project-ely/main.go

189 lines
4.0 KiB
Go

package main
import (
"fmt"
"log"
"os"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/config"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game"
"gitea.wisellama.rocks/Project-Ely/project-ely/internal/game/entity"
"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"
)
func main() {
var err error
// Read configuration
configMap, err := config.Configure("game.conf")
if err != nil {
log.Fatalf("error during configure: %v\n", err)
}
// Setup logging
writeToFile := gosimpleconf.Bool(configMap["log.writeToFile"])
logFilename := configMap["log.file"]
logWriter, err := config.SetupLogging(writeToFile, logFilename)
if err != nil {
log.Fatalf("error setting up logging: %v\n", err)
}
defer logWriter.Cleanup()
// Start everything with the SDL goroutine context
log.Printf("=== Starting %v ===", configMap["game.title"])
sdl.Main(func() {
err = run(configMap)
})
exitcode := 0
if err != nil {
log.Printf("ERROR: %v\n", err)
exitcode = 1
}
os.Exit(exitcode)
}
func run(configMap gosimpleconf.ConfigMap) error {
var err error
err = game.SdlInit()
if err != nil {
return err
}
defer game.SdlQuit()
gameWindow, err := game.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()
penguin := entity.NewPenguin(renderer)
p2 := entity.NewPenguin(renderer)
p2.SetPosition(&vector.Vec2F{X: 100, Y: 100})
p2.SetAnimation(entity.PENGUIN_WALK_LEFT)
keystates := make(map[sdl.Keycode]bool)
running := true
for running {
var event sdl.Event
sdl.Do(func() {
event = sdl.PollEvent()
})
for event != nil {
switch e := event.(type) {
case *sdl.QuitEvent:
running = false
case *sdl.KeyboardEvent:
if e.Keysym.Sym == sdl.K_ESCAPE {
log.Println("Esc quitting")
running = false
}
// Key states (just set a boolean whether the key is actively being pressed)
if e.Type == sdl.KEYDOWN {
keystates[e.Keysym.Sym] = true
} else if e.Type == sdl.KEYUP {
keystates[e.Keysym.Sym] = false
}
}
sdl.Do(func() {
event = sdl.PollEvent()
})
}
if keystates[sdl.K_d] {
penguin.MoveRight()
} else if keystates[sdl.K_a] {
penguin.MoveLeft()
} else {
penguin.StopHorizontal()
}
if keystates[sdl.K_w] {
penguin.MoveUp()
} else if keystates[sdl.K_s] {
penguin.MoveDown()
} else {
penguin.StopVertical()
}
if !keystates[sdl.K_a] && !keystates[sdl.K_d] && !keystates[sdl.K_w] && !keystates[sdl.K_s] {
penguin.StopMove()
}
// 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
err = penguin.Update()
if err != nil {
log.Printf("error updating: %v\n", err)
}
err = penguin.Draw()
if err != nil {
log.Printf("error drawing: %v\n", err)
}
err = p2.Update()
if err != nil {
log.Printf("error updating: %v\n", err)
}
err = p2.Draw()
if err != nil {
log.Printf("error drawing: %v\n", err)
}
// Draw
sdl.Do(func() {
renderer.Present()
sdl.Delay(16) // 60 FPS, well ok 62.5 FPS
})
}
return nil
}