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