forked from codelympics/go_game_jam
/
game.go
281 lines (237 loc) · 7.24 KB
/
game.go
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package main
import (
tl "github.com/JoelOtter/termloop"
"math/rand"
"time"
)
const (
startMessage = "SNAKE"
instructions = "ARROW KEYS TO MOVE"
instructions2 = "PRESS ENTER TO START"
endMessage = "GAME OVER"
endInstructions = "PRESS ENTER TO RESTART"
)
var game *tl.Game
var firstPass bool
var snakeTime float64
var spawnTime float64
type Player struct {
snake []*tl.Rectangle
direction string
prevX int
prevY int
level *tl.BaseLevel
}
//Handles auto events
func (player *Player) Update(screen *tl.Screen) {
//tl.Screen.size() parameters are evidently zero until the game.Start(),
//So this is a crude solution intended to center the player after the game has begun
if firstPass {
screenWidth, screenHeight := screen.Size()
player.SetPosition(screenWidth/2, screenHeight/2)
firstPass = false
}
snakeTime += screen.TimeDelta()
if snakeTime > 0.1 {
snakeTime -= 0.1
player.prevX, player.prevY = player.Position()
switch player.direction {
case "right":
player.SetPosition(player.prevX+1, player.prevY)
//player.SnakeMovement(player.prevX+1, player.prevY)
case "left":
player.SetPosition(player.prevX-1, player.prevY)
//player.SnakeMovement(player.prevX-1, player.prevY)
case "up":
player.SetPosition(player.prevX, player.prevY-1)
//player.SnakeMovement(player.prevX, player.prevY-1)
case "down":
player.SetPosition(player.prevX, player.prevY+1)
//player.SnakeMovement(player.prevX, player.prevY+1)
}
player.SnakeMovement()
}
spawnTime += screen.TimeDelta()
if spawnTime > 1 {
spawnTime -= 1
screenWidth, screenHeight := screen.Size()
rando := rand.New(rand.NewSource(time.Now().UnixNano()))
spawnX, spawnY := rando.Intn(screenWidth), rando.Intn(screenHeight)
screen.Level().AddEntity(tl.NewRectangle(spawnX, spawnY, 1, 1, tl.ColorGreen))
game.Log("Spawn at (%d,%d)", spawnX, spawnY)
}
//Check box boundaries
playerX, playerY := player.Position()
screenWidth, screenHeight := game.Screen().Size()
//<= is used on the upper-boundaries to prevent the player from disappearing offscreen
//by one square
//(Funnily enough, when player.snake is more than one unit long, just stopping the player at
//the boundaries also causes a game over state because the tail slides into the head)
if playerX < 0 || playerX >= screenWidth {
GameOver()
//player.SetPosition(player.prevX, player.prevY)
}
if playerY < 0 || playerY >= screenHeight {
GameOver()
//player.SetPosition(player.prevX, player.prevY)
}
}
func (player *Player) SnakeMovement() {
//Don't do anything if it's currently just the head
if len(player.snake) > 1 {
//Change color to white up here because of difficulties putting it in player.Eat()
player.snake[len(player.snake)-1].SetColor(tl.ColorWhite)
refSnake := make([]*tl.Rectangle, len(player.snake))
//Doesn't work because it 'copy' copies the pointers
// copy(refSnake, player.snake)
//Need Deep Copy:
for i := 0; i < len(player.snake); i++ {
prevX, prevY := player.snake[i].Position()
refSnake[i] = tl.NewRectangle(prevX, prevY, 1, 1, tl.ColorGreen)
}
for i := 1; i < len(player.snake)-1; i++ {
prevX, prevY := refSnake[i].Position()
player.snake[i+1].SetPosition(prevX, prevY)
}
player.snake[1].SetPosition(player.prevX, player.prevY)
}
}
func (player *Player) Draw(screen *tl.Screen) {
player.Update(screen)
for _,s := range player.snake {
s.Draw(screen)
}
}
// Remove rectangle and add to snake length
func (player *Player) Eat(rect *tl.Rectangle) {
//Removing entities (at least the way that I approached it) doesn't seem to have much of an affect.
//Have to delete from level entities, not screen
// game.Screen().Level().RemoveEntity(rect)
// game.Screen().RemoveEntity(rect)
// game.Log("Entity Removed")
px, py := player.snake[len(player.snake)-1].Position()
switch player.direction {
case "right":
rect.SetPosition(px-1, py)
case "left":
rect.SetPosition(px+1, py)
case "up":
rect.SetPosition(px, py+1)
case "down":
rect.SetPosition(px, py-1)
}
player.snake = append(player.snake, rect)
//Trying to change Color here doesn't seem to work, possibly because of the order that collisions are
//handled in. Color is instead changed in player.Update()
// rect.SetColor(tl.ColorWhite)
// game.Screen().Level().AddEntity(rect)
}
//Order seems to be Tick then Draw, but only if there is an event to activate Tick
func (player *Player) Tick(event tl.Event) {
if event.Type == tl.EventKey {
player.prevX, player.prevY = player.Position()
switch event.Key {
case tl.KeyArrowRight:
player.direction = "right"
case tl.KeyArrowLeft:
player.direction = "left"
case tl.KeyArrowUp:
player.direction = "up"
case tl.KeyArrowDown:
player.direction = "down"
}
}
}
func (player *Player) InSnake(rect *tl.Rectangle) bool {
for i,s := range player.snake {
if rect == s {
game.Log("Death by %d at %d", s, i)
return true
}
}
return false
}
func (player *Player) Size() (int, int) {
return player.snake[0].Size()
}
func (player *Player) Position() (int, int) {
return player.snake[0].Position()
}
func (player *Player) SetPosition(x, y int) {
player.snake[0].SetPosition(x, y)
}
func (player *Player) Collide(collision tl.Physical) {
//Check if it's a rectangle we're colliding with
if rect, ok := collision.(*tl.Rectangle); ok {
if rect.Color() == tl.ColorGreen {
player.Eat(rect)
game.Log("Rectangle Collision: %d", rect)
}
if rect.Color() == tl.ColorWhite {
if player.InSnake(rect) {
GameOver()
}
}
}
}
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)
}
type StartLevel struct {
message *tl.Text
instructions *tl.Text
instructions2 *tl.Text
}
func (text *StartLevel) Draw(screen *tl.Screen) {
screenWidth, screenHeight := screen.Size()
text.message.SetPosition(screenWidth/2, screenHeight/2)
text.message.Draw(screen)
text.instructions.SetPosition(screenWidth/2 - 5, screenHeight/2 + 1)
text.instructions.Draw(screen)
text.instructions2.SetPosition(screenWidth/2 - 5, screenHeight/2 + 2)
text.instructions2.Draw(screen)
}
func (text *StartLevel) Tick(event tl.Event) {
if event.Type == tl.EventKey {
if event.Key == tl.KeyEnter {
level := tl.NewBaseLevel(tl.Cell {
Bg: tl.ColorBlack,
Fg: tl.ColorBlack,
})
player := Player{
snake: []*tl.Rectangle{tl.NewRectangle(0, 0, 1, 1, tl.ColorRed)},
level: level,
}
//player.entity.SetCell(0, 0, &tl.Cell{Fg: tl.ColorRed, Ch: '☺'})
level.AddEntity(&player)
game.Screen().SetLevel(level)
}
}
}
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()
}