Better commenting throughout
This commit is contained in:
@@ -11,8 +11,6 @@ import (
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"github.com/atridad/LilGuy/internal/ui/menu"
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)
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// Window and display configuration.
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const (
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ScreenWidth = 960
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ScreenHeight = 540
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@@ -20,29 +18,17 @@ const (
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WindowTitle = "Lil Guy"
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)
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// Game states define the different screens and modes the game can be in.
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// To add a new state:
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// 1. Add a new constant to the gameState enum below
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// 2. Create a new screen type in internal/screens/ (see splash.go, title.go, gameplay.go as examples)
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// 3. Add the screen instance to the 'state' struct
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// 4. Handle state transitions in Update() method
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// 5. Handle rendering in Draw() method
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//
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// State Flow:
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// stateSplash -> stateTitle -> statePlaying <-> statePaused
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// ^____________|
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// Game states
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type gameState int
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const (
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stateSplash gameState = iota // Initial splash screen with game logo
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stateTitle // Main menu (Play/Quit options)
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statePlaying // Active gameplay
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statePaused // Game paused (overlay menu)
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stateSplash gameState = iota
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stateTitle
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statePlaying
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statePaused
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)
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// FPS cap options for performance tuning.
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// FPS cap options
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type FPSCap int
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const (
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@@ -82,8 +68,7 @@ func (f *FPSCap) Cycle() {
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*f = (*f + 1) % fpsCapCount
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}
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// Input state for player controls.
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// Player input
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type controls struct {
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Left bool
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Right bool
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@@ -106,34 +91,28 @@ type Game struct {
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state *state
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}
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// state holds all game state including screens, settings, and current mode.
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// Main game state
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type state struct {
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// Current state
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gameState gameState
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lastTick time.Time
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// Screens - each screen manages its own UI and logic
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splashScreen *screens.SplashScreen
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titleScreen *screens.TitleScreen
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gameplayScreen *screens.GameplayScreen
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pauseMenu *menu.PauseMenu
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// Settings
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fpsEnabled bool
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fpsCap FPSCap
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saveManager *save.Manager
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// Auto-save
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lastAutoSave time.Time
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autoSaveInterval time.Duration
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}
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// New creates a new game instance.
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func New() *Game {
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return &Game{state: newState()}
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}
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// newState initializes a fresh game state.
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func newState() *state {
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now := time.Now()
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s := &state{
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@@ -142,19 +121,15 @@ func newState() *state {
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fpsEnabled: false,
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fpsCap: FPSCap60,
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lastAutoSave: now,
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autoSaveInterval: 30 * time.Second, // Auto-save every 30 seconds
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autoSaveInterval: 30 * time.Second,
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}
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// Initialize save manager
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saveManager, err := save.NewManager()
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if err != nil {
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// If save manager fails, continue without it (settings won't persist)
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// TODO: Show error to user
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saveManager = nil
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}
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s.saveManager = saveManager
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// Load settings if available
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if saveManager != nil {
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if settings, err := saveManager.LoadSettings(); err == nil {
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s.fpsEnabled = settings.FPSMonitor
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@@ -171,27 +146,25 @@ func newState() *state {
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}
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}
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// Initialize all screens
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// Initialize screens
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s.splashScreen = screens.NewSplashScreen()
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s.titleScreen = screens.NewTitleScreen()
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s.gameplayScreen = screens.NewGameplayScreen(ScreenWidth, ScreenHeight, &s.fpsEnabled)
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s.pauseMenu = menu.NewPauseMenu()
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// Configure settings references for title screen and pause menu
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// Wire up settings references
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s.titleScreen.SetFPSMonitor(&s.fpsEnabled)
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s.titleScreen.SetFPSCap(&s.fpsCap)
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s.pauseMenu.SetFPSMonitor(&s.fpsEnabled)
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s.pauseMenu.SetFPSCap(&s.fpsCap)
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// Check if saved game exists
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if saveManager != nil {
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s.titleScreen.SetHasSaveGame(saveManager.HasSavedGame())
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}
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// Set initial TPS
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ebiten.SetTPS(s.fpsCap.TPS())
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// Save initial settings to create data.toml on first launch
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// Create initial save file
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if saveManager != nil {
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settings := &save.Settings{
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FPSMonitor: s.fpsEnabled,
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@@ -203,7 +176,6 @@ func newState() *state {
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return s
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}
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// Helper function for converting FPSCap to string (used in initialization)
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func (s *state) fpCapToStringHelper(cap FPSCap) string {
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switch cap {
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case FPSCap60:
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@@ -217,14 +189,10 @@ func (s *state) fpCapToStringHelper(cap FPSCap) string {
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}
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}
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// Update is called every frame and handles state transitions and input.
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func (g *Game) Update() error {
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// Track previous FPS settings to detect changes
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prevFPSEnabled := g.state.fpsEnabled
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prevFPSCap := g.state.fpsCap
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// Update TPS if FPS cap changed
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currentTPS := g.state.fpsCap.TPS()
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if currentTPS < 0 {
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ebiten.SetTPS(ebiten.SyncWithFPS)
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@@ -232,7 +200,7 @@ func (g *Game) Update() error {
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ebiten.SetTPS(currentTPS)
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}
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// Handle state-specific updates
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// Update current screen
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var err error
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switch g.state.gameState {
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case stateSplash:
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@@ -245,7 +213,6 @@ func (g *Game) Update() error {
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err = g.updatePaused()
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}
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// Auto-save settings if they changed
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if prevFPSEnabled != g.state.fpsEnabled || prevFPSCap != g.state.fpsCap {
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g.saveSettings()
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}
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@@ -253,7 +220,8 @@ func (g *Game) Update() error {
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return err
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}
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// updateSplash handles the splash screen state.
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// Screen update handlers
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func (g *Game) updateSplash() error {
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if g.state.splashScreen.Update() {
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g.state.gameState = stateTitle
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@@ -261,12 +229,10 @@ func (g *Game) updateSplash() error {
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return nil
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}
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// updateTitle handles the title screen state.
