Files
LilGuy/internal/screens/title.go
2025-11-19 13:13:22 -07:00

210 lines
5.8 KiB
Go

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()
}