openquell/game/game.go

134 lines
3.4 KiB
Go

package game
import (
"fmt"
"image"
"log/slog"
"openquell/config"
"openquell/observers"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/mlange-42/arche/ecs"
)
type Game struct {
World *ecs.World
Bounds image.Rectangle
ScreenWidth, ScreenHeight, Cellsize int
Scenes map[SceneName]Scene
CurrentScene SceneName
Observer *observers.GameObserver
Levels []*Level // needed to feed select_scene
Config *config.Config
}
func NewGame(width, height, cellsize int, cfg *config.Config, startscene SceneName) *Game {
world := ecs.NewWorld()
game := &Game{
Bounds: image.Rectangle{},
World: &world,
ScreenWidth: width,
ScreenHeight: height,
Scenes: map[SceneName]Scene{},
Cellsize: cellsize,
Config: cfg,
}
observers.NewPlayerObserver(&world)
observers.NewParticleObserver(&world)
observers.NewObstacleObserver(&world)
game.Observer = observers.NewGameObserver(&world, cfg.Startlevel, width, height, cellsize)
game.Scenes[Welcome] = NewWelcomeScene(game)
game.Scenes[Menu] = NewMenuScene(game)
game.Scenes[About] = NewAboutScene(game)
game.Scenes[Popup] = NewPopupScene(game)
game.Scenes[Play] = NewLevelScene(game, cfg.Startlevel)
game.Scenes[Select] = NewSelectScene(game)
game.CurrentScene = startscene
fmt.Println(game.World.Stats().String())
return game
}
func (game *Game) GetCurrentScene() Scene {
return game.Scenes[game.CurrentScene]
}
func (game *Game) Update() error {
gameobserver := observers.GetGameObserver(game.World)
// handle level ends
timer := gameobserver.StopTimer
if timer.IsReady() {
// a level is either lost or won, we display a small popup
// asking the user how to continue from here
timer.Reset()
slog.Debug("timer ready", "lost", gameobserver.Lost, "retry", gameobserver.Retry)
if !gameobserver.Lost {
gameobserver.Score++ // FIXME: use level.Score(), see TODO
}
game.Scenes[Nextlevel] = NewNextlevelScene(game, gameobserver.Lost)
game.CurrentScene = Nextlevel
}
scene := game.GetCurrentScene()
scene.Update()
if scene.Clearscreen() {
ebiten.SetScreenClearedEveryFrame(true)
} else {
ebiten.SetScreenClearedEveryFrame(false)
}
next := scene.GetNext()
if next != game.CurrentScene {
if next == Play && game.CurrentScene == Nextlevel {
// switched from nextlevel (lost or won) popup to play (either retry or next level)
if !gameobserver.Retry {
gameobserver.CurrentLevel++
}
gameobserver.Retry = false
}
if next == Play {
// fresh setup of actual level every time we enter the play scene
game.Scenes[Play].SetLevel(gameobserver.CurrentLevel)
}
// make sure we stay on the selected scene
scene.ResetNext()
// finally switch
game.CurrentScene = next
// FIXME: add some reset function to gameobserver for these kinds of things
gameobserver.Lost = false
}
timer.Update()
return nil
}
func (game *Game) Draw(screen *ebiten.Image) {
//slog.Debug("FPS", "fps", ebiten.ActualFPS())
game.GetCurrentScene().Draw(screen)
ebitenutil.DebugPrintAt(screen, fmt.Sprintf(
"FPS: %02.f TPS: %02.f",
ebiten.ActualFPS(),
ebiten.ActualTPS(),
), 0, 0)
}
func (g *Game) Layout(newWidth, newHeight int) (int, int) {
return g.ScreenWidth, g.ScreenHeight
}