package game import ( "image/color" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/atridad/BigFeelings/internal/hero" "github.com/atridad/BigFeelings/internal/status" "github.com/atridad/BigFeelings/internal/ui/hud" "github.com/atridad/BigFeelings/internal/ui/menu" ) const ( ScreenWidth = 960 ScreenHeight = 540 TargetTPS = 60 WindowTitle = "Big Feelings" ) var ( backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255} ) type gameState int const ( statePlaying gameState = iota statePaused ) type controls struct { Left bool Right bool Up bool Down bool Sprint 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), Sprint: ebiten.IsKeyPressed(ebiten.KeyShift), } } type Game struct { state *state } func New() *Game { return &Game{state: newState()} } func (g *Game) Update() error { // Handle escape key to toggle pause if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { if g.state.gameState == statePlaying { g.state.gameState = statePaused g.state.pauseMenu.Reset() } else if g.state.gameState == statePaused { g.state.gameState = statePlaying // Reset lastTick to prevent delta time accumulation while paused g.state.lastTick = time.Now() } } if g.state.gameState == statePlaying { g.state.update(readControls()) } else if g.state.gameState == statePaused { if selectedOption := g.state.pauseMenu.Update(); selectedOption != nil { switch *selectedOption { case menu.OptionResume: g.state.gameState = statePlaying // Reset lastTick to prevent delta time accumulation while paused g.state.lastTick = time.Now() case menu.OptionQuit: return ebiten.Termination } } } return nil } func (g *Game) Draw(screen *ebiten.Image) { g.state.draw(screen) } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return ScreenWidth, ScreenHeight } type state struct { hero *hero.Hero hud hud.Overlay bounds hero.Bounds lastTick time.Time pauseMenu *menu.PauseMenu gameState gameState } func newState() *state { now := time.Now() return &state{ hero: hero.New(hero.Config{ StartX: ScreenWidth / 2, StartY: ScreenHeight / 2, Radius: 28, Speed: 180, Color: color.NRGBA{R: 210, G: 220, B: 255, A: 255}, MaxStamina: 100, StaminaDrain: 50, StaminaRegen: 30, }), hud: hud.Overlay{ X: ScreenWidth - 220, Y: 20, Color: color.White, }, bounds: hero.Bounds{ Width: ScreenWidth, Height: ScreenHeight, }, lastTick: now, pauseMenu: menu.NewPauseMenu(), gameState: statePlaying, } } func (s *state) update(input controls) { now := time.Now() dt := now.Sub(s.lastTick).Seconds() s.lastTick = now s.hero.Update(hero.Input{ Left: input.Left, Right: input.Right, Up: input.Up, Down: input.Down, Sprint: input.Sprint, }, dt, s.bounds) } func (s *state) draw(screen *ebiten.Image) { screen.Fill(backgroundColor) s.hero.Draw(screen) // Create stamina meter from hero's stamina staminaColor := color.NRGBA{R: 0, G: 255, B: 180, A: 255} if s.hero.Stamina < s.hero.MaxStamina*0.2 { staminaColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255} } staminaMeter := status.Meter{ Label: "Stamina", Base: s.hero.MaxStamina, Level: s.hero.Stamina, Color: staminaColor, } s.hud.Draw(screen, []status.Meter{staminaMeter}) // Draw pause menu if paused if s.gameState == statePaused { s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight) } }