示例#1
0
func (player *Player) Draw(s *tl.Screen) {
	screenWidthidth, screenh := s.Size()
	x := player.sprite.x + screenWidthidth/2 - 30
	y := player.sprite.y + screenh - 25
	bg := tl.NewRectangle(x, y, x+20, y+10, StatsBG)
	bg.Draw(s)

	health := tl.NewText(x+1, y+1, fmt.Sprintf("%3.f%% health", float32(player.health)/float32(player.maxHealth)*100), tl.ColorRed, StatsBG)
	health.Draw(s)

	mana := tl.NewText(x+27, y+1, fmt.Sprintf("%3.f%% mana", float32(player.mana)/float32(player.maxMana)*100), tl.ColorBlue, StatsBG)
	mana.Draw(s)

	gold := tl.NewText(x+1, y+12, fmt.Sprintf("%d gold", player.gold), tl.ColorYellow, StatsBG)
	gold.Draw(s)

	experience := tl.NewText(x+29, y+12, fmt.Sprintf("%3.f%% xp", float32(player.experience)/float32(player.experienceToLevel)*100), tl.ColorMagenta, StatsBG)
	experience.Draw(s)

	if player.isCasting {
		player.isCasting = false

		newSpellEffect := NewSpellEffect(player.sprite, player.spellCanvases[player.sprite.direction], player.sprite.level)
		player.sprite.level.AddEntity(newSpellEffect)
	}

	e := tl.NewEntityFromCanvas(x+12, y+1, *player.portrait)
	e.Draw(s)
}
示例#2
0
文件: hud.go 项目: Wouterbeets/gomoku
func newHud(com chan string, screen *tl.Screen) (h *hud) {
	h = &hud{
		screen: screen,
		com:    com,
	}
	h.header = tl.NewText(h.offsetX, h.offsetY, "Events:", Fg, Bg)
	h.header2 = tl.NewText(h.offsetX, h.offsetY, "--------------------------------------------------------------------------------", Fg, Bg)
	for k, _ := range h.toDisp {
		h.toDisp[k] = tl.NewText(h.offsetX, h.offsetY+k, "", Fg, Bg)
	}
	return h
}
示例#3
0
func main() {
	rand.Seed(time.Now().UTC().UnixNano())
	game := tl.NewGame()
	level := tl.NewBaseLevel(tl.Cell{
		Bg: tl.ColorWhite,
	})
	for i := 0; i < 4; i++ {
		TilePos[i] = rand.Intn(4)
		level.AddEntity(&Tile{
			r: tl.NewRectangle(X+TilePos[i]*(TileWidth+BorderWidth), Y-i*(TileHeight+BorderHeight), TileWidth, TileHeight, tl.ColorBlack),
		})
	}
	level.AddEntity(tl.NewText(X+TileWidth/2-1, Y+TileHeight, "←", tl.ColorBlack, tl.ColorWhite))
	level.AddEntity(tl.NewText(X+(TileWidth+BorderWidth)+TileWidth/2-1, Y+TileHeight, "↓", tl.ColorBlack, tl.ColorWhite))
	level.AddEntity(tl.NewText(X+2*(TileWidth+BorderWidth)+TileWidth/2-1, Y+TileHeight, "↑", tl.ColorBlack, tl.ColorWhite))
	level.AddEntity(tl.NewText(X+3*(TileWidth+BorderWidth)+TileWidth/2-1, Y+TileHeight, "→", tl.ColorBlack, tl.ColorWhite))
	level.AddEntity(&RemainingTime{
		r: tl.NewText(X+4*(TileWidth+BorderWidth), 0, fmt.Sprintf("%.3f", Time), tl.ColorRed, tl.ColorDefault),
		s: tl.NewText(0, 0, "0", tl.ColorRed, tl.ColorDefault),
		t: Time,
		m: tl.NewText(0, Y+TileHeight+1, "", tl.ColorRed, tl.ColorDefault),
		e: tl.NewText(X+4*(TileWidth+BorderWidth), Y+TileHeight+1, "", tl.ColorRed, tl.ColorDefault),
	})
	game.Screen().SetLevel(level)
	game.Start()
}
示例#4
0
文件: hud.go 项目: Wouterbeets/gomoku
func (h *hud) Draw(screen *tl.Screen) {
	w, _ := screen.Size()
	h.offsetX = w - 80
mainLoop:
	for {
		select {
		case str := <-h.com:
			i := hudMem - 1
			for i > 0 {
				h.toDisp[i] = h.toDisp[i-1]
				if h.toDisp[i] != nil {
					h.toDisp[i].SetPosition(h.offsetX, h.offsetY+i+2)
				}
				i--
			}
			h.toDisp[0] = tl.NewText(h.offsetX, h.offsetY+2, str, Fg, Bg)
		default:
			break mainLoop
		}
	}
	for _, v := range h.toDisp {
		v.Draw(screen)
	}
	h.header.SetPosition(h.offsetX, h.offsetY)
	h.header2.SetPosition(h.offsetX, h.offsetY+1)
	h.header.Draw(screen)
	h.header2.Draw(screen)
}
示例#5
0
文件: main.go 项目: fergstar/pen.go
// TODO need to be able to build multiple levels
// maybe look at adding a 'R' key during debug to reload/refresh level
func BuildLevel(g *tl.Game, w, h, score int) {

