Files
LilGuy/internal/screens/gameplay.go
2025-11-24 12:18:32 -07:00

361 lines
8.5 KiB
Go

package screens
import (
"fmt"
"image/color"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/vector"
"github.com/atridad/LilGuy/internal/hero"
"github.com/atridad/LilGuy/internal/projectile"
"github.com/atridad/LilGuy/internal/save"
"github.com/atridad/LilGuy/internal/status"
"github.com/atridad/LilGuy/internal/ui/hud"
"github.com/atridad/LilGuy/internal/world"
)
var (
backgroundColor = color.NRGBA{R: 135, G: 206, B: 235, A: 255}
saveNotificationColor = color.NRGBA{R: 50, G: 200, B: 50, A: 255}
)
const (
heroStartX = 960 / 2
heroStartY = 540 / 2
heroRadius = 28.0
heroSpeed = 180.0
heroMaxStamina = 100.0
heroStaminaDrain = 50.0
heroStaminaRegen = 30.0
saveNotificationDuration = 2 * time.Second
)
var (
heroColor = color.NRGBA{R: 210, G: 220, B: 255, A: 255}
)
// HUD settings.
const (
hudX = 960 - 220 // ScreenWidth - 220
hudY = 20
)
// HUD colors.
var (
staminaNormalColor = color.NRGBA{R: 0, G: 255, B: 180, A: 255}
staminaLowColor = color.NRGBA{R: 255, G: 60, B: 60, A: 255}
fpsGoodColor = color.NRGBA{R: 120, G: 255, B: 120, A: 255}
fpsWarnColor = color.NRGBA{R: 255, G: 210, B: 100, A: 255}
fpsPoorColor = color.NRGBA{R: 255, G: 120, B: 120, A: 255}
)
const (
staminaLowThreshold = 0.2
fpsWarnThreshold = 0.85
fpsPoorThreshold = 0.6
fpsSampleWindow = time.Second
targetTPS = 60
)
// Player input for the gameplay screen.
type GameplayInput struct {
Left bool
Right bool
Jump bool
Sprint bool
Shoot bool
}
// Manages the main gameplay state including the hero, HUD, and game world.
// This is where the actual game logic and rendering happens during active play.
type GameplayScreen struct {
hero *hero.Hero
hud hud.Overlay
world *world.World
projectiles *projectile.Manager
bounds hero.Bounds
lastTick time.Time
gameStartTime time.Time
totalPlayTime time.Duration
fpsEnabled *bool
fpsFrames int
fpsAccumulator time.Duration
fpsValue float64
saveNotificationTimer time.Duration
showSaveNotification bool
}
// Creates a new gameplay screen instance.
func NewGameplayScreen(screenWidth, screenHeight int, fpsEnabled *bool) *GameplayScreen {
w := world.NewWorld()
groundHeight := 16.0
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
return &GameplayScreen{
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,
},
world: w,
projectiles: projectile.NewManager(),
bounds: hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
},
lastTick: time.Now(),
gameStartTime: time.Now(),
fpsEnabled: fpsEnabled,
}
}
// Processes gameplay logic with the given input and delta time.
func (g *GameplayScreen) Update(input GameplayInput, delta time.Duration) {
dt := delta.Seconds()
g.hero.Update(hero.Input{
Left: input.Left,
Right: input.Right,
Jump: input.Jump,
Sprint: input.Sprint,
}, dt, g.bounds)
if input.Shoot {
direction := 1.0
if g.hero.GetDirection() == hero.DirLeft {
direction = -1.0
}
g.projectiles.Shoot(g.hero.X, g.hero.Y-20, direction, g.hero.ProjectileConfig)
}
g.projectiles.Update(dt, g.bounds.Width, g.bounds.Height)
g.totalPlayTime += delta
g.trackFPS(delta)
if g.showSaveNotification {
g.saveNotificationTimer -= delta
if g.saveNotificationTimer <= 0 {
g.showSaveNotification = false
}
}
}
// Calculates the current FPS if FPS monitoring is enabled.
func (g *GameplayScreen) trackFPS(delta time.Duration) {
if g.fpsEnabled == nil || !*g.fpsEnabled {
return
}
g.fpsAccumulator += delta
g.fpsFrames++
if g.fpsAccumulator >= fpsSampleWindow {
g.fpsValue = float64(g.fpsFrames) / g.fpsAccumulator.Seconds()
g.fpsAccumulator = 0
g.fpsFrames = 0
}
}
// Renders the gameplay screen.
