project-ely/internal/game/game.go

192 lines
4.0 KiB
Go

package game
import (
"context"
"fmt"
"log"
"strconv"
"sync"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game/entity"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game/entity/player"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game/sprite"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/vector"
"gitea.wisellama.rocks/Wisellama/gosimpleconf"
"github.com/veandco/go-sdl2/sdl"
)
type Entity interface {
Run()
GetCommandChan() chan entity.EntityCommand
Draw() error
Update() error
}
// Run is the main function to start the game.
func Run(ctx context.Context, configMap gosimpleconf.ConfigMap) error {
var err error
ctx, cancel := context.WithCancel(ctx)
defer cancel()
framerate, err := strconv.ParseFloat(configMap["game.framerate"], 64)
if err != nil {
err = fmt.Errorf("error parsing framerate: %w", err)
return err
}
framerateDelay := uint32(1000 / framerate)
err = SdlInit()
if err != nil {
return err
}
defer SdlQuit()
gameWindow, err := NewWindow(configMap["game.title"])
if err != nil {
err = fmt.Errorf("failed creating GameWindow: %w", err)
return err
}
defer gameWindow.Cleanup()
var renderer *sdl.Renderer
sdl.Do(func() {
renderer, err = sdl.CreateRenderer(gameWindow.SdlWindow, -1, sdl.RENDERER_ACCELERATED)
})
if err != nil {
err = fmt.Errorf("failed creating SDL renderer: %w", err)
return err
}
defer func() {
sdl.Do(func() {
err = renderer.Destroy()
if err != nil {
log.Printf("error destroying renderer: %v\n", err)
}
})
}()
err = sprite.InitSpriteCache(renderer)
if err != nil {
err = fmt.Errorf("failed in InitSpriteCache: %w", err)
return err
}
defer sprite.CleanupSpriteCache()
entity.DefinePenguinAnimations()
// Done with main setup, now moving on to creating specific entities
entityList := make([]Entity, 0)
wg := sync.WaitGroup{}
// Setup Player 1
// Let them control a penguin to start with
player1 := player.NewPlayer(ctx)
penguin := entity.NewPenguin(ctx, renderer)
penguin.SetSpeed(2.0)
entityList = append(entityList, penguin)
player1.SetEntityChan(penguin.GetCommandChan())
wg.Add(1)
go func() {
defer wg.Done()
penguin.Run()
}()
p2 := entity.NewPenguin(ctx, renderer)
p2.SetPosition(&vector.Vec2F{X: 100, Y: 100})
p2.SetAnimation(entity.PENGUIN_WALK_LEFT)
entityList = append(entityList, p2)
wg.Add(1)
go func() {
defer wg.Done()
p2.Run()
}()
// And now starting the main loop
wg.Add(1)
go func() {
defer wg.Done()
player1.Run()
}()
running := true
for running {
// Allow us to exit gracefully if the context is done
select {
case <-ctx.Done():
running = false
default:
// Keep running
}
// Poll for SDL events
var event sdl.Event
sdl.Do(func() {
event = sdl.PollEvent()
for event != nil {
switch e := event.(type) {
case *sdl.QuitEvent:
log.Println("QuitEvent quitting")
cancel()
case *sdl.KeyboardEvent:
if e.Keysym.Sym == sdl.K_ESCAPE {
log.Println("Esc quitting")
cancel()
} else {
// Publish the event so other components can do whatever they need with it
player1.GetSdlEventsChan() <- *e
}
}
event = sdl.PollEvent()
}
})
// Background
sdl.Do(func() {
err = renderer.SetDrawColor(0, 120, 0, 255)
if err != nil {
log.Printf("error in renderer.SetDrawColor: %v\n", err)
}
err = renderer.Clear()
if err != nil {
log.Printf("error in renderer.Clear: %v\n", err)
}
})
// Everything else
for _, e := range entityList {
//e.GetCommandChan() <- entity.NewEntityCommand(entity.COMMAND_UPDATE, 0)
//e.GetCommandChan() <- entity.NewEntityCommand(entity.COMMAND_DRAW, 0)
err = e.Update()
if err != nil {
log.Printf("error updating: %v", err)
}
err = e.Draw()
if err != nil {
log.Printf("error drawing: %v", err)
}
}
// Draw
sdl.Do(func() {
renderer.Present()
sdl.Delay(framerateDelay)
})
}
close(player1.GetSdlEventsChan())
for _, e := range entityList {
close(e.GetCommandChan())
}
wg.Wait()
return nil
}