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func (g *Game) updateTitle() error {
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if selectedOption := g.state.titleScreen.Update(); selectedOption != nil {
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switch *selectedOption {
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case screens.TitleOptionContinue:
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// Load saved game
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if g.state.saveManager != nil {
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if gameState, err := g.state.saveManager.LoadGameState(); err == nil && gameState != nil {
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g.state.gameplayScreen.LoadState(gameState)
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@@ -278,13 +244,10 @@ func (g *Game) updateTitle() error {
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g.state.gameState = statePlaying
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g.state.gameplayScreen.Reset()
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g.state.lastTick = time.Now()
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// Delete old save if it exists
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if g.state.saveManager != nil {
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g.state.saveManager.DeleteGameState()
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}
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case screens.TitleOptionSettings:
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// Settings are handled within the title screen itself
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// No state change needed
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case screens.TitleOptionQuit:
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return ebiten.Termination
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}
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@@ -292,21 +255,17 @@ func (g *Game) updateTitle() error {
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return nil
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}
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// updatePlaying handles the active gameplay state.
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func (g *Game) updatePlaying() error {
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// Check for pause
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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g.state.gameState = statePaused
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g.state.pauseMenu.Reset()
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return nil
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}
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// Calculate delta time
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now := time.Now()
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delta := now.Sub(g.state.lastTick)
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g.state.lastTick = now
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// Update gameplay
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input := readControls()
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g.state.gameplayScreen.Update(screens.GameplayInput{
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Left: input.Left,
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@@ -316,7 +275,6 @@ func (g *Game) updatePlaying() error {
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Shoot: input.Shoot,
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}, delta)
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// Periodic auto-save
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if now.Sub(g.state.lastAutoSave) >= g.state.autoSaveInterval {
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g.saveGame()
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g.state.gameplayScreen.ShowSaveNotification()
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@@ -326,29 +284,24 @@ func (g *Game) updatePlaying() error {
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return nil
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}
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// updatePaused handles the pause menu state.
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func (g *Game) updatePaused() error {
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// Allow ESC to resume
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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g.state.gameState = statePlaying
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g.state.lastTick = time.Now()
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return nil
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}
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// Handle pause menu selection
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if selectedOption := g.state.pauseMenu.Update(); selectedOption != nil {
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switch *selectedOption {
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case menu.OptionResume:
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g.state.gameState = statePlaying
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g.state.lastTick = time.Now()
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case menu.OptionSave:
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// Save game immediately
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g.saveGame()
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g.state.gameplayScreen.ShowSaveNotification()
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g.state.gameState = statePlaying
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g.state.lastTick = time.Now()
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case menu.OptionMainMenu:
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// Save game before returning to main menu
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g.saveGame()
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g.state.gameState = stateTitle
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if g.state.saveManager != nil {
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@@ -356,7 +309,6 @@ func (g *Game) updatePaused() error {
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}
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g.state.titleScreen.Reset()
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case menu.OptionQuit:
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// Save game before quitting
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g.saveGame()
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return ebiten.Termination
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}
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@@ -365,23 +317,21 @@ func (g *Game) updatePaused() error {
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return nil
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}
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// saveGame saves the current game state and settings.
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// Save/load operations
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func (g *Game) saveGame() {
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if g.state.saveManager == nil {
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return
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}
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// Save game state if in playing mode
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if g.state.gameState == statePlaying || g.state.gameState == statePaused {
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gameState := g.state.gameplayScreen.SaveState()
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g.state.saveManager.SaveGameState(gameState)
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}
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// Save settings
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g.saveSettings()
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}
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// saveSettings saves only the settings.
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func (g *Game) saveSettings() {
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if g.state.saveManager == nil {
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return
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@@ -394,7 +344,6 @@ func (g *Game) saveSettings() {
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g.state.saveManager.SaveSettings(settings)
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}
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// fpCapToString converts FPSCap to string for saving.
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func (g *Game) fpCapToString(cap FPSCap) string {
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switch cap {
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case FPSCap60:
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@@ -408,7 +357,7 @@ func (g *Game) fpCapToString(cap FPSCap) string {
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}
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}
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// Draw renders the current game state to the screen.
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// Rendering
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func (g *Game) Draw(screen *ebiten.Image) {
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switch g.state.gameState {
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@@ -419,13 +368,11 @@ func (g *Game) Draw(screen *ebiten.Image) {
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case statePlaying:
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g.state.gameplayScreen.Draw(screen)
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case statePaused:
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// Draw gameplay in background, then overlay pause menu
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g.state.gameplayScreen.Draw(screen)
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g.state.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
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}
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}
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// Layout returns the game's logical screen size.
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return ScreenWidth, ScreenHeight
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}
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@@ -8,6 +8,7 @@ import (
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"github.com/atridad/LilGuy/internal/projectile"
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)
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// Hero defaults
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const (
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defaultRadius = 24.0
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defaultSpeed = 200.0
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@@ -36,6 +37,8 @@ const (
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airFriction = 0.95
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)
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// Input and bounds
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type Input struct {
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Left bool
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Right bool
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@@ -64,6 +67,8 @@ const (
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DirRight
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)
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// Hero state
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type Hero struct {
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X float64
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Y float64
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@@ -155,6 +160,8 @@ func (h *Hero) Update(input Input, dt float64, bounds Bounds) {
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h.updateAnimation(dt)
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}
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// Movement and physics
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func (h *Hero) updateMovement(input Input, dt float64, bounds Bounds) {
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h.VelocityY += gravity * dt
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if h.VelocityY > maxFallSpeed {
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@@ -236,6 +243,8 @@ func (h *Hero) updateStamina(input Input, dt float64) {
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}
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}
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// Animation
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func (h *Hero) updateAnimation(dt float64) {
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isMoving := h.isMoving
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key := animationKey{direction: h.direction, state: animIdle}
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@@ -275,6 +284,8 @@ func (h *Hero) getVisualState() VisualState {
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return StateIdle
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}
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// Rendering
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func (h *Hero) Draw(screen *ebiten.Image) {
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sprite := h.getCurrentSprite()
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@@ -11,10 +11,12 @@ import (
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Asset paths
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const (
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heroDir = "assets/hero"
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)
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// Animation state
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type animState int
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const (
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@@ -27,6 +29,7 @@ type animationKey struct {
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state animState
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}
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// Sprite cache
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var (
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knightAnimations map[animationKey][]*ebiten.Image
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)
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@@ -47,6 +50,8 @@ func getKnightSprite(direction Direction, moving bool, frameIndex int) *ebiten.I
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return frameFromSet(direction, state, frameIndex)
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}
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// Asset loading
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func loadKnightAnimations() error {
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frames, err := loadAnimationFrames(heroDir)
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if err != nil {
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@@ -113,6 +118,8 @@ func loadImage(path string) (*ebiten.Image, error) {
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return ebiten.NewImageFromImage(img), nil
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}
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// Image manipulation
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func flipImageHorizontally(img *ebiten.Image) *ebiten.Image {
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bounds := img.Bounds()
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w, h := bounds.Dx(), bounds.Dy()
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@@ -7,6 +7,8 @@ import (
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"github.com/hajimehoshi/ebiten/v2/vector"
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)
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// Projectile configuration
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type ProjectileConfig struct {
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Speed float64
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Radius float64
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@@ -58,6 +60,8 @@ func (p *Projectile) Draw(screen *ebiten.Image) {
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)
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}
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// Projectile manager
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type Manager struct {
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Projectiles []*Projectile
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}
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@@ -9,47 +9,43 @@ import (
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"github.com/BurntSushi/toml"
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)
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// File path for save data.
