Name change

This commit is contained in:
2025-11-24 12:18:32 -07:00
parent cd6c1a78b0
commit 175479da69
65 changed files with 624 additions and 191 deletions

View File

@@ -6,9 +6,9 @@ import (
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/atridad/BigFeelings/internal/save"
"github.com/atridad/BigFeelings/internal/screens"
"github.com/atridad/BigFeelings/internal/ui/menu"
"github.com/atridad/LilGuy/internal/save"
"github.com/atridad/LilGuy/internal/screens"
"github.com/atridad/LilGuy/internal/ui/menu"
)
// Window and display configuration.
@@ -17,7 +17,7 @@ const (
ScreenWidth = 960
ScreenHeight = 540
TargetTPS = 60
WindowTitle = "Big Feelings"
WindowTitle = "Lil Guy"
)
// Game states define the different screens and modes the game can be in.
@@ -87,18 +87,18 @@ func (f *FPSCap) Cycle() {
type controls struct {
Left bool
Right bool
Up bool
Down bool
Jump bool
Sprint bool
Shoot bool
}
func readControls() controls {
return controls{
Left: ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA),
Right: ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD),
Up: ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW),
Down: ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS),
Jump: ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeySpace),
Sprint: ebiten.IsKeyPressed(ebiten.KeyShift),
Shoot: inpututil.IsKeyJustPressed(ebiten.KeyK),
}
}
@@ -311,14 +311,15 @@ func (g *Game) updatePlaying() error {
g.state.gameplayScreen.Update(screens.GameplayInput{
Left: input.Left,
Right: input.Right,
Up: input.Up,
Down: input.Down,
Jump: input.Jump,
Sprint: input.Sprint,
Shoot: input.Shoot,
}, delta)
// Periodic auto-save
if now.Sub(g.state.lastAutoSave) >= g.state.autoSaveInterval {
g.saveGame()
g.state.gameplayScreen.ShowSaveNotification()
g.state.lastAutoSave = now
}
@@ -343,6 +344,9 @@ func (g *Game) updatePaused() error {
case menu.OptionSave:
// Save game immediately
g.saveGame()
g.state.gameplayScreen.ShowSaveNotification()
g.state.gameState = statePlaying
g.state.lastTick = time.Now()
case menu.OptionMainMenu:
// Save game before returning to main menu
g.saveGame()