body & combat primitives wip
This commit is contained in:
parent
bf13c9c7a2
commit
20ba03c758
456
cmd/game/main.go
456
cmd/game/main.go
@ -1,26 +1,26 @@
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package main
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import (
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"context"
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"github.com/rs/zerolog"
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"github.com/rs/zerolog/log"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/items"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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"lab.zaar.be/thefish/alchemyst-go/engine/screens"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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blt "lab.zaar.be/thefish/bearlibterminal"
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"os"
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"runtime"
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"time"
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"context"
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"github.com/rs/zerolog"
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"github.com/rs/zerolog/log"
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"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamemap/mapgens"
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"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
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"lab.zaar.be/thefish/alchemyst-go/engine/items"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob"
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"lab.zaar.be/thefish/alchemyst-go/engine/mob/movement"
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"lab.zaar.be/thefish/alchemyst-go/engine/screens"
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"lab.zaar.be/thefish/alchemyst-go/engine/types"
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"lab.zaar.be/thefish/alchemyst-go/ui"
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"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
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"lab.zaar.be/thefish/alchemyst-go/util"
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"lab.zaar.be/thefish/alchemyst-go/util/appctx"
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blt "lab.zaar.be/thefish/bearlibterminal"
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"os"
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"runtime"
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"time"
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)
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var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
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@ -28,7 +28,7 @@ var modifiers = []int{blt.TK_SHIFT, blt.TK_ALT, blt.TK_CONTROL}
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// Рецепт чтобы убежать от [fatal] 'refresh' was not called from the main thread
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// https://github.com/golang/go/wiki/LockOSThread
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func init() {
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runtime.LockOSThread()
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runtime.LockOSThread()
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}
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//we can run logic in separate goroutines
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@ -45,252 +45,252 @@ func init() {
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// }
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var State = gamestate.GameState{
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Mainfunc: make(chan func()),
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Exit: make(chan struct{}, 1),
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Input: make(chan string, 1),
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RawInput: make(chan int, 1),
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FovRecompute: make(chan struct{}, 1),
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Redraw: make(chan struct{}, 1),
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Mainfunc: make(chan func()),
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Exit: make(chan struct{}, 1),
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Input: make(chan string, 1),
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RawInput: make(chan int, 1),
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FovRecompute: make(chan struct{}, 1),
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Redraw: make(chan struct{}, 1),
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}
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func main() {
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config := util.LoadConfig()
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var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
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var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
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config := util.LoadConfig()
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var logLevels = map[string]zerolog.Level{"debug": zerolog.DebugLevel, "info": zerolog.InfoLevel, "warn": zerolog.WarnLevel}
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var logger = log.Output(zerolog.ConsoleWriter{Out: os.Stdout, TimeFormat: time.RFC3339}).Level(logLevels[config.Verbosity])
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// set up context
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mainCtx := appctx.NewClientContext(config, &logger)
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// set up context
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mainCtx := appctx.NewClientContext(config, &logger)
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//set up main window
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mw := mainwindow.Init(mainCtx)
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defer mw.Close()
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//set up main window
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mw := mainwindow.Init(mainCtx)
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defer mw.Close()
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setupLayers(mw)
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setupLayers(mw)
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//set up input decoder
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go decodeInput(mainCtx, mw.GetLayer("base"))
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//set up input decoder
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go decodeInput(mainCtx, mw.GetLayer("base"))
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//fixme set up (load / generate) level - move to game / enter or title / exit
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//level, rooms := _default.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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//level, rooms := mapgens.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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level, rooms := mapgens.DelaunayMstExtGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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//level, rooms := mapgens.DelaunayPureGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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State.Level = level
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//fixme set up (load / generate) level - move to game / enter or title / exit
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//level, rooms := _default.DefaultGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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//level, rooms := mapgens.DelaunayMstGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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level, rooms := mapgens.DelaunayMstExtGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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//level, rooms := mapgens.DelaunayPureGen(mainCtx, gamemap.NewLevel(mainCtx, "test", 1))
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State.Level = level
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sidebarWidth := 0
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sidebarWidth := 0
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//Set up viewport
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vp := mainwindow.NewViewPort(sidebarWidth, 0, (mw.W - sidebarWidth), (mw.H - 0))
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//Set up viewport
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vp := mainwindow.NewViewPort(sidebarWidth, 0, (mw.W - sidebarWidth), (mw.H - 0))
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//set up controller
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//set up controller