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const (
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dataFile = "data.toml"
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)
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// Stores all persistent game data in a single file.
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// Save file structure
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||||
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type Data struct {
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Settings Settings `toml:"settings"`
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GameState GameState `toml:"game_state"`
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}
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// Stores user preferences.
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type Settings struct {
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FPSMonitor bool `toml:"fps_monitor"`
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FPSCap string `toml:"fps_cap"` // "60", "120", or "uncapped"
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FPSCap string `toml:"fps_cap"`
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}
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// Stores the current game progress.
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type GameState struct {
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HasSave bool `toml:"has_save"`
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SavedAt time.Time `toml:"saved_at"`
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HeroX float64 `toml:"hero_x"`
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HeroY float64 `toml:"hero_y"`
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HeroStamina float64 `toml:"hero_stamina"`
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PlayTimeMS int64 `toml:"play_time_ms"` // Total play time in milliseconds
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PlayTimeMS int64 `toml:"play_time_ms"`
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||||
}
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||||
|
||||
// Handles saving and loading of settings and game state.
|
||||
// Save manager
|
||||
|
||||
type Manager struct {
|
||||
dataPath string
|
||||
}
|
||||
|
||||
// Creates a new save manager.
|
||||
func NewManager() (*Manager, error) {
|
||||
// Get executable path
|
||||
exePath, err := os.Executable()
|
||||
if err != nil {
|
||||
return nil, fmt.Errorf("failed to get executable path: %w", err)
|
||||
}
|
||||
|
||||
// Get directory containing the executable
|
||||
exeDir := filepath.Dir(exePath)
|
||||
|
||||
return &Manager{
|
||||
@@ -57,11 +53,10 @@ func NewManager() (*Manager, error) {
|
||||
}, nil
|
||||
}
|
||||
|
||||
// Loads all data from disk.
|
||||
// Data operations
|
||||
|
||||
func (m *Manager) LoadData() (*Data, error) {
|
||||
// Check if file exists
|
||||
if _, err := os.Stat(m.dataPath); os.IsNotExist(err) {
|
||||
// Return default data
|
||||
return &Data{
|
||||
Settings: Settings{
|
||||
FPSMonitor: false,
|
||||
@@ -81,7 +76,6 @@ func (m *Manager) LoadData() (*Data, error) {
|
||||
return &data, nil
|
||||
}
|
||||
|
||||
// Writes all data to disk.
|
||||
func (m *Manager) SaveData(data *Data) error {
|
||||
file, err := os.Create(m.dataPath)
|
||||
if err != nil {
|
||||
@@ -97,7 +91,8 @@ func (m *Manager) SaveData(data *Data) error {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Loads user settings from disk.
|
||||
// Settings operations
|
||||
|
||||
func (m *Manager) LoadSettings() (*Settings, error) {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
@@ -106,11 +101,9 @@ func (m *Manager) LoadSettings() (*Settings, error) {
|
||||
return &data.Settings, nil
|
||||
}
|
||||
|
||||
// Writes user settings to disk.
|
||||
func (m *Manager) SaveSettings(settings *Settings) error {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
// If load fails, create new data with these settings
|
||||
data = &Data{
|
||||
Settings: *settings,
|
||||
GameState: GameState{
|
||||
@@ -124,7 +117,8 @@ func (m *Manager) SaveSettings(settings *Settings) error {
|
||||
return m.SaveData(data)
|
||||
}
|
||||
|
||||
// Loads game state from disk.
|
||||
// Game state operations
|
||||
|
||||
func (m *Manager) LoadGameState() (*GameState, error) {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
@@ -132,17 +126,15 @@ func (m *Manager) LoadGameState() (*GameState, error) {
|
||||
}
|
||||
|
||||
if !data.GameState.HasSave {
|
||||
return nil, nil // No save exists
|
||||
return nil, nil
|
||||
}
|
||||
|
||||
return &data.GameState, nil
|
||||
}
|
||||
|
||||
// Writes game state to disk.
|
||||
func (m *Manager) SaveGameState(state *GameState) error {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
// If load fails, create new data with this game state
|
||||
data = &Data{
|
||||
Settings: Settings{
|
||||
FPSMonitor: false,
|
||||
@@ -160,7 +152,6 @@ func (m *Manager) SaveGameState(state *GameState) error {
|
||||
return m.SaveData(data)
|
||||
}
|
||||
|
||||
// Checks if a saved game exists.
|
||||
func (m *Manager) HasSavedGame() bool {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
@@ -169,7 +160,6 @@ func (m *Manager) HasSavedGame() bool {
|
||||
return data.GameState.HasSave
|
||||
}
|
||||
|
||||
// Removes the saved game.
