 KiB
Go
128 lines
3.2 KiB
Go
package game
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import (
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"fmt"
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"image"
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"log/slog"
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"openquell/config"
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"openquell/observers"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/mlange-42/arche/ecs"
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)
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type Game struct {
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World *ecs.World
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Bounds image.Rectangle
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ScreenWidth, ScreenHeight, Cellsize int
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Scenes map[SceneName]Scene
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CurrentScene SceneName
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Observer *observers.GameObserver
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Levels []*Level // needed to feed select_scene
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Config *config.Config
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}
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func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneName) *Game {
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world := ecs.NewWorld()
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game := &Game{
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Bounds: image.Rectangle{},
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World: &world,
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ScreenWidth: width,
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ScreenHeight: height,
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Scenes: map[SceneName]Scene{},
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Cellsize: cellsize,
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Config: cfg,
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}
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observers.NewPlayerObserver(&world)
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observers.NewParticleObserver(&world)
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observers.NewObstacleObserver(&world)
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observers.NewEntityObserver(&world)
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game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
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game.Scenes[Welcome] = NewWelcomeScene(game)
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game.Scenes[Menu] = NewMenuScene(game)
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game.Scenes[About] = NewAboutScene(game)
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game.Scenes[Popup] = NewPopupScene(game)
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game.Scenes[Play] = NewLevelScene(game, cfg.Startlevel)
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game.Scenes[Select] = NewSelectScene(game)
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game.CurrentScene = startscene
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fmt.Println(game.World.Stats().String())
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return game
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}
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func (game *Game) GetCurrentScene() Scene {
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return game.Scenes[game.CurrentScene]
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}
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func (game *Game) Update() error {
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gameobserver := observers.GetGameObserver(game.World)
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// handle level ends
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timer := gameobserver.StopTimer
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if timer.IsReady() {
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// a level is either lost or won, we display a small popup
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// asking the user how to continue from here
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timer.Reset()
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slog.Debug("timer ready", "lost", gameobserver.Lost, "retry", gameobserver.Retry)
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if !gameobserver.Lost {
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gameobserver.Score++ // FIXME: use level.Score(), see TODO
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}
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game.Scenes[Nextlevel] = NewNextlevelScene(game, gameobserver.Lost)
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game.CurrentScene = Nextlevel
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}
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scene := game.GetCurrentScene()
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scene.Update()
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if scene.Clearscreen() {
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ebiten.SetScreenClearedEveryFrame(true)
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} else {
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ebiten.SetScreenClearedEveryFrame(false)
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}
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next := scene.GetNext()
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if next != game.CurrentScene {
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if next == Play && game.CurrentScene == Nextlevel {
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// switched from nextlevel (lost or won) popup to play (either retry or next level)
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if !gameobserver.Retry {
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gameobserver.CurrentLevel++
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}
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gameobserver.Retry = false
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}
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if next == Play {
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// fresh setup of actual level every time we enter the play scene
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game.Scenes[Play].SetLevel(gameobserver.CurrentLevel)
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}
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// make sure we stay on the selected scene
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scene.ResetNext()
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// finally switch
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game.CurrentScene = next
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// FIXME: add some reset function to gameobserver for these kinds of things
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gameobserver.Lost = false
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}
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timer.Update()
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return nil
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}
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func (game *Game) Draw(screen *ebiten.Image) {
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game.GetCurrentScene().Draw(screen)
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}
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func (g *Game) Layout(newWidth, newHeight int) (int, int) {
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return g.ScreenWidth, g.ScreenHeight
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}
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