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controller := ecs.NewController(mainCtx)
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controller := ecs.NewController(mainCtx)
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controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
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controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
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controller.MapComponentClass(ecs.MobComponent, mob.Mob{})
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controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.BackpackComponent, items.Backpack{})
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controller.MapComponentClass(ecs.CoordsComponent, types.Coords{})
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controller.MapComponentClass(ecs.AppearanceComponent, types.Appearance{})
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controller.MapComponentClass(ecs.MobComponent, mob.Mob{})
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controller.MapComponentClass(ecs.MoveableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.CarriedComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.UsableComponent, movement.Moveable{})
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controller.MapComponentClass(ecs.BackpackComponent, items.Backpack{})
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moveable := movement.Moveable{
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Controller: controller,
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Level: level,
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}
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moveable := movement.Moveable{
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Controller: controller,
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Level: level,
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}
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items.Init(controller)
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items.Init(controller)
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bp := items.Backpack{MaxMass:100, MaxBulk:100}
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bp := items.Backpack{MaxMass: 100, MaxBulk: 100}
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//Set up Screen Manager
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screenMgr := types.NewScreenManager(mainCtx)
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screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
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screenMgr.AddScreen("game", screens.NewGameScreen(mainCtx, mw, &State, vp, controller, screenMgr))
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screenMgr.AddScreen("help", screens.NewMenuScreen(
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mw,
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screenMgr,
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"Help",
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"Keybindings:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"[color=yellow]Note[/color]: Many of these are not implemented yet",
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types.NewCenteredRect(mw.Rect, 50, 15),
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true, ).
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SetBgColor("#ef1d494f").
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SetFgColor("white").
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SetItems([]interface{}{
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"hjklyubn, NumPad 12346789, arrow keys - move",
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"s or . - pass turn",
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"g or , - pick up item",
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"i - inventory",
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"? - this screen",
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"Ctrl+q - exit",
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"f or F - fire or throw weapon",
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"z or Z - cast a spell",
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"p - pray",
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"Ctrl+p - message log",
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}).MakeList(),
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)
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//Set up Screen Manager
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screenMgr := types.NewScreenManager(mainCtx)
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screenMgr.AddScreen("title", screens.NewTitleScreen(mw, screenMgr))
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screenMgr.AddScreen("game", screens.NewGameScreen(mainCtx, mw, &State, vp, controller, screenMgr))
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screenMgr.AddScreen("help", screens.NewMenuScreen(
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mw,
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screenMgr,
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"Help",
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"Keybindings:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"[color=yellow]Note[/color]: Many of these are not implemented yet",
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types.NewCenteredRect(mw.Rect, 50, 15),
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true).
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SetBgColor("#ef1d494f").
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SetFgColor("white").
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SetItems([]interface{}{
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"hjklyubn, NumPad 12346789, arrow keys - move",
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"s or . - pass turn",
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"g or , - pick up item",
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"i - inventory",
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"? - this screen",
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"Ctrl+q - exit",
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"f or F - fire or throw weapon",
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"z or Z - cast a spell",
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"p - pray",
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"Ctrl+p - message log",
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}).MakeList(),
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)
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inv := screens.InventoryScreen{
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MenuScreen: screens.NewMenuScreen(
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mw,
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screenMgr,
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"Inventory",
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"Items in your backpack:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"",
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types.NewCenteredRect(mw.Rect, 70, 25),
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true, ).
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SetBgColor("#ef305c70").
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SetFgColor("white"),
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}
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inv := screens.InventoryScreen{
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MenuScreen: screens.NewMenuScreen(
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mw,
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screenMgr,
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"Inventory",
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"Items in your backpack:",
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//"[color=yellow]Note[/color]: Many of these are not implemented yet",
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"",
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types.NewCenteredRect(mw.Rect, 70, 25),
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true).
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SetBgColor("#ef305c70").
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SetFgColor("white"),
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}
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screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
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mw,
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controller,
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screenMgr,
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&State,
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types.NewCenteredRect(mw.Rect, 70, 25),
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true,
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).SetBgColor("#ef6d559d").
