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play.go
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play.go
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package main
import (
"fmt"
"io/ioutil"
"math/rand"
"sort"
"strings"
"time"
"github.com/nsf/termbox-go"
)
const (
fgPlay = termbox.ColorBlack
bgPlay = termbox.ColorBlack
fgPlayText = neonGreen
bgPlayText = termbox.ColorBlack
fgAlien = white
bgAlien = termbox.ColorBlack
playerSpriteBottomOffset = 2
initLives = 5
playerMoveSpeed = 2
playerBulletSpeed = -1
playerSpriteHere = 11
scoreText = "Score: "
scorex, scorey = 10, 1
livesText = "Lives: "
livesRightOffset = 0
ufoMoveEvery = 3
ufoIndex = 666
ufoReward = 100
alienBulletSpeed = 1
alienShootValMax = 100
alienShootVal = 1
alienPadVertical = 1
alienPadHorizontal = 3
// rwd is reward
rwdSm = 10
rwdMd = 20
rwdLg = 30
rwdUfo = 100
fragmentLifetime = fps
numFragments = 4
alienStartx, alienStarty = 10, 7
numBarricades = 4
flashDuration = 1 * time.Second
nonIndex = -50
)
type Entity struct {
x, y int
fg, bg termbox.Attribute
}
type AnimatedEntity struct {
Entity
sprite [2]string
}
type RegEntity struct {
Entity
sprite string
}
type FragmentGroup struct {
RegEntity
life int
positions [][2]int
}
type Bullet struct {
RegEntity
vy int
}
type Player struct {
RegEntity
score, lives int
bullet *Bullet
}
type Alien struct {
AnimatedEntity
reward int
}
func NewBullet(x, y, vy int) *Bullet {
return &Bullet{RegEntity{Entity{x, y, fgBullet, bgBullet}, bulletSprite}, vy}
}
func NewAlien(x, y int, fg, bg termbox.Attribute, sprite [2]string, reward int) *Alien {
return &Alien{AnimatedEntity{Entity{x, y, fg, bg}, sprite}, reward}
}
var (
livesx, livesy int
startx, starty int
player *Player
numRows = rowsSm + rowsMd + rowsLg
rightMove = [2]int{1, 0}
leftMove = [2]int{-1, 0}
downMove = [2]int{0, 1}
ufo *RegEntity
ufoTimer <-chan time.Time
aliens []*Alien
alienBullets []*Bullet
alienSpriteIndex int
alienMoveEvery uint8
alienv [2]int
rowsSm = 2
rowsMd = 2
rowsLg = 1
aliensHorizontal = 1
fragments []*FragmentGroup
barricadePositions [][]int
lvl int
)
func (g *Game) DrawPlay() {
tbprintsprite(player.x, player.y, player.fg, player.bg, player.sprite)
for i := range barricadePositions {
for j := range barricadePositions[i] {
if barricadePositions[i][j] != nonIndex {
tbprint(i, j, fgBarricade, bgBarricade, "x")
}
}
}
for _, b := range alienBullets {
if b != nil {
tbprintsprite(b.x, b.y, b.fg, b.bg, b.sprite)
}
}
if ufo != nil {
tbprintsprite(ufo.x, ufo.y, ufo.fg, ufo.bg, ufo.sprite)
}
for _, a := range aliens {
if a != nil {
tbprintsprite(a.x, a.y, a.fg, a.bg, a.sprite[alienSpriteIndex])
}
}
if player.bullet != nil {
tbprintsprite(player.bullet.x, player.bullet.y,
player.bullet.fg, player.bullet.bg, player.bullet.sprite)
}
tbprint(scorex, scorey, fgPlayText, bgPlayText, scoreText+fmt.Sprintf("%d", player.score))
livesStr := livesText + strings.Replace(strings.Repeat(livesSprite, player.lives), "⏣ ", "⏣ ", -1)
livesx = g.w - livesRightOffset - len(livesStr)
livesy = scorey
tbprint(livesx, livesy, fgPlayText, bgPlayText, livesStr)
for i := range fragments {
for _, pos := range fragments[i].positions {
tbprint(pos[0], pos[1], fragments[i].fg, fragments[i].bg, fragments[i].sprite)
}
}
}
func (g *Game) PlayerPositions() [][]int {
screen := make([][]int, g.w)
