package screens import ( "image/color" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text/v2" "github.com/hajimehoshi/ebiten/v2/vector" ) // Represents the options available on the title screen. type TitleMenuOption int const ( TitleOptionContinue TitleMenuOption = iota TitleOptionNewGame TitleOptionSettings TitleOptionQuit titleOptionCount ) type titleScreenMode int const ( titleModeMain titleScreenMode = iota 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 settingsScreen *SettingsScreen hasSaveGame bool } // Creates a new title screen instance. func NewTitleScreen() *TitleScreen { return &TitleScreen{ selectedIndex: 0, currentMode: titleModeMain, settingsScreen: NewSettingsScreen(), hasSaveGame: false, } } // 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 } } // 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 t.selectedIndex = 0 } 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 { t.selectedIndex = int(titleOptionCount) - 1 } } } if inpututil.IsKeyJustPressed(ebiten.KeyArrowDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) { t.selectedIndex++ 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) { t.selectedIndex = 0 } } } if inpututil.IsKeyJustPressed(ebiten.KeyEnter) || inpututil.IsKeyJustPressed(ebiten.KeySpace) { selected := TitleMenuOption(t.selectedIndex) if selected == TitleOptionSettings { t.currentMode = titleModeSettings t.settingsScreen.Reset() return nil } return &selected } return nil } // Renders the title screen. 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 := "BIG FEELINGS" scale := 3.0 charWidth := 7.0 * scale textWidth := float64(len(titleText)) * charWidth titleX := float64(screenWidth)/2 - textWidth/2 titleY := float64(screenHeight) / 3 op := &text.DrawOptions{} op.GeoM.Scale(scale, scale) op.GeoM.Translate(titleX, titleY-basicFaceAscent*scale) op.ColorScale.ScaleWithColor(color.RGBA{R: 210, G: 220, B: 255, A: 255}) text.Draw(screen, titleText, basicFace, op) // Draw menu options 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 } optionY := startY + (i * 50) optionX := (screenWidth / 2) - (len(option) * 7 / 2) // Dim Continue option if it exists but is disabled optionColor := color.RGBA{R: 180, G: 180, B: 200, A: 255} if i == int(TitleOptionContinue) && !t.hasSaveGame { optionColor = color.RGBA{R: 80, G: 80, B: 100, A: 255} } 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) boxX := float32(optionX) - boxPadding boxY := float32(optionY) - float32(basicFaceAscent) - boxPadding/2 vector.StrokeRect(screen, boxX, boxY, boxWidth, boxHeight, 2, color.RGBA{R: 255, G: 200, B: 0, A: 255}, false) } else { t.drawText(screen, option, optionColor, optionX, optionY) } } // Draw hint text hintText := "Use Arrow Keys/WASD to navigate, Enter/Space to select" hintX := (screenWidth / 2) - (len(hintText) * 7 / 2) hintY := screenHeight - 50 t.drawText(screen, hintText, color.RGBA{R: 120, G: 120, B: 150, A: 255}, hintX, hintY) } func (t *TitleScreen) drawText(screen *ebiten.Image, txt string, clr color.Color, x, y int) { op := &text.DrawOptions{} op.GeoM.Translate(float64(x), float64(y)-basicFaceAscent) op.ColorScale.ScaleWithColor(clr) 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 { t.selectedIndex = 1 } t.currentMode = titleModeMain t.settingsScreen.Reset() }