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SetFgColor("white"),
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)
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screenMgr.AddScreen("devmenu", screens.NewDevmenuScreen(
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mainCtx,
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mw,
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controller,
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screenMgr,
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&State,
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types.NewCenteredRect(mw.Rect, 70, 25),
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true,
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).SetBgColor("#ef6d559d").
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SetFgColor("white"),
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)
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screenMgr.SetScreenByName("title")
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screenMgr.SetScreenByName("title")
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//fixme set up (load / generate) player - move to game / enter or title / exit
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player := controller.CreateEntity([]ecs.Component{})
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//fixme set up (load / generate) player - move to game / enter or title / exit
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player := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(player, types.Appearance{
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Glyph: types.PlainGlyphHolder{"@"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 255, 255, 255},
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},
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})
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controller.AddComponent(player, types.Appearance{
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Glyph: types.PlainGlyphHolder{"@"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 255, 255, 255},
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},
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})
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controller.AddComponent(player, rooms[0].Center) //implicit Coords
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controller.AddComponent(player, moveable)
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controller.AddComponent(player, bp)
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controller.AddComponent(player, rooms[0].Center) //implicit Coords
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controller.AddComponent(player, moveable)
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controller.AddComponent(player, bp)
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//fixme adding items
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potion := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 55, 255, 222},
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},
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})
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controller.AddComponent(potion, rooms[0].Center) //implicit Coords
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controller.AddComponent(potion, items.Carried{Mass:5, Bulk:3})
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controller.AddComponent(potion, items.Usable{})
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controller.AddComponent(potion, items.Consumable{})
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controller.AddComponent(potion, ecs.Named{Name:"first potion"})
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//fixme adding items
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potion := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 55, 255, 222},
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},
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})
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controller.AddComponent(potion, rooms[0].Center) //implicit Coords
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controller.AddComponent(potion, items.Carried{Mass: 5, Bulk: 3})
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controller.AddComponent(potion, items.Usable{})
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controller.AddComponent(potion, items.Consumable{})
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controller.AddComponent(potion, ecs.Named{Name: "first potion"})
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potion2 := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion2, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 222, 255, 55},
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},
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})
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controller.AddComponent(potion2, rooms[1].Center) //implicit Coords
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controller.AddComponent(potion2, items.Carried{Mass:5, Bulk:3})
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controller.AddComponent(potion2, items.Usable{})
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controller.AddComponent(potion2, items.Consumable{})
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controller.AddComponent(potion2, ecs.Named{Name:"second potion"})
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//fixme end setting up items
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potion2 := controller.CreateEntity([]ecs.Component{})
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controller.AddComponent(potion2, types.Appearance{
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Glyph: types.PlainGlyphHolder{"!"},
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ColorSet: types.TileColorSet{
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Fg: types.PlainColorHolder{255, 222, 255, 55},
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},
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})
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controller.AddComponent(potion2, rooms[1].Center) //implicit Coords
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controller.AddComponent(potion2, items.Carried{Mass: 5, Bulk: 3})
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controller.AddComponent(potion2, items.Usable{})
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controller.AddComponent(potion2, items.Consumable{})
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controller.AddComponent(potion2, ecs.Named{Name: "second potion"})
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//fixme end setting up items
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State.Player = player
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State.Controller = controller
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State.Player = player
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State.Controller = controller
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screenMgr.AddScreen("inventory", inv.MakeInverntory(player))