	maze := generateMaze(w, h)
	l := tl.NewBaseLevel(tl.Cell{})
	l.SetOffset(30, 15)
	g.Screen().SetLevel(l)
	g.Log("Building level with width %d and height %d", w, h)
	scoretext := tl.NewText(0, 1, "Pengo", tl.ColorWhite, tl.ColorBlack)
	g.Screen().AddEntity(scoretext)
	for i, row := range maze {
		for j, path := range row {
			if path == '*' {

				// check if the iceblock is a wall and set its color to white.
				var blockcolor = tl.ColorBlue
				if (i <= 1 || j <= 1) || (i >= 15 || j >= 17) {
					blockcolor = tl.ColorWhite
				}

				l.AddEntity(NewIceBlock(i, j, g, blockcolor))

			} else if path == 'P' {
				// it's Pengo
				l.AddEntity(NewPengo(i, j, g))
			} else if path == 'S' {
				// it's a Snobee
				l.AddEntity(NewSnobee(i, j, g))
			}
			// 'R' it's a Diamond iceblock
			// 's' it's a snobee egg iceblock
		}
	}
}
示例#6
0
文件: audio.go 项目: XQYCHJ/termloop
func CreateSoundCtrl(filename string, loop bool) *SoundCtrl {
	a, err := tlx.InitAudio()
	chk(err)
	t1 := tl.NewText(1, 1, "Push the right arrow to play", tl.ColorWhite, 0)
	t2 := tl.NewText(1, 3, "Push the up arrow to pause", tl.ColorWhite, 0)
	t3 := tl.NewText(1, 5, "Push the left arrow to restart", tl.ColorWhite, 0)
	t4 := tl.NewText(1, 7, "Push the down arrow to stop", tl.ColorWhite, 0)
	text := []*tl.Text{t1, t2, t3, t4}
	track, err := a.LoadTrack(filename, loop)
	chk(err)
	return &SoundCtrl{
		audio: a,
		track: track,
		text:  text,
	}
}
示例#7
0
文件: game.go 项目: jodizzle/snake
func GameOver() {
	end := tl.NewBaseLevel(tl.Cell{
		Bg: tl.ColorRed,
		Fg: tl.ColorBlack,
	})

	endText := StartLevel{
		message:       tl.NewText(0, 0, endMessage, tl.ColorGreen, tl.ColorBlack),
		instructions:  tl.NewText(0, 0, endInstructions, tl.ColorGreen, tl.ColorBlack),
		instructions2: tl.NewText(0, 0, "", tl.ColorGreen, tl.ColorBlack),
	}

	end.AddEntity(&endText)

	firstPass = true
	game.Screen().SetLevel(end)
}
func (l *storeLevel) refresh() {
	l.Level = tl.NewBaseLevel(tl.Cell{Bg: l.bg, Fg: l.fg})
	l.gt.store.AddEntity(&l.gt.console)
	l.gt.console.SetText("")

