Files
LilGuy/internal/game/game.go

224 lines
5.0 KiB
Go

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"
)
// ============================================================
// CONFIGURATION
// Tweak these values to change game settings
// ============================================================
const (
ScreenWidth = 960
ScreenHeight = 540
TargetTPS = 60
WindowTitle = "Big Feelings"
)
var (
backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
)
// Hero configuration
const (
heroStartX = ScreenWidth / 2
heroStartY = ScreenHeight / 2
heroRadius = 28.0
heroSpeed = 180.0
heroMaxStamina = 100.0
heroStaminaDrain = 50.0
heroStaminaRegen = 30.0
)
var (
heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
)
// HUD configuration
const (
hudX = ScreenWidth - 220
hudY = 20
)
// Stamina bar colors
var (
staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
)
const (
staminaLowThreshold = 0.2
)
// ============================================================
// TYPES
// ============================================================
type gameState int
const (
statePlaying gameState = iota
statePaused
)
type controls struct {
Left bool
Right bool
Up bool
Down bool
Sprint bool
}
type Game struct {
state *state
}
type state struct {
hero *hero.Hero
hud hud.Overlay
bounds hero.Bounds
lastTick time.Time
pauseMenu *menu.PauseMenu
gameState gameState
}
// ============================================================
// INITIALIZATION
// ============================================================
func New() *Game {
return &Game{state: newState()}
}
func newState() *state {
now := time.Now()
return &state{
hero: hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
}),
hud: hud.Overlay{
X: hudX,
Y: hudY,
Color: color.White,
},
bounds: hero.Bounds{
Width: ScreenWidth,
Height: ScreenHeight,
},
lastTick: now,
pauseMenu: menu.NewPauseMenu(),
gameState: statePlaying,
}
}
// ============================================================
// INPUT
// ============================================================
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),
}
}
// ============================================================
// UPDATE
// ============================================================
func (g *Game) Update() error {
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
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
g.state.lastTick = time.Now()
case menu.OptionQuit:
return ebiten.Termination
}
}
}
return nil
}
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)
}
// ============================================================
// RENDERING
// ============================================================
func (g *Game) Draw(screen *ebiten.Image) {
g.state.draw(screen)
}
func (s *state) draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
s.hero.Draw(screen)
staminaColor := staminaNormalColor
if s.hero.Stamina < s.hero.MaxStamina*staminaLowThreshold {
staminaColor = staminaLowColor
}
staminaMeter := status.Meter{
Label: "Stamina",
Base: s.hero.MaxStamina,
Level: s.hero.Stamina,
Color: staminaColor,
}
s.hud.Draw(screen, []status.Meter{staminaMeter})
if s.gameState == statePaused {
s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return ScreenWidth, ScreenHeight
}