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screenMgr.AddScreen("inventory", inv.MakeInverntory(player))
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//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
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var exit = false
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for !exit {
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//but every call to bearlibterminal must be wrapped to closure and passed to mainfunc
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var exit = false
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for !exit {
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select {
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case State.RawInput <- ui.ReadKeyCode():
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break
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case pressed := <-State.Input:
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screenMgr.CurrentScreen.HandleInput(pressed)
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break
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//case f := <-State.mainfunc:
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// f()
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// break
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case <-State.Exit:
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appctx.Logger(mainCtx).Warn().Msg("quitting NOW")
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exit = true
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break
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// не оставляйте default в бесконечном select {} - сожрет всё CPU
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default:
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screenMgr.CurrentScreen.Render()
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blt.Layer(0) //return to base layer
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blt.Refresh()
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}
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select {
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case State.RawInput <- ui.ReadKeyCode():
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break
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case pressed := <-State.Input:
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screenMgr.CurrentScreen.HandleInput(pressed)
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break
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//case f := <-State.mainfunc:
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// f()
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// break
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case <-State.Exit:
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appctx.Logger(mainCtx).Warn().Msg("quitting NOW")
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exit = true
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break
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// не оставляйте default в бесконечном select {} - сожрет всё CPU
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default:
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screenMgr.CurrentScreen.Render()
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blt.Layer(0) //return to base layer
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blt.Refresh()
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}
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}
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appctx.Logger(mainCtx).Info().Msg("pre-shutdown sequence")
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}
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appctx.Logger(mainCtx).Info().Msg("pre-shutdown sequence")
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}
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func setupLayers(mainwindow *mainwindow.MainWindow) {
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mainwindow.AddLayer("base", 0, "white")
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mainwindow.AddLayer("overlay", 1, "white")
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mainwindow.AddLayer("menubg", 2, "white")
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mainwindow.AddLayer("menu", 3, "white")
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mainwindow.AddLayer("base", 0, "white")
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mainwindow.AddLayer("overlay", 1, "white")
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mainwindow.AddLayer("menubg", 2, "white")
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mainwindow.AddLayer("menu", 3, "white")
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}
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func decodeInput(ctx context.Context, baseLayer *mainwindow.Layer) {
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||||
var exit = false
|
||||
var waitForWCspam = true
|
||||
for !exit {
|
||||
select {
|
||||
case keycode := <-State.RawInput:
|
||||
if keycode == blt.TK_NONE {
|
||||
continue
|
||||
}
|
||||
if keycode == blt.TK_CLOSE && !waitForWCspam {
|
||||
appctx.Logger(ctx).Warn().Msg("exiting on window close...")
|
||||
State.Exit <- struct{}{}
|
||||
appctx.Logger(ctx).Warn().Msg("...done")
|
||||
return
|
||||
}
|
||||
var pressed = ""
|
||||
var isModifier, _ = util.IntInSlice(keycode, modifiers)
|
||||
if !isModifier {
|
||||
var exit = false
|
||||
var waitForWCspam = true
|
||||
for !exit {
|
||||
select {
|
||||
case keycode := <-State.RawInput:
|
||||
if keycode == blt.TK_NONE {
|
||||
continue
|
||||
}
|
||||
if keycode == blt.TK_CLOSE && !waitForWCspam {
|
||||
appctx.Logger(ctx).Warn().Msg("exiting on window close...")
|
||||
State.Exit <- struct{}{}
|
||||
appctx.Logger(ctx).Warn().Msg("...done")
|
||||
return
|
||||
}
|
||||
var pressed = ""
|
||||
var isModifier, _ = util.IntInSlice(keycode, modifiers)
|
||||
if !isModifier {
|
||||
|
||||
pressed = ui.Scancodemap[keycode]
|
||||
pressed = ui.Scancodemap[keycode]
|
||||
|
||||
if blt.Check(blt.TK_SHIFT) != 0 {
|
||||
pressed = "Shift+" + pressed
|
||||
}
|
||||
if blt.Check(blt.TK_ALT) != 0 {
|
||||
pressed = "Alt+" + pressed
|
||||
}
|
||||
if blt.Check(blt.TK_CONTROL) != 0 {
|
||||
pressed = "Ctrl+" + pressed
|
||||
}
|
||||
if blt.Check(blt.TK_SHIFT) != 0 {
|
||||
pressed = "Shift+" + pressed
|
||||
}
|
||||
if blt.Check(blt.TK_ALT) != 0 {
|
||||
pressed = "Alt+" + pressed
|
||||
}
|
||||
if blt.Check(blt.TK_CONTROL) != 0 {
|
||||
pressed = "Ctrl+" + pressed
|
||||
}
|
||||
|
||||
//global hotkeys
|
||||
switch pressed {
|
||||
case "Ctrl+q":
|
||||
//fallthrough
|
||||
//case "Escape":
|
||||
appctx.Logger(ctx).Info().Msg("exiting on quit command...")
|
||||
State.Exit <- struct{}{}
|
||||
appctx.Logger(ctx).Info().Msg("...done")
|
||||
exit = true
|
||||
return
|
||||
default:
|
||||
if pressed != "" {
|
||||
waitForWCspam = false;
|
||||
//global hotkeys
|
||||
switch pressed {
|
||||
case "Ctrl+q":
|
||||
//fallthrough
|
||||
//case "Escape":
|
||||
appctx.Logger(ctx).Info().Msg("exiting on quit command...")