for i := range screen {
screen[i] = make([]int, g.h)
for j := range screen[i] {
screen[i][j] = nonIndex
}
}
x, y := player.x, player.y
initx := x
lines := strings.Split(player.sprite, "\n")
for _, l := range lines {
for _, c := range l {
if c != ' ' {
screen[x][y] = playerSpriteHere
}
x++
}
y++
x = initx
}
return screen
}
func (g *Game) AlienPositions() [][]int {
screen := make([][]int, g.w)
for i := range screen {
screen[i] = make([]int, g.h)
for j := range screen[i] {
screen[i][j] = nonIndex
}
}
if ufo != nil && ufo.x > 0 && ufo.x < g.w-ufoSpriteWidth {
x, y := ufo.x, ufo.y
initx := x
lines := strings.Split(ufo.sprite, "\n")
for _, l := range lines {
for _, c := range l {
if c != ' ' {
screen[x][y] = ufoIndex
}
x++
}
y++
x = initx
}
}
for i, a := range aliens {
if a != nil {
x, y := a.x, a.y
initx := x
lines := strings.Split(a.sprite[alienSpriteIndex], "\n")
for _, l := range lines {
for _, c := range l {
if c != ' ' {
screen[x][y] = i
}
x++
}
y++
x = initx
}
}
}
return screen
}
func (g *Game) WipeBullets() {
player.bullet = nil
alienBullets = make([]*Bullet, int(aliensHorizontal*numRows/10))
}
func (g *Game) barricadeYPos() int {
return (g.h - playerSpriteBottomOffset - playerSpriteHeight) - barricadeSpriteHeight - 2
}
func (g *Game) genBarricades() [][]int {
screen := make([][]int, g.w)
for i := range screen {
screen[i] = make([]int, g.h)
for j := range screen[i] {
screen[i][j] = nonIndex
}
}
gap := (g.w - 4*barricadeSpriteWidth) / 5
x, y := gap, g.barricadeYPos()
inity := y
lines := strings.Split(barricadeSprite, "\n")
for i := 0; i < numBarricades; i++ {
initx := gap*(i+1) + barricadeSpriteWidth*i
x = initx
for _, l := range lines {
for _, c := range l {
if c != ' ' {
screen[x][y] = i
}
x++
}
y++
x = initx
}
y = inity
}
return screen
}
func (g *Game) wipePlay() {
// calculate rows/cols
i := 0
for x := 0; x < (g.w / 2); x, i = x+(alienSpriteWidth+alienPadHorizontal), i+1 {
aliensHorizontal = i
}
i = 0
for y := alienStarty; y < (g.barricadeYPos() - alienSpriteHeight - alienPadVertical); y, i = y+(alienSpriteHeight+alienPadVertical), i+1 {
if i == 5 {
break
}
}
switch {
case i <= 3:
rowsSm = 1
rowsMd = 1
case i == 4:
rowsSm = 2
rowsMd = 1
default:
rowsSm = 2
rowsMd = 2
}
player = nil
fragments = make([]*FragmentGroup, 0)
aliens = make([]*Alien, aliensHorizontal*numRows)
alienBullets = make([]*Bullet, int(aliensHorizontal*numRows/10))
alienSpriteIndex = 0
alienMoveEvery = uint8(15)
alienv = rightMove
barricadePositions = g.genBarricades()
lvl = 1
}
func (g *Game) drawGetName(name string, showLenWarn bool) {
const (
msg = "You set a new highscore!"
prompt = "Please enter a name 3-10 characters long:"
lenWarn = "Name must be 3-10 characters long!"
getNameHeight = 8
getNameHeightLenWarn = 11
getNameWidthPad = 4
fgGetName = white
bgGetName = termbox.ColorBlack
fgGetNameName = neonGreen
)
g.DrawPlay()
if len(name) < 10 {
name += "_"
}
w, h := len(prompt)+getNameWidthPad, getNameHeight
if showLenWarn {
h = getNameHeightLenWarn
}
x, y := g.w/2-w/2, g.h/2-h/2
tbrect(x, y, w, h, fgGetName, bgGetName, true)
// prompt
x += getNameWidthPad/2 + 1
y += 2
tbprint(x, y, fgGetName, bgGetName, msg)
y += 2
tbprint(x, y, fgGetName, bgGetName, prompt)
// name
x = g.w/2 - len(name)/2
y += 2
tbprint(x, y, fgGetNameName, bgGetName, name)
// showLenWarn ?
