/
Game.go
357 lines (302 loc) · 7.69 KB
/
Game.go
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package main
import (
"fmt"
"io/ioutil"
"math/rand"
"strconv"
sf "bitbucket.org/krepa098/gosfml2"
)
//State represents the state of the game (i.e: playing, in inventory, dead, in the menu, etc)
type State int
const (
//PLAY state means the player is in control of its character.
PLAY State = iota
//LOOK state means the player is using the look command.
LOOK
//LOG state means the player is looking at the log
LOG
//INVENTORY state means the player is looking at an inventory list.
INVENTORY
)
//Drawer is implemented on types that can be drawn on the window.
type Drawer interface {
Draw(*sf.RenderWindow)
}
//Draw draws any drawer on the window.
func (g *Game) Draw(d Drawer) {
d.Draw(g.window)
}
//Game contains the base data of the game, from the window, to its current entities and area currently in memory.
type Game struct {
window *sf.RenderWindow
area *Area
player *Entity
cursor *Entity
mobs []*Entity
items []*Entity
state State
Settings
gameView *sf.View
statusView *sf.View
logView *sf.View
hpText *sf.Text
lookText *sf.Text
logText *sf.Text
}
//NewGame initializes a Game struct.
func NewGame() *Game {
g := new(Game)
g.Settings = readSettings()
g.window = sf.NewRenderWindow(sf.VideoMode{uint(g.resW), uint(g.resH), 32}, "GoSFMLike", sf.StyleDefault, sf.DefaultContextSettings())
g.state = PLAY
g.area = NewArea()
g.player = NewEntity("player", 0, 0, 3, 4, g.area)
g.cursor = NewEntity("cursor", 0, 0, 2, 2, g.area)
for i := 0; i < 3; i++ {
g.mobs = append(g.mobs, NewEntityFromFile("orc", 3+i, 1, g.area))
g.items = append(g.items, NewEntityFromFile("potion", 4, 4, g.area))
}
g.mobs = append(g.mobs, g.player)
g.gameView = sf.NewView()
g.gameView.SetCenter(g.player.PosVector())
g.gameView.SetSize(sf.Vector2f{g.resW * 0.75, g.resH * 0.75})
g.gameView.SetViewport(sf.FloatRect{0, 0, .75, .75})
g.statusView = sf.NewView()
g.statusView.SetSize(sf.Vector2f{g.resW * 0.25, g.resH})
g.statusView.SetCenter(sf.Vector2f{(g.resW * 0.25) / 2, g.resH / 2})
g.statusView.SetViewport(sf.FloatRect{.77, 0, .25, 1})
g.hpText, _ = sf.NewText(Font)
g.hpText.SetCharacterSize(12)
g.logView = sf.NewView()
var err error
g.lookText, err = sf.NewText(Font)
if err != nil {
panic(err)
}
g.lookText.SetCharacterSize(12)
g.logText, _ = sf.NewText(Font)
g.logText.SetCharacterSize(12)
return g
}
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()
}
}
}
func (g *Game) drawLog() {
logFile, err := ioutil.ReadFile("log.txt")
if err != nil {
fmt.Println("Can't open the log file log.txt: ERR: ", err)
}
if g.state != LOG {
g.logView.SetSize(sf.Vector2f{g.resW * 0.8, g.resH * 0.25})
g.logView.SetViewport(sf.FloatRect{0.01, .70, .8, .25})
glb := g.logText.GetGlobalBounds()
lvCenterX := (g.resW * 0.8) / 2
lvCenterY := (g.resH * 0.25) / 2
g.logView.SetCenter(sf.Vector2f{lvCenterX, glb.Height - lvCenterY})
}
g.window.SetView(g.logView)
g.logText.SetString(string(logFile))
g.logText.Draw(g.window, sf.DefaultRenderStates())
}
func (g *Game) openLog() {
g.logView.SetSize(sf.Vector2f{g.resW, g.resH * 0.85})
g.logView.SetViewport(sf.FloatRect{.1, .05, 1, .85})
g.logView.SetCenter(sf.Vector2f{g.resW / 2, (g.resH * .85) / 2})
}
func (g *Game) tryPickUp() {
for l, i := range g.items {
if g.player.Position() == i.Position() {
g.player.pickUp(i)
g.items = removeFromList(g.items, l)
return
}
}
}
//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
}
func (g *Game) processAI(e *Entity) {
e.moveTowards(g.player, g)
}
func (g *Game) describe(e *Entity) {
appendString(g.lookText, e.name)
g.lookText.SetPosition(e.PosVector())
}
func (g *Game) handleInput(key rune) (wait bool) {
wait = true
var inControl *Entity
if g.state == PLAY {
inControl = g.player
} else if g.state == LOOK {
inControl = g.cursor
}
move := func(x, y int) {
if g.state == LOOK {
g.lookText.SetString("")
}
if g.state != LOG {
inControl.Move(x, y, g)
g.gameView.SetCenter(inControl.PosVector())
}
if g.state == PLAY {
wait = false
}
}
// The ESC key should be usable in all states to exit back toPLAY
if key == 27 {
wait = true
g.state = PLAY
g.gameView.SetCenter(g.player.PosVector())
return
}
switch key {
case '2':
move(0, 1)
case '3':
move(1, 1)
case '6':
move(1, 0)
case '9':
move(1, -1)
case '8':
move(0, -1)
case '7':
move(-1, -1)
case '4':
move(-1, 0)
case '1':
move(-1, 1)
case '5':
wait = false
case 'g':
wait = false
g.tryPickUp()
case 'u':
wait = true
g.state = INVENTORY
g.listUsables()
case 'x':
wait = true
g.state = LOOK
g.cursor.SetPosition(g.player.Position())
case 'L':
wait = true
g.state = LOG
g.openLog()
case 'Q':
g.window.Close()
default:
fmt.Println("Can't recognize command: ", key, "\n")
}
return
}
func (g *Game) inventoryInput(key rune, items map[rune]*Item, names map[*Item]string) (done bool, used string) {
fmt.Printf("Pressed: %q. Corresponds to: %+v", key, items[key])
if key == 27 {
return true, ""
}
if items[key] != nil && items[key].effect != nil {
g.player.use(items[key])
log(fmt.Sprintf("You use %s", names[items[key]]))
done, used = true, names[items[key]]
return
}
log("Can't use that.")
done, used = false, ""
return
}