	w, h := l.gt.g.Screen().Size()
	rect := tl.NewRectangle(10, 2, w-20, h-4, tl.ColorGreen)
	l.AddEntity(rect)

	store, _ := ioutil.ReadFile("data/store.txt")
	c := tl.CanvasFromString(string(store))
	l.AddEntity(tl.NewEntityFromCanvas(w/2-len(c)/2, 4, c))

	msg := "Up/Down(j/k), Enter to purchase, N to return to the game"
	l.AddEntity(tl.NewText(w/2-len(msg)/2, 10, msg, tl.ColorBlack, tl.ColorDefault))

	msg = fmt.Sprintf("Cash: $%d", l.gt.stats.Dollars)
	l.AddEntity(tl.NewText(14, 11, msg, tl.ColorBlack, tl.ColorDefault))

	y := 12
	for idx, i := range l.items {
		i.Reset(l.gt)
		x := 14
		fg := tl.ColorBlack
		if i.Price() > l.gt.stats.Dollars {
			fg = tl.ColorRed
		}
		var price string
		if l.currentItem == idx {
			price = ">" + i.PriceDesc() + "<"
		} else {
			price = " " + i.PriceDesc()
		}
		l.AddEntity(tl.NewText(x, y, price, fg, tl.ColorDefault))
		x += len(i.PriceDesc()) + 4
		l.AddEntity(tl.NewText(x, y, i.Name(), tl.ColorBlue, tl.ColorDefault))
		y++
	}

	desc := l.items[l.currentItem].Desc()
	l.AddEntity(tl.NewText(14, y+1, desc, tl.ColorBlue, tl.ColorDefault))

	y = 12
	x := w - 30
	msg = fmt.Sprintf("Goroutines: %d", len(l.gt.items))
	l.AddEntity(tl.NewText(x, y, msg, tl.ColorBlue, tl.ColorDefault))
	y++
	msg = fmt.Sprintf("CPU Upgrades: %d", l.gt.stats.CPUUpgrades)
	l.AddEntity(tl.NewText(x, y, msg, tl.ColorBlue, tl.ColorDefault))
	y++
	msg = fmt.Sprintf("Go Version: %0.1f", l.gt.stats.GoVersion)
	l.AddEntity(tl.NewText(x, y, msg, tl.ColorBlue, tl.ColorDefault))
	y++

	l.gt.g.Screen().SetLevel(l)
}
示例#9
0
func (g *Game) addChrome() {
	screen := g.game.Screen()
	screen.AddEntity(tl.NewText(offsetX, 0, " Number crusher! ", tl.ColorBlack, tl.ColorGreen))
	x := 2*offsetX + (boardWidth * squareWidth) + (boardWidth * borderWidth) + borderWidth
	rules := tl.NewEntityFromCanvas(x, offsetY, tl.CanvasFromString(rules))
	screen.AddEntity(rules)
	screen.AddEntity(g.status)
}
示例#10
0
func main() {
	if len(os.Args) < 2 {
		fmt.Println("Please provide a string as first argument")
		return
	}
	g := tl.NewGame()
	g.AddEntity(&MovingText{
		text: tl.NewText(0, 0, os.Args[1], tl.ColorWhite, tl.ColorBlue),
	})
	g.Start()
}
示例#11
0
func NewGame() *Game {
	game := &Game{
		level:  startLevel,
		game:   tl.NewGame(),
		board:  NewBoard(),
		status: tl.NewText(19, 0, "", tl.ColorWhite, tl.ColorBlack),
	}
	game.player = NewPlayer(game)
	game.updateStatus()
	return game
}
示例#12
0
文件: game.go 项目: jodizzle/snake
func main() {
	game = tl.NewGame()
	game.SetDebugOn(false)

	start := tl.NewBaseLevel(
		tl.Cell{Bg: tl.ColorBlack, Fg: tl.ColorBlack, Ch: 'S'},
	)

	startText := StartLevel{
		tl.NewText(0, 0, startMessage, tl.ColorGreen, tl.ColorBlack),
		tl.NewText(0, 0, instructions, tl.ColorGreen, tl.ColorBlack),
		tl.NewText(0, 0, instructions2, tl.ColorGreen, tl.ColorBlack),
	}
	start.AddEntity(&startText)