if showLenWarn {
x = g.w/2 - len(lenWarn)/2
y += 3
tbprint(x, y, fgGetName, bgGetName, lenWarn)
}
termbox.Flush()
}
func (g *Game) getName() string {
name := ""
showLenWarn := false
for {
g.drawGetName(name, showLenWarn)
if len(name) >= 10 {
showLenWarn = true
}
select {
case ev := <-g.evq:
switch ev.Type {
case termbox.EventKey:
switch ev.Key {
case termbox.KeyEnter:
if len(name) < 3 {
showLenWarn = true
} else {
return name
}
case 0:
if len(name) < 10 {
name += string(ev.Ch)
}
case termbox.KeyBackspace:
fallthrough
case termbox.KeyBackspace2:
if len(name) > 0 {
name = name[:len(name)-1]
}
}
default:
}
default:
}
}
}
func (g *Game) checkHighscores() {
if len(g.highscores) < maxHighscores || player.score > g.highscores[len(g.highscores)-1].score {
name := g.getName()
g.highscores = append(g.highscores, &Highscore{player.score, name})
sort.Sort(sort.Reverse(ByScore(g.highscores)))
if len(g.highscores) > maxHighscores {
g.highscores = append([]*Highscore(nil), g.highscores[:maxHighscores]...)
}
// write highscores
data := ""
for i, score := range g.highscores {
data += fmt.Sprintf("%s%s%d", score.name, highscoreSeparator, score.score)
if i != len(g.highscores)-1 {
data += "\n"
}
}
ioutil.WriteFile(highscoreFilename, []byte(data), 0666)
}
}
func (g *Game) gameOver() {
g.FreezeFlash("GAME OVER")
g.checkHighscores()
g.wipePlay()
g.GoMenu()
// TODO: finish this function, need to add highscore stuff
}
func newUfoTimer() <-chan time.Time {
return time.After(time.Duration(rand.Intn(20)+15) * time.Second)
}
func newUfo() *RegEntity {
return &RegEntity{Entity{0 - ufoSpriteWidth, 4, fgUfo, bgUfo}, ufoSprite}
}
func (g *Game) explode(x, y int) {
fragments = append(fragments, &FragmentGroup{RegEntity{Entity{x, y, fgBullet, bgBullet}, "*"}, 0, make([][2]int, numFragments)})
}
func (g *Game) UpdatePlay() {
playerPos := g.PlayerPositions()
for b := range alienBullets {
if alienBullets[b] != nil {
alienBullets[b].y += alienBulletSpeed
if alienBullets[b].y >= g.h {
alienBullets[b] = nil
} else {
x, y := alienBullets[b].x, alienBullets[b].y
if playerPos[x][y] != nonIndex {
player.lives -= 1
if player.lives == 0 {
g.gameOver()
return
}
g.WipeBullets()
// TODO: clear the UFO if it's there
// g.ClearUFO()
g.FreezeFlash(lvlFlash())
return
} else if barricadePositions[x][y] != nonIndex {
alienBullets[b] = nil
barricadePositions[x][y] = nonIndex
}
}
}
}
if player.bullet != nil {
player.bullet.y += player.bullet.vy
if player.bullet.y < 0 {
player.bullet = nil
} else {
screen := g.AlienPositions()
x, y := player.bullet.x, player.bullet.y
if screen[x][y] != nonIndex {
player.bullet = nil
g.explode(x, y)
if screen[x][y] == ufoIndex {
player.score += ufoReward
ufo = nil
} else {
player.score += aliens[screen[x][y]].reward
aliens[screen[x][y]] = nil
}
} else if barricadePositions[x][y] != nonIndex {
player.bullet = nil
barricadePositions[x][y] = nonIndex
}
}
}
rand.Seed(time.Now().UnixNano())
if ufo != nil && g.fc%ufoMoveEvery == 0 {
ufo.x += 1
if ufo.x > g.w {
ufo = nil
ufoTimer = newUfoTimer()
}
}
if g.fc%alienMoveEvery == 0 {
alienSpriteIndex = (alienSpriteIndex + 1) % 2
downFlag := false
xval := 999999999 // some meaningless number
levelComplete := true
for i := 0; i < len(aliens); i++ {
if aliens[i] != nil {
levelComplete = false
