189 lines
4.0 KiB
Go
189 lines
4.0 KiB
Go
package main
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import (
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"fmt"
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"log"
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"os"
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"gitea.wisellama.rocks/Project-Ely/project-ely/internal/config"
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"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game"
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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/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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func main() {
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var err error
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// Read configuration
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configMap, err := config.Configure("game.conf")
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if err != nil {
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log.Fatalf("error during configure: %v\n", err)
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}
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// Setup logging
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writeToFile := gosimpleconf.Bool(configMap["log.writeToFile"])
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logFilename := configMap["log.file"]
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logWriter, err := config.SetupLogging(writeToFile, logFilename)
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if err != nil {
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log.Fatalf("error setting up logging: %v\n", err)
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}
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defer logWriter.Cleanup()
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// Start everything with the SDL goroutine context
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log.Printf("=== Starting %v ===", configMap["game.title"])
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sdl.Main(func() {
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err = run(configMap)
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})
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exitcode := 0
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if err != nil {
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log.Printf("ERROR: %v\n", err)
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exitcode = 1
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}
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os.Exit(exitcode)
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}
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func run(configMap gosimpleconf.ConfigMap) error {
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var err error
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err = game.SdlInit()
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if err != nil {
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return err
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}
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defer game.SdlQuit()
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gameWindow, err := game.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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penguin := entity.NewPenguin(renderer)
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p2 := entity.NewPenguin(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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keystates := make(map[sdl.Keycode]bool)
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running := true
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for running {
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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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})
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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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running = false
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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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running = false
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}
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// Key states (just set a boolean whether the key is actively being pressed)
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if e.Type == sdl.KEYDOWN {
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keystates[e.Keysym.Sym] = true
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} else if e.Type == sdl.KEYUP {
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keystates[e.Keysym.Sym] = false
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}
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}
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sdl.Do(func() {
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event = sdl.PollEvent()
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})
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}
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if keystates[sdl.K_d] {
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penguin.MoveRight()
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} else if keystates[sdl.K_a] {
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penguin.MoveLeft()
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} else {
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penguin.StopHorizontal()
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}
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if keystates[sdl.K_w] {
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penguin.MoveUp()
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} else if keystates[sdl.K_s] {
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penguin.MoveDown()
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} else {
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penguin.StopVertical()
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}
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if !keystates[sdl.K_a] && !keystates[sdl.K_d] && !keystates[sdl.K_w] && !keystates[sdl.K_s] {
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penguin.StopMove()
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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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err = penguin.Update()
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if err != nil {
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log.Printf("error updating: %v\n", err)
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}
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err = penguin.Draw()
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if err != nil {
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log.Printf("error drawing: %v\n", err)
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}
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err = p2.Update()
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if err != nil {
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log.Printf("error updating: %v\n", err)
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}
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err = p2.Draw()
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if err != nil {
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log.Printf("error drawing: %v\n", err)
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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(16) // 60 FPS, well ok 62.5 FPS
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})
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}
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return nil
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}
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