Added menu and sprinting
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@@ -5,10 +5,12 @@ import (
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"time"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/inpututil"
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"github.com/atridad/BigFeelings/internal/hero"
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"github.com/atridad/BigFeelings/internal/status"
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"github.com/atridad/BigFeelings/internal/ui/hud"
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"github.com/atridad/BigFeelings/internal/ui/menu"
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)
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const (
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@@ -23,19 +25,28 @@ var (
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backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
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)
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type gameState int
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const (
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statePlaying gameState = iota
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statePaused
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)
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type controls struct {
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Left bool
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Right bool
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Up bool
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Down bool
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Left bool
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Right bool
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Up bool
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Down bool
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Sprint bool
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}
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func readControls() controls {
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return controls{
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Left: ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA),
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Right: ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD),
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Up: ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW),
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Down: ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS),
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Left: ebiten.IsKeyPressed(ebiten.KeyArrowLeft) || ebiten.IsKeyPressed(ebiten.KeyA),
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Right: ebiten.IsKeyPressed(ebiten.KeyArrowRight) || ebiten.IsKeyPressed(ebiten.KeyD),
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Up: ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW),
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Down: ebiten.IsKeyPressed(ebiten.KeyArrowDown) || ebiten.IsKeyPressed(ebiten.KeyS),
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Sprint: ebiten.IsKeyPressed(ebiten.KeyShift),
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}
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}
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@@ -48,7 +59,33 @@ func New() *Game {
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}
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func (g *Game) Update() error {
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g.state.update(readControls())
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// Handle escape key to toggle pause
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if inpututil.IsKeyJustPressed(ebiten.KeyEscape) {
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if g.state.gameState == statePlaying {
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g.state.gameState = statePaused
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g.state.pauseMenu.Reset()
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} else if g.state.gameState == statePaused {
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g.state.gameState = statePlaying
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// Reset lastTick to prevent delta time accumulation while paused
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g.state.lastTick = time.Now()
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}
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}
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if g.state.gameState == statePlaying {
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g.state.update(readControls())
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} else if g.state.gameState == statePaused {
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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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// Reset lastTick to prevent delta time accumulation while paused
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g.state.lastTick = time.Now()
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case menu.OptionQuit:
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return ebiten.Termination
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}
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}
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}
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return nil
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}
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@@ -61,27 +98,26 @@ func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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}
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type state struct {
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hero *hero.Hero
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status *status.Manager
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hud hud.Overlay
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bounds hero.Bounds
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lastTick time.Time
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hero *hero.Hero
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hud hud.Overlay
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bounds hero.Bounds
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lastTick time.Time
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pauseMenu *menu.PauseMenu
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gameState gameState
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}
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func newState() *state {
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now := time.Now()
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return &state{
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hero: hero.New(hero.Config{
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StartX: ScreenWidth / 2,
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StartY: ScreenHeight / 2,
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Radius: 28,
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Speed: 180,
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Color: color.NRGBA{R: 210, G: 220, B: 255, A: 255},
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}),
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status: status.NewManager([]status.Config{
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{Label: "Core", Base: 60, Color: color.NRGBA{R: 255, G: 208, B: 0, A: 255}},
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{Label: "Drive", Base: 45, Color: color.NRGBA{R: 0, G: 190, B: 255, A: 255}},
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{Label: "Flux", Base: 30, Color: color.NRGBA{R: 255, G: 92, B: 120, A: 255}},
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StartX: ScreenWidth / 2,
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StartY: ScreenHeight / 2,
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Radius: 28,
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Speed: 180,
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Color: color.NRGBA{R: 210, G: 220, B: 255, A: 255},
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MaxStamina: 100,
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StaminaDrain: 50,
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StaminaRegen: 30,
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}),
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hud: hud.Overlay{
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X: ScreenWidth - 220,
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@@ -92,7 +128,9 @@ func newState() *state {
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Width: ScreenWidth,
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Height: ScreenHeight,
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},
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lastTick: now,
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lastTick: now,
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pauseMenu: menu.NewPauseMenu(),
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gameState: statePlaying,
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}
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}
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@@ -102,17 +140,34 @@ func (s *state) update(input controls) {
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s.lastTick = now
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s.hero.Update(hero.Input{
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Left: input.Left,
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Right: input.Right,
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Up: input.Up,
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Down: input.Down,
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Left: input.Left,
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Right: input.Right,
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Up: input.Up,
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Down: input.Down,
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Sprint: input.Sprint,
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}, dt, s.bounds)
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s.status.Update()
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}
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func (s *state) draw(screen *ebiten.Image) {
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screen.Fill(backgroundColor)
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s.hero.Draw(screen)
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s.hud.Draw(screen, s.status.Meters())
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// Create stamina meter from hero's stamina
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staminaColor := color.NRGBA{R: 0, G: 255, B: 180, A: 255}
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if s.hero.Stamina < s.hero.MaxStamina*0.2 {
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staminaColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
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}
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staminaMeter := status.Meter{
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Label: "Stamina",
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Base: s.hero.MaxStamina,
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Level: s.hero.Stamina,
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Color: staminaColor,
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}
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s.hud.Draw(screen, []status.Meter{staminaMeter})
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// Draw pause menu if paused
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if s.gameState == statePaused {
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s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
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}
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}
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