|
||||
func (m *Manager) DeleteGameState() error {
|
||||
data, err := m.LoadData()
|
||||
if err != nil {
|
||||
@@ -183,7 +173,8 @@ func (m *Manager) DeleteGameState() error {
|
||||
return m.SaveData(data)
|
||||
}
|
||||
|
||||
// Returns the path to the save file.
|
||||
// Utilities
|
||||
|
||||
func (m *Manager) GetSaveFilePath() string {
|
||||
return m.dataPath
|
||||
}
|
||||
|
||||
@@ -17,6 +17,7 @@ import (
|
||||
"github.com/atridad/LilGuy/internal/world"
|
||||
)
|
||||
|
||||
// Screen and hero defaults
|
||||
var (
|
||||
backgroundColor = color.NRGBA{R: 135, G: 206, B: 235, A: 255}
|
||||
saveNotificationColor = color.NRGBA{R: 50, G: 200, B: 50, A: 255}
|
||||
@@ -38,13 +39,12 @@ var (
|
||||
heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
|
||||
)
|
||||
|
||||
// HUD settings.
|
||||
// HUD positioning and colors
|
||||
const (
|
||||
hudX = 960 - 220 // ScreenWidth - 220
|
||||
hudX = 960 - 220
|
||||
hudY = 20
|
||||
)
|
||||
|
||||
// HUD colors.
|
||||
var (
|
||||
staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
|
||||
staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
|
||||
@@ -53,6 +53,7 @@ var (
|
||||
fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
|
||||
)
|
||||
|
||||
// FPS monitoring thresholds
|
||||
const (
|
||||
staminaLowThreshold = 0.2
|
||||
fpsWarnThreshold = 0.85
|
||||
@@ -61,7 +62,6 @@ const (
|
||||
targetTPS = 60
|
||||
)
|
||||
|
||||
// Player input for the gameplay screen.
|
||||
type GameplayInput struct {
|
||||
Left bool
|
||||
Right bool
|
||||
@@ -70,8 +70,6 @@ type GameplayInput struct {
|
||||
Shoot bool
|
||||
}
|
||||
|
||||
// Manages the main gameplay state including the hero, HUD, and game world.
|
||||
// This is where the actual game logic and rendering happens during active play.
|
||||
type GameplayScreen struct {
|
||||
hero *hero.Hero
|
||||
hud hud.Overlay
|
||||
@@ -90,7 +88,6 @@ type GameplayScreen struct {
|
||||
showSaveNotification bool
|
||||
}
|
||||
|
||||
// Creates a new gameplay screen instance.
|
||||
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
|
||||
w := world.NewWorld()
|
||||
|
||||
@@ -133,7 +130,6 @@ func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *Gamepla
|
||||
}
|
||||
}
|
||||
|
||||
// Processes gameplay logic with the given input and delta time.
|
||||
func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
|
||||
dt := delta.Seconds()
|
||||
|
||||
@@ -166,7 +162,7 @@ func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
|
||||
}
|
||||
}
|
||||
|
||||
// Calculates the current FPS if FPS monitoring is enabled.
|
||||
// FPS tracking
|
||||
func (g *GameplayScreen) trackFPS(delta time.Duration) {
|
||||
if g.fpsEnabled == nil || !*g.fpsEnabled {
|
||||
return
|
||||
@@ -182,7 +178,7 @@ func (g *GameplayScreen) trackFPS(delta time.Duration) {
|
||||
}
|
||||
}
|
||||
|
||||
// Renders the gameplay screen.
|
||||
// Rendering
|
||||
func (g *GameplayScreen) Draw(screen *ebiten.Image) {
|
||||
screen.Fill(backgroundColor)
|
||||
|
||||
@@ -205,7 +201,6 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
|
||||
meters := []status.Meter{staminaMeter}
|
||||
|
||||
if g.fpsEnabled != nil && *g.fpsEnabled {
|
||||
// Color based on target FPS (60).
|
||||
ratio := g.fpsValue / float64(targetTPS)
|
||||
fpsColor := fpsGoodColor
|
||||
switch {
|
||||
@@ -217,7 +212,7 @@ func (g *GameplayScreen) Draw(screen *ebiten.Image) {
|
||||
|
||||
fpsMeter := status.Meter{
|
||||
Label: fmt.Sprintf("Framerate: %3.0f FPS", g.fpsValue),
|
||||
Base: -1, // Negative base means text-only display.
|
||||
Base: -1,
|
||||
Level: 0,
|
||||
Color: fpsColor,
|
||||
}
|
||||
@@ -266,7 +261,7 @@ func (g *GameplayScreen) ShowSaveNotification() {
|
||||
g.saveNotificationTimer = saveNotificationDuration
|
||||
}
|
||||
|
||||
// Resets the gameplay screen to its initial state.
|
||||
// State management
|
||||
func (g *GameplayScreen) Reset() {
|
||||
screenWidth := int(g.bounds.Width)
|
||||
screenHeight := int(g.bounds.Height)
|
||||
@@ -307,7 +302,6 @@ func (g *GameplayScreen) Reset() {
|
||||
g.fpsValue = 0
|
||||
}
|
||||
|
||||
// SaveState converts the current gameplay state to a saveable format.
|
||||
func (g *GameplayScreen) SaveState() *save.GameState {
|
||||
return &save.GameState{
|
||||
HeroX: g.hero.X,
|
||||
@@ -317,7 +311,6 @@ 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)
|
||||
|
||||
@@ -8,39 +8,32 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/text/v2"
|
||||
)
|
||||
|
||||
// An interface for managing FPS cap settings.
|
||||
// Settings interface
|
||||
type FPSCapSetting interface {
|
||||
String() string
|
||||
Cycle()
|
||||
}
|
||||
|
||||
// Displays and manages game settings like FPS monitor and FPS cap.
|
||||
// This screen can be accessed from both the title screen and pause menu.
|
||||
type SettingsScreen struct {
|
||||
selectedIndex int
|
||||
fpsMonitorValue *bool
|
||||
fpsCapValue FPSCapSetting
|
||||
}
|
||||
|
||||
// Creates a new settings screen instance.