func (g *GameplayScreen) Draw(screen *ebiten.Image) {
screen.Fill(backgroundColor)
g.world.Draw(screen)
g.projectiles.Draw(screen)
g.hero.Draw(screen)
staminaColor := staminaNormalColor
if g.hero.Stamina < g.hero.MaxStamina*staminaLowThreshold {
staminaColor = staminaLowColor
}
staminaMeter := status.Meter{
Label: "Stamina",
Base: g.hero.MaxStamina,
Level: g.hero.Stamina,
Color: staminaColor,
}
meters := []status.Meter{staminaMeter}
if g.fpsEnabled != nil && *g.fpsEnabled {
// Color based on target FPS (60).
ratio := g.fpsValue / float64(targetTPS)
fpsColor := fpsGoodColor
switch {
case ratio < fpsPoorThreshold:
fpsColor = fpsPoorColor
case ratio < fpsWarnThreshold:
fpsColor = fpsWarnColor
}
fpsMeter := status.Meter{
Label: fmt.Sprintf("Framerate: %3.0f FPS", g.fpsValue),
Base: -1, // Negative base means text-only display.
Level: 0,
Color: fpsColor,
}
meters = append(meters, fpsMeter)
}
g.hud.Draw(screen, meters)
if g.showSaveNotification {
g.drawSaveNotification(screen)
}
}
func (g *GameplayScreen) drawSaveNotification(screen *ebiten.Image) {
centerX := float32(g.bounds.Width / 2)
centerY := float32(30)
boxWidth := float32(140)
boxHeight := float32(40)
vector.DrawFilledRect(screen,
centerX-boxWidth/2,
centerY-boxHeight/2,
boxWidth,
boxHeight,
color.NRGBA{R: 0, G: 0, B: 0, A: 180},
false)
vector.StrokeRect(screen,
centerX-boxWidth/2,
centerY-boxHeight/2,
boxWidth,
boxHeight,
2,
saveNotificationColor,
false)
msg := "Game Saved!"
textX := centerX - 45
textY := centerY - 5
ebitenutil.DebugPrintAt(screen, msg, int(textX), int(textY))
}
func (g *GameplayScreen) ShowSaveNotification() {
g.showSaveNotification = true
g.saveNotificationTimer = saveNotificationDuration
}
// Resets the gameplay screen to its initial state.
func (g *GameplayScreen) Reset() {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
groundHeight := 16.0
w := world.NewWorld()
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
g.hero = hero.New(hero.Config{
StartX: heroStartX,
StartY: heroStartY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
})
g.world = w
g.projectiles = projectile.NewManager()
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
}
g.lastTick = time.Now()
g.gameStartTime = time.Now()
g.totalPlayTime = 0
g.fpsFrames = 0
g.fpsAccumulator = 0
g.fpsValue = 0
}
// SaveState converts the current gameplay state to a saveable format.
func (g *GameplayScreen) SaveState() *save.GameState {
return &save.GameState{
HeroX: g.hero.X,
HeroY: g.hero.Y,
HeroStamina: g.hero.Stamina,
PlayTimeMS: g.totalPlayTime.Milliseconds(),
}
}
// LoadState restores gameplay state from saved data.
func (g *GameplayScreen) LoadState(state *save.GameState) {
screenWidth := int(g.bounds.Width)
screenHeight := int(g.bounds.Height)
groundHeight := 16.0
w := world.NewWorld()
w.AddSurface(&world.Surface{
X: 0,
Y: float64(screenHeight) - groundHeight,
Width: float64(screenWidth),
Height: groundHeight,
Tag: world.TagGround,
Color: color.NRGBA{R: 34, G: 139, B: 34, A: 255},
})
g.hero = hero.New(hero.Config{
StartX: state.HeroX,
StartY: state.HeroY,
Radius: heroRadius,
Speed: heroSpeed,
Color: heroColor,
MaxStamina: heroMaxStamina,
StaminaDrain: heroStaminaDrain,
StaminaRegen: heroStaminaRegen,
})
g.hero.Stamina = state.HeroStamina
g.world = w
g.projectiles = projectile.NewManager()
g.bounds = hero.Bounds{
Width: float64(screenWidth),
Height: float64(screenHeight),
Ground: float64(screenHeight) - groundHeight,
}
g.totalPlayTime = time.Duration(state.PlayTimeMS) * time.Millisecond
g.lastTick = time.Now()
g.gameStartTime = time.Now()
g.fpsFrames = 0
g.fpsAccumulator = 0
g.fpsValue = 0
}