|
||||
State.Exit <- struct{}{}
|
||||
appctx.Logger(ctx).Info().Msg("...done")
|
||||
exit = true
|
||||
return
|
||||
default:
|
||||
if pressed != "" {
|
||||
waitForWCspam = false
|
||||
State.Input <- pressed
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -1,37 +1,37 @@
|
||||
package alchemyst_go
|
||||
|
||||
import (
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
|
||||
"testing"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"lab.zaar.be/thefish/alchemyst-go/util/delaunay"
|
||||
"testing"
|
||||
)
|
||||
|
||||
func TestDelaunay(t *testing.T) {
|
||||
|
||||
coords := []types.Coords{
|
||||
{10,10},
|
||||
{10,60},
|
||||
{30,10},
|
||||
{40,20},
|
||||
{60,10},
|
||||
{40,60},
|
||||
}
|
||||
coords := []types.Coords{
|
||||
{10, 10},
|
||||
{10, 60},
|
||||
{30, 10},
|
||||
{40, 20},
|
||||
{60, 10},
|
||||
{40, 60},
|
||||
}
|
||||
|
||||
expected := []types.Edge{
|
||||
{types.Coords{10, 60}, types.Coords{10, 10}},
|
||||
{types.Coords{30, 10}, types.Coords{40, 20}},
|
||||
{types.Coords{60, 10}, types.Coords{40, 60}},
|
||||
{types.Coords{40, 20}, types.Coords{40, 60}},
|
||||
{types.Coords{10, 10,}, types.Coords{30, 10}},
|
||||
}
|
||||
expected := []types.Edge{
|
||||
{types.Coords{10, 60}, types.Coords{10, 10}},
|
||||
{types.Coords{30, 10}, types.Coords{40, 20}},
|
||||
{types.Coords{60, 10}, types.Coords{40, 60}},
|
||||
{types.Coords{40, 20}, types.Coords{40, 60}},
|
||||
{types.Coords{10, 10}, types.Coords{30, 10}},
|
||||
}
|
||||
|
||||
result := delaunay.GetMst(coords, 100, 100)
|
||||
result := delaunay.GetMst(coords, 100, 100, 0)
|
||||
|
||||
for idx, _ := range result {
|
||||
if result[idx] != expected[idx] {
|
||||
t.Errorf("Failed, expected %v. got %v", result[idx], expected[idx])
|
||||
}
|
||||
for idx, _ := range result {
|
||||
if result[idx] != expected[idx] {
|
||||
t.Errorf("Failed, expected %v. got %v", result[idx], expected[idx])
|
||||
}
|
||||
|
||||
}
|
||||
t.Log("output: ", result)
|
||||
}
|
||||
t.Log("output: ", result)
|
||||
}
|
||||
|
21
engine/items/itemprops/armor.go
Normal file
21
engine/items/itemprops/armor.go
Normal file
@ -0,0 +1,21 @@
|
||||
package itemprops
|
||||
|
||||
import "github.com/shopspring/decimal"
|
||||
|
||||
type ArmorProfile struct {
|
||||
LayerExtra Armored
|
||||
LayerOuter Armored
|
||||
LayerMiddle Armored
|
||||
LayerInner Armored
|
||||
}
|
||||
|
||||
type Armored struct {
|
||||
ItemPhysics
|
||||
Coverage Coverage
|
||||
}
|
||||
|
||||
//Coverage is set of partial coverage from 0 to 1 (0 to 100%)
|
||||
type Coverage struct {
|
||||
Frontal decimal.Decimal
|
||||
Rear decimal.Decimal
|
||||
}
|
148
engine/items/itemprops/body.go
Normal file
148
engine/items/itemprops/body.go
Normal file
@ -0,0 +1,148 @@
|
||||
package itemprops
|
||||
|
||||
//MedicalSystem организм
|
||||
// Humanoid
|
||||
// Circuits
|
||||
// Intake
|
||||
//
|
||||
// Breathe: Vessel: Air intake >> mouth/nose -> trachea -> lungs
|
||||
// Vessel: Blood >> heart -> lungs -> brain -> heart
|
||||
// Eat:
|
||||
// Vessel: food >> mouth -> jaws
|
||||
// Vessel: pulp >> esophagus -> stomach
|
||||
// Congestion:
|
||||
// Vessel: Blood >> heart -> guts -> system -> liver -> heart
|
||||