	game.Screen().SetLevel(start)
	firstPass = true

	game.Start()
}
示例#13
0
// NewCell creates a new cell. Accepts x and y coordinate parameters to
// determine "isWave" state. Returns a new instance of Cell.
func NewCell(x int, y int) Cell {
	cell := Cell{
		entity:     termloop.NewText(x, y, " ", termloop.ColorWhite, termloop.ColorCyan),
		isFlagged:  false,
		isMine:     false,
		isWave:     (x%2 == 0 && y%2 == 0) || (x%2 != 0 && y%2 != 0),
		proximity:  0,
		isRevealed: false,
	}

	return cell
}
示例#14
0
func buildLevel(g *tl.Game, w, h, score int) {
	maze := generateMaze(w, h)
	l := tl.NewBaseLevel(tl.Cell{})
	g.SetLevel(l)
	g.Log("Building level with width %d and height %d", w, h)
	scoretext := tl.NewText(0, 1, "Levels explored: "+strconv.Itoa(score),
		tl.ColorBlue, tl.ColorBlack)
	g.AddEntity(tl.NewText(0, 0, "Pyramid!", tl.ColorBlue, tl.ColorBlack))
	g.AddEntity(scoretext)
	for i, row := range maze {
		for j, path := range row {
			if path == '*' {
				l.AddEntity(tl.NewRectangle(i, j, 1, 1, tl.ColorWhite))
			} else if path == 'S' {
				l.AddEntity(NewBlock(i, j, tl.ColorRed, g, w, h, score, scoretext))
			} else if path == 'L' {
				l.AddEntity(tl.NewRectangle(i, j, 1, 1, tl.ColorBlue))
			}
		}
	}
}
示例#15
0
func (l *gameLevel) Activate() {
	l.Level = tl.NewBaseLevel(tl.Cell{Bg: l.bg, Fg: l.fg})

	l.gt.stats.Garbage = 0

	l.gt.game.AddEntity(&l.gt.console)
	l.gt.console.SetText("")

	numWords := l.gt.stats.LevelsCompleted + 1
	w, h := l.gt.g.Screen().Size()
	l.words = []*word{}

	x := 0
	y := 0
	for i := 0; i < numWords; i++ {
		str := l.gt.wordList[rand.Intn(len(l.gt.wordList))]
		if len(str)+x > w {
			x = 0
			y++
		}
		w := newWord(x, y, str, tl.ColorRed, tl.ColorGreen, tl.ColorBlue, tl.ColorCyan)
		l.AddEntity(w)
		l.words = append(l.words, w)
		x += len(w.str) + 2
	}
	l.currentWord = nil
	l.currentWordText = tl.NewText(0, h-1, "", tl.ColorRed, tl.ColorBlue)
	l.AddEntity(l.currentWordText)

	l.garbageText = tl.NewText(w, h-1, "", tl.ColorRed, tl.ColorBlue)
	l.AddEntity(l.garbageText)

	l.AddEntity(tl.NewText(0, h-2, strings.Repeat("*", w), tl.ColorBlack, tl.ColorDefault))
	for _, i := range l.gt.items {
		i.Reset(l.gt)
	}

	l.gt.g.Screen().SetLevel(l)
}
示例#16
0
func (board *Board) build() {
	for i := 0; i <= 12; i++ {
		for j := 0; j <= 12; j++ {
			board.spots[i][j].outer = termloop.NewRectangle(
				i*pw, j*pl, pw, pl, termloop.ColorWhite)
			board.spots[i][j].inner = termloop.NewRectangle(
				i*pw+1, j*pl+1, pw-2, pl-2, termloop.ColorWhite)
		}
	}
	for i := 1; i <= 4; i++ {
		tltext := termloop.NewText(3, i, "", termloop.ColorWhite,
			termloop.ColorBlack)
		board.texts = append(board.texts, tltext)
	}
}
示例#17
0
func (l *endLevel) PrintStats(amt, x, y int) {
	msg := fmt.Sprintf("Levels Complete: %d", l.gt.stats.LevelsCompleted)
	text := tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	msg = fmt.Sprintf("Levels Attempted: %d", l.gt.stats.LevelsAttempted)
	text = tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	msg = fmt.Sprintf("Reward: $%d", amt)
	text = tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	msg = fmt.Sprintf("Balance: $%d", l.gt.stats.Dollars)
	text = tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	msg = fmt.Sprintf("Total Cash: $%d", l.gt.stats.TotalEarned)
	text = tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	msg = fmt.Sprintf("Lives Remaining: %d", l.gt.stats.Lives)
	text = tl.NewText(x-len(msg)/2, y, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
	y++