|
||||
func NewSettingsScreen() *SettingsScreen {
|
||||
return &SettingsScreen{
|
||||
selectedIndex: 0,
|
||||
}
|
||||
}
|
||||
|
||||
// Sets the FPS monitor toggle reference.
|
||||
func (s *SettingsScreen) SetFPSMonitor(enabled *bool) {
|
||||
s.fpsMonitorValue = enabled
|
||||
}
|
||||
|
||||
// Sets the FPS cap setting reference.
|
||||
func (s *SettingsScreen) SetFPSCap(cap FPSCapSetting) {
|
||||
s.fpsCapValue = cap
|
||||
}
|
||||
|
||||
// Processes settings screen input.
|
||||
// Returns true if the user wants to go back.
|
||||
func (s *SettingsScreen) Update() bool {
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
||||
return true
|
||||
@@ -71,20 +64,19 @@ func (s *SettingsScreen) Update() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// Renders the settings screen.
|
||||
// Rendering
|
||||
|
||||
func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int, title string) {
|
||||
// Draw background
|
||||
screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
|
||||
|
||||
// Draw title
|
||||
titleX := (screenWidth / 2) - (len(title) * 7 / 2)
|
||||
titleY := screenHeight/3 - 50
|
||||
s.drawText(screen, title, color.White, titleX, titleY)
|
||||
|
||||
// Draw settings options
|
||||
startY := screenHeight/2 - 20
|
||||
leftMargin := screenWidth/2 - 120
|
||||
|
||||
// FPS monitor toggle
|
||||
fpsMonitorText := "FPS Monitor: "
|
||||
if s.fpsMonitorValue != nil && *s.fpsMonitorValue {
|
||||
fpsMonitorText += "ON"
|
||||
@@ -100,6 +92,7 @@ func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight in
|
||||
s.drawText(screen, fpsMonitorText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, startY)
|
||||
}
|
||||
|
||||
// FPS cap setting
|
||||
fpsCapText := "FPS Cap: "
|
||||
if s.fpsCapValue != nil {
|
||||
fpsCapText += s.fpsCapValue.String()
|
||||
@@ -116,7 +109,7 @@ func (s *SettingsScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight in
|
||||
s.drawText(screen, fpsCapText, color.RGBA{R: 180, G: 180, B: 200, A: 255}, leftMargin, capY)
|
||||
}
|
||||
|
||||
// Draw hint text
|
||||
// Instructions
|
||||
hintText := "Enter/Space to toggle, ESC to go back"
|
||||
hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
|
||||
hintY := screenHeight - 50
|
||||
@@ -130,7 +123,6 @@ func (s *SettingsScreen) drawText(screen *ebiten.Image, txt string, clr color.Co
|
||||
text.Draw(screen, txt, basicFace, op)
|
||||
}
|
||||
|
||||
// Resets the settings screen to its initial state.
|
||||
func (s *SettingsScreen) Reset() {
|
||||
s.selectedIndex = 0
|
||||
}
|
||||
|
||||
@@ -15,14 +15,14 @@ var (
|
||||
basicFaceAscent = basicFace.Metrics().HAscent
|
||||
)
|
||||
|
||||
// Timing
|
||||
|
||||
const (
|
||||
splashDuration = 2 * time.Second
|
||||
fadeInDuration = 500 * time.Millisecond
|
||||
fadeOutDuration = 500 * time.Millisecond
|
||||
)
|
||||
|
||||
// Displays the game title with fade in/out effects.
|
||||
// This is typically the first screen shown when the game starts.
|
||||
type SplashScreen struct {
|
||||
startTime time.Time
|
||||
fadeInEnd time.Time
|
||||
@@ -30,7 +30,6 @@ type SplashScreen struct {
|
||||
endTime time.Time
|
||||
}
|
||||
|
||||
// Creates a new splash screen instance.
|
||||
func NewSplashScreen() *SplashScreen {
|
||||
now := time.Now()
|
||||
return &SplashScreen{
|
||||
@@ -41,15 +40,11 @@ func NewSplashScreen() *SplashScreen {
|
||||
}
|
||||
}
|
||||
|
||||
// Processes splash screen logic.
|
||||
// Returns true when the splash screen should end and transition to the next screen.
|
||||
func (s *SplashScreen) Update() bool {
|
||||
// Return true if splash is complete
|
||||
if time.Now().After(s.endTime) {
|
||||
return true
|
||||
}
|
||||
|
||||
// Allow skipping with any key
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeySpace) ||
|
||||
inpututil.IsKeyJustPressed(ebiten.KeyEnter) ||
|
||||
inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
|
||||
@@ -59,14 +54,14 @@ func (s *SplashScreen) Update() bool {
|
||||
return false
|
||||
}
|
||||
|
||||
// Renders the splash screen.
|
||||
// Rendering
|
||||
|
||||
func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
|
||||
screen.Fill(color.RGBA{R: 0, G: 0, B: 0, A: 255})
|
||||
|
||||
now := time.Now()
|
||||
alpha := 1.0
|
||||
|
||||
// Calculate fade in/out
|
||||
if now.Before(s.fadeInEnd) {
|
||||
elapsed := now.Sub(s.startTime)
|
||||
alpha = float64(elapsed) / float64(fadeInDuration)
|
||||
@@ -81,10 +76,9 @@ func (s *SplashScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
|
||||
alpha = 1
|
||||
}
|
||||
|
||||
// Draw large game title
|
||||
// Draw title
|
||||
titleText := "LIL GUY"
|
||||
|
||||
// Calculate size for large text (scale up the basic font)
|
||||
scale := 4.0
|
||||
charWidth := 7.0 * scale
|
||||
textWidth := float64(len(titleText)) * charWidth
|
||||
|
||||
@@ -9,7 +9,7 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
// Represents the options available on the title screen.