// Vessel: pulp >> stomach -> guts -> output
|
||||
// Vessel: bile >> liver -> stomach -> guts
|
||||
// Fast Congestion
|
||||
// Vessel: liquid >> stomach -> guts -> kidney -> bladder -> pulp output
|
||||
// Vessel: Blood >> heart -> guts -> system -> kidney -> heart
|
||||
// Blood сirculation:
|
||||
// Vessel: blood >> heart -> system -> spleen -> heart
|
||||
// -> brain -> heart
|
||||
// Vision:
|
||||
// Vessel: Nerve signal >> eye -> brain
|
||||
// Smell:
|
||||
// Vessel: Air intake >> nose
|
||||
// Vessel: Nerve signal >> nose -> brain
|
||||
// Hearing:
|
||||
// Vessel: Air pressure >> ear
|
||||
// Vessel: Nerve signal >> ear -> brain
|
||||
// Touching:
|
||||
// Vessel: Phys pressure/Temperature/Solvent >> skin -> nerve tissue -> brain
|
||||
// Motion Sense:
|
||||
// Vessel: Air pressure >> ear/nose -> inner ear -> brain [feeling fast-moving items]
|
||||
// Motion:
|
||||
// Vessel: Gravity >> inner ear -> brain [equilibrium]
|
||||
// Vessel: Nerve signal >> brain -> major nerve -> [...muscle -> tendon -> bone/joint] -> nerve tissue -> brain
|
||||
// Structural:
|
||||
// Vessel: Nerve signal >> brain -> spinal brain -> [...muscle] -> nerve tissue -> brain
|
||||
// Psychic:
|
||||
// Vessel: Nerve signal >> brain -> spinal brain -> brain
|
||||
// Consciousness:
|
||||
// Vessel: Nerve signal >> brain -> brain
|
||||
// Misc
|
||||
// Hand Grip ???:
|
||||
// Vessel: Nerve signal >> palm -> fingers with off-thumb
|
||||
// Stance
|
||||
// Body structure:
|
||||
// BasePart -> chest -> spine -> joint -> head
|
||||
// -> spine -> lowerbody
|
||||
// -> [left] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
|
||||
// -> [right] joint -> shoulder -> joint -> arm -> joint -> palm -> 5 x finger
|
||||
// -> lowerbody
|
||||
// -> [left] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
|
||||
// -> [right] joint -> leg -> joint -> hip -> joint -> foot -> 5 x finger
|
||||
// -> head -> joint -> jaw
|
||||
|
||||
//MedicalSystem Организм
|
||||
type MedicalSystem struct {
|
||||
BasePart BodyPart
|
||||
}
|
||||
|
||||
//MedicalCircuit Система обращения
|
||||
type MedicalCircuit struct {
|
||||
Provides MedicalAbility
|
||||
DependsOn Organ
|
||||
Vessel MedicalVessel
|
||||
Contains []Organ
|
||||
}
|
||||
|
||||
//MedicalVessel кровь, желчь, пульпа, воздух, еда
|
||||
type MedicalVessel struct {
|
||||
Name string
|
||||
Material
|
||||
Pressure DimensionItemDensity
|
||||
}
|
||||
|
||||
//BodyPart часть тела
|
||||
type BodyPart struct {
|
||||
LayerExtra MedicalMaterial
|
||||
LayerOuter MedicalMaterial
|
||||
LayerMiddle MedicalMaterial
|
||||
LayerInner MedicalMaterial
|
||||
|
||||
Joints []Joint
|
||||
Contains []InnerOrgan
|
||||
Exposes []OuterOrgan
|
||||
}
|
||||
|
||||
//Joint суставы, к чему и что крепится
|
||||
type Joint struct {
|
||||
Name string
|
||||
ConnectsFrom BodyPart
|
||||
ConnectsTo BodyPart
|
||||
}
|
||||
|
||||
type Organ struct {
|
||||
Name string
|
||||
Material
|
||||
}
|
||||
|
||||
//InnerOrgan ливер, селезёнка, сердце, кишки итп
|
||||
type InnerOrgan struct {
|
||||
Organ
|
||||
DependsOn MedicalCircuit
|
||||
BelongsTo MedicalCircuit
|
||||
}
|
||||
|
||||
//OuterOrgan глаза, уши, волосы, когти итп
|
||||
type OuterOrgan struct {