	if l.win {
		msg = fmt.Sprintf("Press N for next level or S for store")
	} else if l.gt.stats.Lives > 0 {
		msg = fmt.Sprintf("Press R to retry level or S for store")
	} else {
		msg = fmt.Sprintf("Press Enter to quit or N for new game")
	}
	text = tl.NewText(x-len(msg)/2, y+1, msg, tl.ColorBlack, tl.ColorDefault)
	l.AddEntity(text)
}
示例#18
0
func (l *introLevel) refresh() {
	l.gt.intro.AddEntity(&l.gt.console)
	l.gt.console.SetText("")
	w, h := l.gt.g.Screen().Size()
	quarterH := h / 4
	rect := tl.NewRectangle(10, 2, w-20, h-4, tl.ColorCyan)
	l.AddEntity(rect)

	logo, _ := ioutil.ReadFile("data/logo.txt")
	c := tl.CanvasFromString(string(logo))
	logoEntity := tl.NewEntityFromCanvas(w/2-len(c)/2, quarterH, tl.CanvasFromString(string(logo)))
	l.AddEntity(logoEntity)

	msg := "Press any key to continue"
	l.pressAKeyText = tl.NewText(w/2-len(msg)/2, h/2, msg, tl.ColorBlue|tl.AttrReverse, tl.ColorDefault)
	l.AddEntity(l.pressAKeyText)

	instructions, _ := ioutil.ReadFile("data/instructions.txt")
	c = tl.CanvasFromString(string(instructions))
	l.AddEntity(tl.NewEntityFromCanvas(w/2-len(c)/2, h/2+2, c))

