project-ely/internal/game/game.go

143 lines
3.3 KiB
Go

package game
import (
"context"
"fmt"
"math/rand"
"sync"
"git.wisellama.rocks/Project-Ely/project-ely/internal/channels"
"git.wisellama.rocks/Project-Ely/project-ely/internal/game/entity/animation"
"git.wisellama.rocks/Project-Ely/project-ely/internal/game/entity/command"
"git.wisellama.rocks/Project-Ely/project-ely/internal/game/entity/types"
"git.wisellama.rocks/Project-Ely/project-ely/internal/game/player"
"git.wisellama.rocks/Project-Ely/project-ely/internal/game/sprite"
"git.wisellama.rocks/Wisellama/gosimpleconf"
rl "github.com/gen2brain/raylib-go/raylib"
)
type EntityCmdHandler interface {
Run()
CloseRequests()
CommandRequest() chan command.Command
DrawRequest() chan struct{}
DrawResponse() chan struct{}
UpdateRequest() chan struct{}
UpdateResponse() chan struct{}
}
// Run is the main function to start the game.
func Run(ctx context.Context, configMap gosimpleconf.ConfigMap) error {
ctx, cancel := context.WithCancel(ctx)
defer cancel()
framerate64 := gosimpleconf.Int64(configMap["game.framerate"])
framerate := int32(framerate64)
// Initialize the RayLib window
channels.RL.Do(func() {
rl.InitWindow(800, 600, configMap["game.title"])
rl.SetTargetFPS(framerate)
})
defer func() {
channels.RL.Do(func() {
rl.CloseWindow()
})
}()
// Initialize our sprites and animations
sprite.InitSpriteCache()
animation.DefineAnimations()
entityList := make([]EntityCmdHandler, 0)
wg := sync.WaitGroup{}
playerPenguinEntity := types.NewPenguin()
playerPenguinEntity.SetSpeed(2)
playerPenguinEntity.SetPosition(rl.Vector2{X: 100, Y: -100})
playerPenguinCmd := command.NewCommandHandler(ctx, &playerPenguinEntity)
playerPenguin := player.NewPlayer(ctx)
playerPenguin.SetEntityChan(playerPenguinCmd.CommandRequest())
entityList = append(entityList, playerPenguinCmd)
wg.Add(1)
go func() {
defer wg.Done()
playerPenguinCmd.Run()
}()
for i := 0; i < 10; i++ {
entity := types.NewPenguin()
entityCmd := command.NewCommandHandler(ctx, &entity)
randomPos := rl.Vector2{X: rand.Float32() * 500, Y: rand.Float32() * -500}
entity.SetPosition(randomPos)
entity.SetAnimation(rand.Intn(animation.PENGUIN_NUM_ANIMS))
entityList = append(entityList, entityCmd)
wg.Add(1)
go func() {
defer wg.Done()
entityCmd.Run()
}()
}
// And now starting the main loop
running := true
for running {
channels.RL.Do(func() {
if rl.WindowShouldClose() {
cancel()
}
})
// Allow us to exit early if the context is done
select {
case <-ctx.Done():
running = false
default:
// Keep running
}
if !running {
break
}
// Update players
playerPenguin.Update()
// Start drawing
channels.RL.Do(func() {
rl.BeginDrawing()
})
// Tell everything to Update and Draw
for _, e := range entityList {
e.UpdateRequest() <- struct{}{}
e.DrawRequest() <- struct{}{}
}
// Wait for each entity to finish their Draw and Update commands before proceeding
for _, e := range entityList {
<-e.UpdateResponse()
<-e.DrawResponse()
}
// Finish drawing
channels.RL.Do(func() {
rl.ClearBackground(rl.Black)
rl.DrawText("Some Text!", 190, 200, 20, rl.Blue)
rl.DrawText(fmt.Sprintf("%v FPS", rl.GetFPS()), 190, 250, 20, rl.Blue)
rl.EndDrawing()
})
}
for _, e := range entityList {
e.CloseRequests()
}
sprite.CleanupSpriteCache()
wg.Wait()
return nil
}