432 lines
10 KiB
Go
432 lines
10 KiB
Go
package game
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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/LilGuy/internal/save"
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"github.com/atridad/LilGuy/internal/screens"
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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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TargetTPS = 60
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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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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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)
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// FPS cap options for performance tuning.
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type FPSCap int
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const (
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FPSCap60 FPSCap = iota
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FPSCap120
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FPSCapUncapped
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fpsCapCount
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)
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func (f FPSCap) TPS() int {
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switch f {
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case FPSCap60:
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return 60
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case FPSCap120:
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return 120
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case FPSCapUncapped:
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return -1
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default:
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return 60
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}
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}
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func (f FPSCap) String() string {
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switch f {
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case FPSCap60:
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return "60 FPS"
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case FPSCap120:
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return "120 FPS"
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case FPSCapUncapped:
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return "Uncapped"
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default:
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return "60 FPS"
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}
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}
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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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type controls struct {
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Left bool
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Right bool
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Jump bool
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Sprint bool
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Shoot 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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Jump: ebiten.IsKeyPressed(ebiten.KeyArrowUp) || ebiten.IsKeyPressed(ebiten.KeyW) || ebiten.IsKeyPressed(ebiten.KeySpace),
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Sprint: ebiten.IsKeyPressed(ebiten.KeyShift),
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Shoot: inpututil.IsKeyJustPressed(ebiten.KeyK),
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}
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}
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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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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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gameState: stateSplash,
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lastTick: now,
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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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}
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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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switch settings.FPSCap {
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case "60":
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s.fpsCap = FPSCap60
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case "120":
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s.fpsCap = FPSCap120
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case "uncapped":
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s.fpsCap = FPSCapUncapped
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default:
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s.fpsCap = FPSCap60
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}
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}
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}
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// Initialize all 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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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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if saveManager != nil {
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settings := &save.Settings{
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FPSMonitor: s.fpsEnabled,
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FPSCap: s.fpCapToStringHelper(s.fpsCap),
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}
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saveManager.SaveSettings(settings)
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}
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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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return "60"
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case FPSCap120:
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return "120"
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case FPSCapUncapped:
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return "uncapped"
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default:
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return "60"
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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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} else {
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ebiten.SetTPS(currentTPS)
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}
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// Handle state-specific updates
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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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err = g.updateSplash()
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case stateTitle:
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err = g.updateTitle()
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case statePlaying:
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err = g.updatePlaying()
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case statePaused:
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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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return err
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}
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// updateSplash handles the splash screen state.
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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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}
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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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g.state.gameState = statePlaying
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g.state.lastTick = time.Now()
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}
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}
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case screens.TitleOptionNewGame:
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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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}
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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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Right: input.Right,
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Jump: input.Jump,
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Sprint: input.Sprint,
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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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g.state.lastAutoSave = now
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}
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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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g.state.titleScreen.SetHasSaveGame(g.state.saveManager.HasSavedGame())
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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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}
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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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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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}
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settings := &save.Settings{
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FPSMonitor: g.state.fpsEnabled,
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FPSCap: g.fpCapToString(g.state.fpsCap),
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}
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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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return "60"
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case FPSCap120:
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return "120"
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case FPSCapUncapped:
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return "uncapped"
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default:
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return "60"
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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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func (g *Game) Draw(screen *ebiten.Image) {
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switch g.state.gameState {
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case stateSplash:
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g.state.splashScreen.Draw(screen, ScreenWidth, ScreenHeight)
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case stateTitle:
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g.state.titleScreen.Draw(screen, ScreenWidth, ScreenHeight)
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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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