|
||||
// Menu options
|
||||
type TitleMenuOption int
|
||||
|
||||
const (
|
||||
@@ -20,6 +20,7 @@ const (
|
||||
titleOptionCount
|
||||
)
|
||||
|
||||
// Screen modes
|
||||
type titleScreenMode int
|
||||
|
||||
const (
|
||||
@@ -27,8 +28,6 @@ const (
|
||||
titleModeSettings
|
||||
)
|
||||
|
||||
// Displays the main menu with Continue, New Game, Settings, and Quit options.
|
||||
// This is shown after the splash screen and when returning from the pause menu.
|
||||
type TitleScreen struct {
|
||||
selectedIndex int
|
||||
currentMode titleScreenMode
|
||||
@@ -36,7 +35,6 @@ type TitleScreen struct {
|
||||
hasSaveGame bool
|
||||
}
|
||||
|
||||
// Creates a new title screen instance.
|
||||
func NewTitleScreen() *TitleScreen {
|
||||
return &TitleScreen{
|
||||
selectedIndex: 0,
|
||||
@@ -46,28 +44,22 @@ func NewTitleScreen() *TitleScreen {
|
||||
}
|
||||
}
|
||||
|
||||
// Sets the FPS monitor toggle reference for settings.
|
||||
func (t *TitleScreen) SetFPSMonitor(enabled *bool) {
|
||||
t.settingsScreen.SetFPSMonitor(enabled)
|
||||
}
|
||||
|
||||
// Sets the FPS cap setting reference for settings.
|
||||
func (t *TitleScreen) SetFPSCap(cap FPSCapSetting) {
|
||||
t.settingsScreen.SetFPSCap(cap)
|
||||
}
|
||||
|
||||
// Sets whether a saved game exists.
|
||||
func (t *TitleScreen) SetHasSaveGame(hasSave bool) {
|
||||
t.hasSaveGame = hasSave
|
||||
// If no save game, skip Continue option
|
||||
if !hasSave && t.selectedIndex == 0 {
|
||||
t.selectedIndex = 1 // Move to New Game
|
||||
t.selectedIndex = 1
|
||||
}
|
||||
}
|
||||
|
||||
// Processes title screen input and returns the selected option if any.
|
||||
func (t *TitleScreen) Update() *TitleMenuOption {
|
||||
// Handle settings screen
|
||||
if t.currentMode == titleModeSettings {
|
||||
if t.settingsScreen.Update() {
|
||||
t.currentMode = titleModeMain
|
||||
@@ -76,13 +68,11 @@ func (t *TitleScreen) Update() *TitleMenuOption {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Handle main menu
|
||||
if inpututil.IsKeyJustPressed(ebiten.KeyArrowUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) {
|
||||
t.selectedIndex--
|
||||
if t.selectedIndex < 0 {
|
||||
t.selectedIndex = int(titleOptionCount) - 1
|
||||
}
|
||||
// Skip Continue if no save exists
|
||||
if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
|
||||
t.selectedIndex--
|
||||
if t.selectedIndex < 0 {
|
||||
@@ -96,7 +86,6 @@ func (t *TitleScreen) Update() *TitleMenuOption {
|
||||
if t.selectedIndex >= int(titleOptionCount) {
|
||||
t.selectedIndex = 0
|
||||
}
|
||||
// Skip Continue if no save exists
|
||||
if t.selectedIndex == int(TitleOptionContinue) && !t.hasSaveGame {
|
||||
t.selectedIndex++
|
||||
if t.selectedIndex >= int(titleOptionCount) {
|
||||
@@ -118,18 +107,15 @@ func (t *TitleScreen) Update() *TitleMenuOption {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Renders the title screen.
|
||||
// Rendering
|
||||
func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
|
||||
// If in settings mode, draw settings screen
|
||||
if t.currentMode == titleModeSettings {
|
||||
t.settingsScreen.Draw(screen, screenWidth, screenHeight, "SETTINGS")
|
||||
return
|
||||
}
|
||||
|
||||
// Draw main menu
|
||||
screen.Fill(color.RGBA{R: 20, G: 20, B: 30, A: 255})
|
||||
|
||||
// Draw game title
|
||||
titleText := "LIL GUY"
|
||||
scale := 3.0
|
||||
charWidth := 7.0 * scale
|
||||
@@ -144,12 +130,11 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
|
||||
op.ColorScale.ScaleWithColor(color.RGBA{R: 210, G: 220, B: 255, A: 255})
|
||||
text.Draw(screen, titleText, basicFace, op)
|
||||
|
||||
// Draw menu options
|
||||
// Draw menu
|
||||
options := []string{"Continue", "New Game", "Settings", "Quit"}
|
||||
startY := screenHeight/2 + 10
|
||||
|
||||
for i, option := range options {
|
||||
// Skip Continue option if no save exists
|
||||
if i == int(TitleOptionContinue) && !t.hasSaveGame {
|
||||
continue
|
||||
}
|
||||
@@ -163,12 +148,10 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
|
||||
}
|
||||
|
||||
if i == t.selectedIndex {
|
||||
// Draw selection indicator
|
||||
indicatorX := optionX - 20
|
||||
t.drawText(screen, ">", color.RGBA{R: 255, G: 200, B: 0, A: 255}, indicatorX, optionY)
|
||||
t.drawText(screen, option, color.RGBA{R: 255, G: 255, B: 100, A: 255}, optionX, optionY)
|
||||
|
||||
// Draw selection box
|
||||
boxPadding := float32(10.0)
|
||||
boxWidth := float32(len(option)*7) + boxPadding*2
|
||||
boxHeight := float32(20)
|
||||
@@ -182,7 +165,7 @@ func (t *TitleScreen) Draw(screen *ebiten.Image, screenWidth, screenHeight int)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw hint text
|
||||
// Instructions
|
||||
hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
|
||||
hintX := (screenWidth / 2) - (len(hintText) * 7 / 2)
|
||||
hintY := screenHeight - 50
|
||||
@@ -196,9 +179,7 @@ func (t *TitleScreen) drawText(screen *ebiten.Image, txt string, clr color.Color
|
||||
text.Draw(screen, txt, basicFace, op)
|
||||
}
|
||||
|
||||
// Resets the title screen to its initial state.
