Example #1
0
func NewPaddle(speed, max_speed float32, size sf.Vector2f, color sf.Color) *Paddle {
	shape := sf.NewRectangleShape()
	//Take 3 off each edge to account for outline thickness
	shape.SetSize(sf.Vector2f{size.X - 3, size.Y - 3})
	shape.SetOutlineThickness(3)
	shape.SetOutlineColor(sf.ColorBlack())
	shape.SetFillColor(color)
	shape.SetOrigin(sf.Vector2f{size.X / 2, size.Y / 2})

	return &Paddle{speed, max_speed, size, shape}
}
Example #2
0
func NewBall(speed, max_speed, radius float32, sound_file string) *Ball {
	//Once again, accounting for outline thickness
	shape := sf.NewCircleShape(radius - 3)
	shape.SetOutlineThickness(3)
	shape.SetOutlineColor(sf.ColorBlack())
	shape.SetFillColor(sf.ColorWhite())
	shape.SetOrigin(sf.Vector2f{radius / 2, radius / 2})

	buffer, _ := sf.NewSoundBufferFromFile(sound_file)
	sound := sf.NewSound(buffer)

	return &Ball{speed, max_speed, float32(0), radius, shape, sound}
}
Example #3
0
//listUsables lists all the items that have an effect, and prompts the user to use one.
func (g *Game) listUsables() {
	letter := 'a'
	listText, _ := sf.NewText(Font)
	listText.SetCharacterSize(12)
	listText.SetPosition(sf.Vector2f{12, 12})
	usables := make(map[rune]*Item)
	names := make(map[*Item]string)
	for k, i := range g.player.inventory {
		if i.effect != nil {
			appendString(listText, strconv.QuoteRune(letter)+" - "+k+" x"+strconv.Itoa(i.stack))
			usables[letter] = i
			names[i] = k
			letter++
		}
	}

listLoop:
	for g.window.IsOpen() {
		for event := g.window.PollEvent(); event != nil; event = g.window.PollEvent() {
			switch et := event.(type) {
			case sf.EventTextEntered:
				done, used := g.inventoryInput(et.Char, usables, names)
				if used != "" {
					usedI := g.player.inventory[used]
					if usedI.stack > 1 {
						usedI.stack--
						break listLoop
					}
					delete(g.player.inventory, used)
					break listLoop
				}
				if done {
					break listLoop
				}
			}
		}
		g.window.Clear(sf.ColorBlack())

		g.window.SetView(g.logView)
		g.drawLog()
		g.window.SetView(g.gameView)
		listText.Draw(g.window, sf.DefaultRenderStates())
		g.window.Display()
	}

	g.state = PLAY
}
Example #4
0
func (g *Game) run() {

	for g.window.IsOpen() {

		wait := true
	pollLoop:
		for event := g.window.PollEvent(); event != nil; event = g.window.PollEvent() {
			switch et := event.(type) {
			case sf.EventClosed:
				g.window.Close()
			case sf.EventTextEntered:
				wait = g.handleInput(et.Char)
				break pollLoop
			}
		}
		g.window.Clear(sf.ColorBlack())

		// Draw status stuff.
		g.window.SetView(g.statusView)
		g.hpText.SetString("HP: " + strconv.Itoa(g.player.curhp) + "/" + strconv.Itoa(g.player.maxhp))
		g.hpText.Draw(g.window, sf.DefaultRenderStates())

		g.drawLog()

		if g.state != INVENTORY {
			g.window.SetView(g.gameView)

			g.Draw(g.area)

			//Draw items
			for _, i := range g.items {
				g.Draw(i)
			}

			//Process mobs Ai, check for deaths and draw them.
			for i, m := range g.mobs {
				if m.Mob == nil {
					mPos := m.Position()
					for i := 0; i < 3; i++ { // Spill blood.
						r := rand.Perm(3)
						g.area.tiles[(mPos.X+r[0]-1)+(mPos.Y+r[2]-1)*g.area.width].SetColor(sf.ColorRed())
					}
					g.items = append(g.items, m)
					g.mobs = removeFromList(g.mobs, i)
				}
				if !wait && m != g.player && m.Mob != nil {
					g.processAI(m)
				}
				g.Draw(m)
			}

			//Check if player died.
			if g.player.Mob == nil {
				fmt.Print("Game Over, you died.\n")
				g.window.Close()
				return
			}

			if g.state == LOOK {
				g.Draw(g.cursor)
				g.lookText.Draw(g.window, sf.DefaultRenderStates())
			}

			g.window.Display()
		}
	}

}