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

@@ -6,26 +6,32 @@ import (
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/atridad/BigFeelings/internal/hero"
"github.com/atridad/BigFeelings/internal/save"
"github.com/atridad/BigFeelings/internal/status"
"github.com/atridad/BigFeelings/internal/ui/hud"
"github.com/atridad/LilGuy/internal/hero"
"github.com/atridad/LilGuy/internal/projectile"
"github.com/atridad/LilGuy/internal/save"
"github.com/atridad/LilGuy/internal/status"
"github.com/atridad/LilGuy/internal/ui/hud"
"github.com/atridad/LilGuy/internal/world"
)
var (
backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
backgroundColor = color.NRGBA{R: 135, G: 206, B: 235, A: 255}
saveNotificationColor = color.NRGBA{R: 50, G: 200, B: 50, A: 255}
)
// Hero settings.
const (
heroStartX = 960 / 2 // ScreenWidth / 2
heroStartY = 540 / 2 // ScreenHeight / 2
heroStartX = 960 / 2
heroStartY = 540 / 2
heroRadius = 28.0
heroSpeed = 180.0
heroMaxStamina = 100.0
heroStaminaDrain = 50.0
heroStaminaRegen = 30.0
saveNotificationDuration = 2 * time.Second
)
var (
@@ -59,9 +65,9 @@ const (
type GameplayInput struct {
Left bool
Right bool
Up bool
Down bool
Jump bool
Sprint bool
Shoot bool
}
// Manages the main gameplay state including the hero, HUD, and game world.
@@ -69,6 +75,8 @@ type GameplayInput struct {
type GameplayScreen struct {
hero *hero.Hero
hud hud.Overlay
world *world.World
projectiles *projectile.Manager
bounds hero.Bounds
lastTick time.Time
gameStartTime time.Time
@@ -77,10 +85,25 @@ type GameplayScreen struct {
fpsFrames int
fpsAccumulator time.Duration
fpsValue float64
saveNotificationTimer time.Duration
showSaveNotification bool
}
// Creates a new gameplay screen instance.
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
w := world.NewWorld()
groundHeight := 16.0
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
return &GameplayScreen{
hero: hero.New(hero.Config{
StartX: heroStartX,
@@ -97,9 +120,12 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *Gamepla
Y: hudY,
Color: color.White,
},
world: w,
projectiles: projectile.NewManager(),
bounds: hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
},
lastTick: time.Now(),
gameStartTime: time.Now(),
@@ -114,15 +140,30 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
g.hero.Update(hero.Input{
Left: input.Left,
Right: input.Right,
Up: input.Up,
Down: input.Down,
Jump: input.Jump,
Sprint: input.Sprint,
}, dt, g.bounds)
// Track total play time
if input.Shoot {
direction := 1.0
if g.hero.GetDirection() == hero.DirLeft {
direction = -1.0
}
g.projectiles.Shoot(g.hero.X, g.hero.Y-20, direction, g.hero.ProjectileConfig)
}
g.projectiles.Update(dt, g.bounds.Width, g.bounds.Height)
g.totalPlayTime += delta
g.trackFPS(delta)
if g.showSaveNotification {
g.saveNotificationTimer -= delta
if g.saveNotificationTimer <= 0 {
g.showSaveNotification = false
}
}
}
// Calculates the current FPS if FPS monitoring is enabled.
@@ -144,6 +185,9 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
// Renders the gameplay screen.
func (g *GameplayScreen) Draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
g.world.Draw(screen)
g.projectiles.Draw(screen)
g.hero.Draw(screen)
staminaColor := staminaNormalColor
@@ -181,10 +225,63 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
}
g.hud.Draw(screen, meters)
if g.showSaveNotification {
g.drawSaveNotification(screen)
}
}
func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
centerX := float32(g.bounds.Width / 2)
centerY := float32(30)
boxWidth := float32(140)
boxHeight := float32(40)
vector.DrawFilledRect(screen,
centerX-boxWidth/2,
centerY-boxHeight/2,
boxWidth,
boxHeight,
color.NRGBA{R: 0, G: 0, B: 0, A: 180},
false)
vector.StrokeRect(screen,
centerX-boxWidth/2,
centerY-boxHeight/2,
boxWidth,
boxHeight,
2,
saveNotificationColor,
false)
msg := "Game Saved!"
textX := centerX - 45
textY := centerY - 5
ebitenutil.DebugPrintAt(screen, msg, int(textX), int(textY))
}
func (g *GameplayScreen) ShowSaveNotification() {
g.showSaveNotification = true
g.saveNotificationTimer = saveNotificationDuration
}
// Resets the gameplay screen to its initial state.
func (g *GameplayScreen) Reset() {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
groundHeight := 16.0
w := world.NewWorld()
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
g.hero = hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
@@ -195,6 +292,13 @@ func (g *GameplayScreen) Reset() {
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
})
g.world = w
g.projectiles = projectile.NewManager()
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
}
g.lastTick = time.Now()
g.gameStartTime = time.Now()
g.totalPlayTime = 0
@@ -215,6 +319,20 @@ func (g *GameplayScreen) SaveState() *save.GameState {
// LoadState restores gameplay state from saved data.
func (g *GameplayScreen) LoadState(state *save.GameState) {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
groundHeight := 16.0
w := world.NewWorld()
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
g.hero = hero.New(hero.Config{
StartX: state.HeroX,
StartY: state.HeroY,
@@ -226,6 +344,13 @@ func (g *GameplayScreen) LoadState(state *save.GameState) {
StaminaRegen: heroStaminaRegen,
})
g.hero.Stamina = state.HeroStamina
g.world = w
g.projectiles = projectile.NewManager()
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
}
g.totalPlayTime = time.Duration(state.PlayTimeMS) * time.Millisecond
g.lastTick = time.Now()
g.gameStartTime = time.Now()

View File

@@ -82,7 +82,7 @@ func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
}
// Draw large game title
titleText := "BIG FEELINGS"
titleText := "LIL GUY"
// Calculate size for large text (scale up the basic font)
scale := 4.0

View File

@@ -130,7 +130,7 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
// Draw game title
titleText := "BIG FEELINGS"
titleText := "LIL GUY"
scale := 3.0
charWidth := 7.0 * scale
textWidth := float64(len(titleText)) * charWidth