|
||||
func (t *TitleScreen) Reset() {
|
||||
// Start at Continue if available, otherwise New Game
|
||||
if t.hasSaveGame {
|
||||
t.selectedIndex = 0
|
||||
} else {
|
||||
|
||||
@@ -5,7 +5,8 @@ import (
|
||||
"image/color"
|
||||
)
|
||||
|
||||
// HUD resource entry.
|
||||
// Meter types
|
||||
|
||||
type Meter struct {
|
||||
Label string
|
||||
Base float64
|
||||
@@ -13,19 +14,18 @@ type Meter struct {
|
||||
Color color.NRGBA
|
||||
}
|
||||
|
||||
// Meter template values.
|
||||
type Config struct {
|
||||
Label string
|
||||
Base float64
|
||||
Color color.NRGBA
|
||||
}
|
||||
|
||||
// Collection of meters.
|
||||
// Meter manager
|
||||
|
||||
type Manager struct {
|
||||
meters []Meter
|
||||
}
|
||||
|
||||
// Builds meters from configs.
|
||||
func NewManager(cfgs []Config) *Manager {
|
||||
meters := make([]Meter, len(cfgs))
|
||||
for i, cfg := range cfgs {
|
||||
@@ -40,20 +40,20 @@ func NewManager(cfgs []Config) *Manager {
|
||||
return &Manager{meters: meters}
|
||||
}
|
||||
|
||||
// Resets levels to base.
|
||||
func (m *Manager) Update() {
|
||||
for i := range m.meters {
|
||||
m.meters[i].Level = m.meters[i].Base
|
||||
}
|
||||
}
|
||||
|
||||
// Meters exposes a copy of the internal slice to prevent mutation.
|
||||
func (m *Manager) Meters() []Meter {
|
||||
out := make([]Meter, len(m.meters))
|
||||
copy(out, m.meters)
|
||||
return out
|
||||
}
|
||||
|
||||
// Helper functions
|
||||
|
||||
func clamp(value, min, max float64) float64 {
|
||||
if value < min {
|
||||
return min
|
||||
|
||||
@@ -17,6 +17,8 @@ var (
|
||||
rectPixel = newRectPixel()
|
||||
)
|
||||
|
||||
// Drawing helpers
|
||||
|
||||
func newRectPixel() *ebiten.Image {
|
||||
img := ebiten.NewImage(1, 1)
|
||||
img.Fill(color.White)
|
||||
@@ -33,12 +35,12 @@ func drawHUDText(screen *ebiten.Image, txt string, clr color.Color, x, y int) {
|
||||
text.Draw(screen, txt, basicFace, op)
|
||||
}
|
||||
|
||||
// Drawable HUD chunk.
|
||||
// HUD elements
|
||||
|
||||
type Element interface {
|
||||
Draw(screen *ebiten.Image, x, y int) (width, height int)
|
||||
}
|
||||
|
||||
// Plain text node.
|
||||
type Label struct {
|
||||
Text string
|
||||
Color color.Color
|
||||
@@ -53,7 +55,6 @@ func (l Label) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
return width, 13
|
||||
}
|
||||
|
||||
// Percent readout node.
|
||||
type PercentageDisplay struct {
|
||||
Meter status.Meter
|
||||
Color color.Color
|
||||
@@ -68,7 +69,6 @@ func (p PercentageDisplay) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
return len(txt) * 7, 13
|
||||
}
|
||||
|
||||
// Combined label and percent.
|
||||
type MeterLabel struct {
|
||||
Meter status.Meter
|
||||
Color color.Color
|
||||
@@ -80,17 +80,14 @@ func (m MeterLabel) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
}
|
||||
var txt string
|
||||
if m.Meter.Base < 0 {
|
||||
// Text-only display without percentage.
|
||||
txt = m.Meter.Label
|
||||
} else {
|
||||
// Standard meter with percentage.
|
||||
txt = fmt.Sprintf("%s: %3.0f%%", m.Meter.Label, m.Meter.Level)
|
||||
}
|
||||
drawHUDText(screen, txt, m.Meter.Color, x, y)
|
||||
return len(txt) * 7, 13
|
||||
}
|
||||
|
||||
// Horizontal meter bar.
|
||||
type Bar struct {
|
||||
Meter status.Meter
|
||||
MaxWidth int
|
||||
@@ -117,23 +114,17 @@ func (b Bar) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
fillWidth = maxWidth
|
||||
}
|
||||
|
||||
// Draw border if requested
|
||||
if b.ShowBorder {
|
||||
borderColor := b.BorderColor
|
||||
if borderColor == nil {
|
||||
borderColor = color.RGBA{R: 80, G: 80, B: 80, A: 255}
|
||||
}
|
||||
// Top border
|
||||
drawRect(screen, x, y, maxWidth, 1, borderColor)
|
||||
// Bottom border
|
||||
drawRect(screen, x, y+height-1, maxWidth, 1, borderColor)
|
||||
// Left border
|
||||
drawRect(screen, x, y, 1, height, borderColor)
|
||||
// Right border
|
||||
drawRect(screen, x+maxWidth-1, y, 1, height, borderColor)
|
||||
}
|
||||
|
||||
// Draw filled portion
|
||||
if fillWidth > 0 {
|
||||
drawRect(screen, x, y, fillWidth, height, b.Meter.Color)
|
||||
}
|
||||
@@ -141,7 +132,8 @@ func (b Bar) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
return maxWidth, height
|
||||
}
|
||||
|
||||
// Helper for filled rectangles.
|
||||
// Rectangle drawing
|
||||
|
||||
func drawRect(screen *ebiten.Image, x, y, width, height int, clr color.Color) {
|
||||
if width <= 0 || height <= 0 {
|
||||
return
|
||||
@@ -158,7 +150,8 @@ func drawRect(screen *ebiten.Image, x, y, width, height int, clr color.Color) {
|
||||
screen.DrawImage(rectPixel, op)
|
||||
}
|
||||
|
||||
// Empty padding block.
|
||||
// Layout elements
|
||||
|
||||
type Spacer struct {
|
||||
Width int
|
||||
Height int
|
||||
@@ -168,7 +161,6 @@ func (s Spacer) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
return s.Width, s.Height
|
||||
}
|
||||
|
||||
// Horizontal layout row.