aliens[i].x += alienv[0]
aliens[i].y += alienv[1]
if aliens[i].x <= 0 || aliens[i].x+alienSpriteWidth >= g.w {
downFlag = true
xval = aliens[i].x
}
if aliens[i].y >= player.y-playerSpriteHeight {
g.gameOver()
return
}
// try firing
if rand.Intn(alienShootValMax) == 6 {
for j := range alienBullets {
if alienBullets[j] == nil {
alienBullets[j] = NewBullet(aliens[i].x+alienSpriteWidth/2,
aliens[i].y, alienBulletSpeed)
break
}
}
}
}
}
if levelComplete && ufo == nil {
lvl += 1
if alienMoveEvery != 2 {
alienMoveEvery--
}
g.BeginNextLevel()
g.WipeBullets()
}
switch {
case alienv == downMove:
if xval == 0 {
alienv = rightMove
} else {
alienv = leftMove
}
case downFlag:
alienv = downMove
}
}
// update any fragments
fragmentsCopy := make([]*FragmentGroup, 0)
for i := range fragments {
if fragments[i].life > fragmentLifetime {
continue
}
if fragments[i].life%3 == 0 {
for j := 0; j < numFragments; j++ {
x := rand.Intn(8) + fragments[i].x - 3
y := rand.Intn(4) + fragments[i].y - 2
fragments[i].positions[j][0] = x
fragments[i].positions[j][1] = y
}
}
fragments[i].life++
fragmentsCopy = append(fragmentsCopy, fragments[i])
}
fragments = fragmentsCopy
if len(fragments) > 0 {
fragments = fragments[:len(fragments)]
}
select {
case <-ufoTimer:
ufo = newUfo()
ufoTimer = nil
default:
if ufoTimer == nil && ufo == nil {
ufoTimer = newUfoTimer()
}
}
}
func (g *Game) HandleKeyPlay(k termbox.Key) {
switch k {
case termbox.KeyArrowRight:
player.x += playerMoveSpeed
case termbox.KeyArrowLeft:
player.x -= playerMoveSpeed
case termbox.KeySpace:
if player.bullet == nil {
player.bullet = NewBullet(player.x+playerSpriteWidth/2, player.y,
playerBulletSpeed)
}
}
switch {
case player.x+playerSpriteWidth > g.w:
player.x = g.w - playerSpriteWidth
case player.x < 0:
player.x = 0
}
}
func makeAliens(x, y, rows, cols, spriteW, spriteH, reward, arrayOffset int,
fg, bg termbox.Attribute, sprite [2]string) (int, int) {
startx := x
// create aliens
for i := 0; i < rows; i++ {
for j := 0; j < cols; j++ {
aliens[arrayOffset+i*aliensHorizontal+j] = NewAlien(x, y, fg, bg, sprite, reward)
x += spriteW + alienPadHorizontal
}
x = startx
y += spriteH + alienPadVertical
}
return y, arrayOffset + rows*cols
}
func lvlFlash() string {
return fmt.Sprintf("Level %d", lvl)
}
func (g *Game) FreezeFlash(m string) {
g.Draw()
tbprint(g.w/2-len(m)/2, g.h/2, fgPlayText, bgPlayText, m)
termbox.Flush()
time.Sleep(flashDuration)
}
func (g *Game) BeginNextLevel() {
g.FreezeFlash(lvlFlash())
x, y, offset := alienStartx, alienStarty, 0
y, offset = makeAliens(x, y, rowsLg, aliensHorizontal,
alienSpriteWidth, alienSpriteHeight, rwdLg,
offset, fgAlien, bgAlien, lgAlienSprite)
y, offset = makeAliens(x, y, rowsMd, aliensHorizontal,
alienSpriteWidth, alienSpriteHeight, rwdMd,
offset, fgAlien, bgAlien, mdAlienSprite)
makeAliens(x, y, rowsSm, aliensHorizontal,
alienSpriteWidth, alienSpriteHeight, rwdSm,
offset, fgAlien, bgAlien, smAlienSprite)
}
func (g *Game) GoPlay() {
g.state = PlayState
g.cfg = fgPlay
g.cbg = bgPlay
startx = g.w/2 - playerSpriteWidth/2
starty = g.h - playerSpriteBottomOffset - playerSpriteHeight
if player == nil {
g.wipePlay()
player = &Player{
RegEntity{Entity{startx, starty, fgPlayer, bgPlayer}, playerSprite},
0,
initLives,
nil,
}
g.BeginNextLevel()
}
}