	l.needsRefresh = false
}
示例#19
0
func newWelcome(game *tl.Game) *welcome {
	c := [4]string{"HOTSEAT", "P1 vs AI", "AI vs P2", "AI vs AI"}
	hWidth := len(header[0])
	hHeight := len(header)
	w := &welcome{
		msg:    tl.NewText(hWidth/2-(len(msg)/2), hHeight+1, msg, Fg, Bg),
		header: [12]*tl.Text{},
		choices: [4]*tl.Text{
			tl.NewText(5, hHeight+3, c[0], Fg, Bg),
			tl.NewText(hWidth/len(c)+5, hHeight+3, c[1], Fg, Bg),
			tl.NewText((hWidth/len(c))*2+5, hHeight+3, c[2], Fg, Bg),
			tl.NewText((hWidth/len(c))*3+5, hHeight+3, c[3], Fg, Bg),
		},
		done: false,
		game: game,
	}
	for k, _ := range w.header {
		w.header[k] = tl.NewText(0, k, header[k], Fg, Bg)
	}
	return w
}
示例#20
0
文件: ui.go 项目: middric/codesweeper
func SetupUI() {
	game.Screen().AddEntity(termloop.NewText(0, 0, " MineSweeper ", termloop.ColorBlue, termloop.ColorBlack))
}
示例#21
0
文件: ui.go 项目: middric/codesweeper
func UpdateUI() {
	_, screenH := game.Screen().Size()
	game.Screen().AddEntity(termloop.NewText(0, screenH-1, " Mines: "+strconv.Itoa(mineCount)+", Flags: "+strconv.Itoa(flags), termloop.ColorBlue, termloop.ColorBlack))
}
示例#22
0
func (g *Game) gameOver() {
	g.game.Screen().Level().AddEntity(tl.NewText(28, 17, " GAME OVER ", tl.ColorBlack, tl.ColorRed))
}
示例#23
0
func NewScoreText() *ScoreText {
	return &ScoreText{tl.NewText(0, 0, "Score: 0", tl.ColorYellow, tl.ColorBlue), 0}
}
示例#24
0
func NewLevelText() *LevelText {
	return &LevelText{tl.NewText(20, 0, "Level: 1", tl.ColorYellow, tl.ColorBlue), 1}
}
示例#25
0
func NewHealthText() *HealthText {
	return &HealthText{tl.NewText(40, 0, "Health: 100%", tl.ColorYellow, tl.ColorBlue), 100}
}
示例#26
0
func (d *TermloopDriver) OnInit(c *hachi.Chip8) {
	// hex keyboard with 16 keys.
	// 8, 4, 6 and 2 are typically used for directional input.
	d.keyMap = map[tl.Key]uint16{
		tl.KeyTab:        hachi.Key0,
		tl.KeyF2:         hachi.Key1,
		tl.KeyF3:         hachi.Key2,
		tl.KeyF4:         hachi.Key3,
		tl.KeyF5:         hachi.Key4,
		tl.KeyF6:         hachi.Key5,
		tl.KeyF7:         hachi.Key6,
		tl.KeyF8:         hachi.Key7,
		tl.KeyF9:         hachi.Key8,
		tl.KeyF10:        hachi.Key9,
		tl.KeyCtrlA:      hachi.KeyA,
		tl.KeyCtrlB:      hachi.KeyB,
		tl.KeyCtrlC:      hachi.KeyC,
		tl.KeyCtrlD:      hachi.KeyD,
		tl.KeyCtrlE:      hachi.KeyE,
		tl.KeyCtrlF:      hachi.KeyF,
		tl.KeyArrowDown:  hachi.Key2,
		tl.KeyArrowLeft:  hachi.Key4,
		tl.KeyArrowRight: hachi.Key6,
		tl.KeyArrowUp:    hachi.Key8,
		tl.KeyEnter:      hachi.Key5,
	}

	// init termloop
	d.g = tl.NewGame()
	scr := d.g.Screen()

	scr.AddEntity(&inputHandler{c, d, make(map[uint16]time.Time)})
	scr.AddEntity(tl.NewText(0, 0, "Stack   Syscalls",
		tl.ColorDefault, tl.ColorDefault))

	// stack
	d.stack = make([]*tl.Text, len(c.Stack))
	for i := 0; i < len(d.stack); i++ {
		d.stack[i] = tl.NewText(
			0, i+1, "", tl.ColorDefault, tl.ColorDefault)
		d.g.Screen().AddEntity(d.stack[i])
	}

	// syscall log
	for i := 0; i < 10; i++ {
		d.syscalls[i] = tl.NewText(
			8, i+1, "", tl.ColorDefault, tl.ColorDefault)
		d.g.Screen().AddEntity(d.syscalls[i])
	}

	// chip info
	d.memory = tl.NewText(20, 0, "placeholder",
		tl.ColorDefault, tl.ColorDefault)
	scr.AddEntity(d.memory)

	d.registers = tl.NewText(20, 1, "placeholder",
		tl.ColorDefault, tl.ColorDefault)
	scr.AddEntity(d.registers)

	d.pointersAndTimers = tl.NewText(20, 2, "placeholder",
		tl.ColorDefault, tl.ColorDefault)
	scr.AddEntity(d.pointersAndTimers)

	d.devices = tl.NewText(20, 3, "placeholder",
		tl.ColorDefault, tl.ColorDefault)
	scr.AddEntity(d.devices)

	// screen preview at 20,5
	d.screen = make([][]*tl.Rectangle, c.Width)
	color := tl.ColorWhite // foreground

	for i := uint8(0); i < c.Width; i++ {
		d.screen[i] = make([]*tl.Rectangle, c.Height)

		for j := uint8(0); j < c.Height; j++ {
			d.screen[i][j] = tl.NewRectangle(
				20+int(i), 5+int(j),
				1, 1, color,
			)
		}
	}

	d.lastScreen = make([]byte, uint16(c.Width)*uint16(c.Height)/8)
	log.Println("TermloopDriver initialized")
}