|
||||
type Row struct {
|
||||
Elements []Element
|
||||
Spacing int
|
||||
@@ -195,7 +187,6 @@ func (r Row) Draw(screen *ebiten.Image, x, y int) (int, int) {
|
||||
return totalWidth, maxHeight
|
||||
}
|
||||
|
||||
// Vertical stack layout.
|
||||
type Column struct {
|
||||
Elements []Element
|
||||
Spacing int
|
||||
|
||||
@@ -8,20 +8,17 @@ import (
|
||||
"github.com/atridad/LilGuy/internal/status"
|
||||
)
|
||||
|
||||
// HUD overlay anchor.
|
||||
type Overlay struct {
|
||||
X int
|
||||
Y int
|
||||
Color color.Color
|
||||
}
|
||||
|
||||
// Paints the HUD overlay.
|
||||
func (o Overlay) Draw(screen *ebiten.Image, meters []status.Meter) {
|
||||
if o.Color == nil {
|
||||
o.Color = color.White
|
||||
}
|
||||
|
||||
// Instruction text
|
||||
instructions := Column{
|
||||
Elements: []Element{
|
||||
Label{Text: "Lil Guy", Color: o.Color},
|
||||
@@ -31,16 +28,13 @@ func (o Overlay) Draw(screen *ebiten.Image, meters []status.Meter) {
|
||||
}
|
||||
instructions.Draw(screen, 16, 16)
|
||||
|
||||
// Meter column
|
||||
meterElements := make([]Element, 0, len(meters))
|
||||
for _, meter := range meters {
|
||||
if meter.Base < 0 {
|
||||
// Text-only display (no bar).
|
||||
meterElements = append(meterElements,
|
||||
MeterLabel{Meter: meter, Color: o.Color},
|
||||
)
|
||||
} else {
|
||||
// Full meter with bar.
|
||||
meterElements = append(meterElements, Column{
|
||||
Elements: []Element{
|
||||
MeterLabel{Meter: meter, Color: o.Color},
|
||||
|
||||
@@ -22,6 +22,8 @@ var (
|
||||
}
|
||||
)
|
||||
|
||||
// Menu options
|
||||
|
||||
func getOverlayImage(width, height int) *ebiten.Image {
|
||||
if width <= 0 || height <= 0 {
|
||||
return nil
|
||||
@@ -46,6 +48,8 @@ const (
|
||||
optionCount
|
||||
)
|
||||
|
||||
// Screen modes
|
||||
|
||||
type menuScreen int
|
||||
|
||||
const (
|
||||
@@ -80,7 +84,8 @@ func (m *PauseMenu) SetFPSCap(cap FPSCapSetting) {
|
||||
m.settingsScreen.SetFPSCap(cap)
|
||||
}
|
||||
|
||||
// Returns the selected option if one was chosen, nil otherwise
|
||||
// Update logic
|
||||
|
||||
func (m *PauseMenu) Update() *MenuOption {
|
||||
if m.currentScreen == screenSettings {
|
||||
return m.updateSettings()
|
||||
@@ -123,6 +128,8 @@ func (m *PauseMenu) updateSettings() *MenuOption {
|
||||
return nil
|
||||
}
|
||||
|
||||
// Rendering
|
||||
|
||||
func (m *PauseMenu) Draw(screen *ebiten.Image, screenWidth, screenHeight int) {
|
||||
if overlay := getOverlayImage(screenWidth, screenHeight); overlay != nil {
|
||||
screen.DrawImage(overlay, nil)
|
||||
@@ -177,6 +184,7 @@ func (m *PauseMenu) drawMain(screen *ebiten.Image, menuX, menuY, menuWidth, menu
|
||||
}
|
||||
}
|
||||
|
||||
// Instructions
|
||||
hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select"
|
||||
hintX := menuX + (menuWidth / 2) - (len(hintText) * 7 / 2)
|
||||
hintY := menuY + menuHeight - 30
|
||||
@@ -184,7 +192,6 @@ func (m *PauseMenu) drawMain(screen *ebiten.Image, menuX, menuY, menuWidth, menu
|
||||
}
|
||||
|
||||
func (m *PauseMenu) drawSettings(screen *ebiten.Image, menuX, menuY, menuWidth, menuHeight int) {
|
||||
// Draw menu background and border
|
||||
vector.DrawFilledRect(screen,
|
||||
float32(menuX), float32(menuY),
|
||||
float32(menuWidth), float32(menuHeight),
|
||||
@@ -200,16 +207,12 @@ func (m *PauseMenu) drawSettings(screen *ebiten.Image, menuX, menuY, menuWidth,
|
||||
false,
|
||||
)
|
||||
|
||||
// Create a sub-image for the settings screen to draw within the menu bounds
|
||||
// We'll draw to the full screen and the settings screen will handle positioning
|
||||
screenWidth := menuWidth
|
||||
screenHeight := menuHeight
|
||||
|
||||
// Temporarily adjust the drawing to center within the menu
|
||||
subScreen := ebiten.NewImage(screenWidth, screenHeight)
|
||||
m.settingsScreen.Draw(subScreen, screenWidth, screenHeight, "SETTINGS")
|
||||
|
||||
// Draw the settings content in the menu area
|
||||
op := &ebiten.DrawImageOptions{}
|
||||
op.GeoM.Translate(float64(menuX), float64(menuY))
|
||||
screen.DrawImage(subScreen, op)
|
||||
|
||||
@@ -7,6 +7,8 @@ import (
|
||||
"github.com/hajimehoshi/ebiten/v2/vector"
|
||||
)
|
||||
|
||||
// Surface types
|
||||
|
||||
type SurfaceTag int
|
||||
|
||||
const (
|
||||
@@ -67,6 +69,8 @@ func (s *Surface) Draw(screen *ebiten.Image) {
|
||||
)
|
||||
}
|
||||
|
||||
// World container
|
||||
|
||||
type World struct {
|
||||
Surfaces []*Surface
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user