Files
LilGuy/internal/game/game.go

321 lines
6.4 KiB
Go

package game
import (
"fmt"
"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"
)
// Game settings.
const (
ScreenWidth = 960
ScreenHeight = 540
TargetTPS = 60
WindowTitle = "Big Feelings"
)
// FPS cap options.
type FPSCap int
const (
FPSCap60 FPSCap = iota
FPSCap120
FPSCapUncapped
fpsCapCount
)
func (f FPSCap) TPS() int {
switch f {
case FPSCap60:
return 60
case FPSCap120:
return 120
case FPSCapUncapped:
return -1
default:
return 60
}
}
func (f FPSCap) String() string {
switch f {
case FPSCap60:
return "60 FPS"
case FPSCap120:
return "120 FPS"
case FPSCapUncapped:
return "Uncapped"
default:
return "60 FPS"
}
}
func (f *FPSCap) Cycle() {
*f = (*f + 1) % fpsCapCount
}
var (
backgroundColor = color.NRGBA{R: 0, G: 0, B: 0, A: 255}
)
// Hero settings.
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 settings.
const (
hudX = 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
)
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
fpsEnabled bool
fpsFrames int
fpsAccumulator time.Duration
fpsValue float64
fpsCap FPSCap
}
func New() *Game {
return &Game{state: newState()}
}
func newState() *state {
now := time.Now()
s := &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,
fpsEnabled: false,
fpsCap: FPSCap60,
}
s.pauseMenu.SetFPSMonitor(&s.fpsEnabled)
s.pauseMenu.SetFPSCap(&s.fpsCap)
ebiten.SetTPS(s.fpsCap.TPS())
return s
}
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),
}
}
func (g *Game) Update() error {
// Update TPS if FPS cap changed.
currentTPS := g.state.fpsCap.TPS()
if currentTPS < 0 {
ebiten.SetTPS(ebiten.SyncWithFPS)
} else {
ebiten.SetTPS(currentTPS)
}
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()
}
}
// Track FPS.
now := time.Now()
if !g.state.lastTick.IsZero() {
g.state.trackFPS(now.Sub(g.state.lastTick))
}
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)
}
func (s *state) trackFPS(delta time.Duration) {
if !s.fpsEnabled {
return
}
s.fpsAccumulator += delta
s.fpsFrames++
if s.fpsAccumulator >= fpsSampleWindow {
s.fpsValue = float64(s.fpsFrames) / s.fpsAccumulator.Seconds()
s.fpsAccumulator = 0
s.fpsFrames = 0
}
}
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,
}
meters := []status.Meter{staminaMeter}
if s.fpsEnabled {
// Color based on target FPS (60).
ratio := s.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", s.fpsValue),
Base: -1, // Negative base means text-only display.
Level: 0,
Color: fpsColor,
}
meters = append(meters, fpsMeter)
}
s.hud.Draw(screen, meters)
if s.gameState == statePaused {
s.pauseMenu.Draw(screen, ScreenWidth, ScreenHeight)
}
}
func clampFloat(value, min, max float64) float64 {
if value < min {
return min
}
if value > max {
return max
}
return value
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
return ScreenWidth, ScreenHeight
}