project-ely/internal/game/game.go

257 lines
5.4 KiB
Go

package game
import (
"context"
"fmt"
"log"
"math/rand"
"os"
"strconv"
"sync"
"time"
"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/Project-Ely/project-ely/internal/game/window"
"git.wisellama.rocks/Project-Ely/project-ely/internal/vector"
"git.wisellama.rocks/Wisellama/gosimpleconf"
"github.com/faiface/beep"
"github.com/faiface/beep/effects"
"github.com/faiface/beep/flac"
"github.com/faiface/beep/speaker"
"github.com/veandco/go-sdl2/sdl"
)
type EntityCmdHandler interface {
Run()
CloseRequests()
CommandRequest() chan command.Command
DrawRequest() chan bool
DrawResponse() chan bool
UpdateRequest() chan bool
UpdateResponse() chan bool
}
// 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()
go musicTest()
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 = window.SdlInit()
if err != nil {
return err
}
defer window.SdlQuit()
gameWindow, err := window.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
}
animation.DefineAnimations()
inputHandler := window.NewInputHandler(ctx)
// Done with main setup, now moving on to creating specific entities
entityList := make([]EntityCmdHandler, 0)
wg := sync.WaitGroup{}
// Setup Player 1
// Let them control a penguin to start with
player1 := player.NewPlayer(ctx, inputHandler)
penguinEntity := types.NewPenguin(renderer)
penguinCmdHandler := command.NewCommandHandler(ctx, &penguinEntity)
penguinEntity.SetSpeed(2.0)
entityList = append(entityList, penguinCmdHandler)
player1.SetEntityChan(penguinCmdHandler.CommandRequest())
wg.Add(1)
go func() {
defer wg.Done()
penguinCmdHandler.Run()
}()
for i := 0; i < 10; i++ {
entity := types.NewPenguin(renderer)
entityCmd := command.NewCommandHandler(ctx, &entity)
randomPos := vector.Vec2F{X: rand.Float64() * 500, Y: rand.Float64() * -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()
}()
}
// Start the inputHandler
wg.Add(1)
go func() {
defer wg.Done()
inputHandler.Run()
}()
// And now starting the main loop
running := true
for 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 to the inputHandler
inputHandler.KeyboardChan() <- *e
}
}
event = sdl.PollEvent()
}
})
// Allow us to exit early if the context is done
select {
case <-ctx.Done():
running = false
default:
// Keep running
}
if !running {
break
}
// Players
player1.Update()
// 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)
}
})
// Tell everything to Update and Draw
for _, e := range entityList {
e.UpdateRequest() <- true
e.DrawRequest() <- true
}
// Wait for each entity to finish their Draw and Update commands before proceeding
for _, e := range entityList {
<-e.UpdateResponse()
<-e.DrawResponse()
}
// Draw
sdl.Do(func() {
renderer.Present()
sdl.Delay(framerateDelay)
})
}
inputHandler.CloseChannels()
for _, e := range entityList {
e.CloseRequests()
}
sprite.CleanupSpriteCache()
wg.Wait()
return nil
}
func musicTest() {
f, err := os.Open("assets/audio/test.flac")
if err != nil {
log.Printf("%v", err)
}
s, format, err := flac.Decode(f)
if err != nil {
log.Printf("%v", err)
}
speaker.Init(format.SampleRate, format.SampleRate.N(time.Second/10))
done := make(chan struct{})
callbackFunc := func() {
close(done)
}
notify := beep.Callback(callbackFunc)
v := &effects.Volume{
Streamer: s,
Base: 2,
Volume: -5,
Silent: false,
}
v = beep.Loop(-1, s)
speaker.Play(beep.Seq(v, notify))
select {
case <-done:
break
}
}