|
||||
Organ
|
||||
DependsOn MedicalCircuit
|
||||
BelongsTo MedicalCircuit
|
||||
}
|
||||
|
||||
//слой части тела - кожа/чешуя/роговые пластины/хитиновый панцирь, жир, мускулы, кости
|
||||
type MedicalMaterial struct {
|
||||
Name string
|
||||
Material
|
||||
MedicalSystemFlags
|
||||
}
|
||||
|
||||
//@todo заменить на Medical Circuit
|
||||
type MedicalSystemFlags struct {
|
||||
//Structural является ли опорным аппаратом
|
||||
Structural bool
|
||||
//Содежит ли кровь/ихор/
|
||||
MajorVeins bool //вход на мотор, сломаешь - быстро выйдет из строя если будет двигаться
|
||||
MajorArteria bool //выход, то же самое + высокое давление
|
||||
|
||||
Veins bool //вход на мотор
|
||||
Arteria bool //выход из мотора, высокое давление
|
||||
|
||||
MajorNerve bool //повредишь - ниже по суставам не работает
|
||||
NerveTissue bool //повредишь - ниже по суставамс болит
|
||||
|
||||
OxygenTube bool //трахея
|
||||
OxygenPump bool //лёгкое
|
||||
|
||||
BloodPump bool //мотор
|
||||
|
||||
ContainsCongestionLiquid bool
|
||||
|
||||
IsMainCongestionPump bool
|
||||
}
|
||||
|
||||
//MedicalAbility спсобность есть, стоять, не терять равновесие, дышать, выздоравливать, лечить свои органы, видеть итп
|
||||
type MedicalAbility string
|
37
engine/items/itemprops/item_physics.go
Normal file
37
engine/items/itemprops/item_physics.go
Normal file
@ -0,0 +1,37 @@
|
||||
package itemprops
|
||||
|
||||
import "github.com/shopspring/decimal"
|
||||
|
||||
type ItemPhysics struct {
|
||||
Material Material
|
||||
Rigidity DimensionItemRigidity
|
||||
Size DimensionItemSize
|
||||
Temperature DimensionItemTemperature
|
||||
}
|
||||
|
||||
//DimensionItemSize length in m (1 mm = 1/1000 of 1m)
|
||||
type DimensionItemSize struct {
|
||||
Width decimal.Decimal
|
||||
Height decimal.Decimal
|
||||
// if item is solid - depth in m (1mm = 1/1000 of m)
|
||||
Depth decimal.NullDecimal
|
||||
//Thickness if item is hollow - thickness of outer item shell, ie for armor, in m (1 mm = 1/1000 of m)
|
||||
Thickness decimal.NullDecimal
|
||||
}
|
||||
|
||||
//Area is frontal area
|
||||
func (d *DimensionItemSize) Area() decimal.Decimal {
|
||||
return d.Width.Mul(d.Height)
|
||||
}
|
||||
|
||||
//DimensionItemDensity density in kg/m3
|
||||
type DimensionItemDensity decimal.Decimal
|
||||
|
||||
//DimensionItemRigidity rigidity жёсткость, способность твёрдого тела, конструкции или её элементов сопротивляться деформации in N/m
|
||||
type DimensionItemRigidity decimal.Decimal
|
||||
|
||||
//NotchFractureToughness ударная вязкость по Шарпи, Дж (надо ли?)
|
||||
type NotchFractureToughness decimal.Decimal
|
||||
|
||||
//DimensionItemTemperature in celsius, -273 to 10000
|
||||
type DimensionItemTemperature decimal.Decimal
|
20
engine/items/itemprops/material.go
Normal file
20
engine/items/itemprops/material.go
Normal file
@ -0,0 +1,20 @@
|
||||
package itemprops
|
||||
|
||||
type Material struct {
|
||||
Name string
|
||||
Flags MaterialFlags
|
||||
Density DimensionItemDensity
|
||||
FractureToughness NotchFractureToughness
|
||||
MeltingPoint DimensionItemTemperature
|
||||
BoilingPoint DimensionItemTemperature
|
||||
}
|
||||
|
||||
type MaterialFlags struct {
|
||||
ConductsElictricity bool
|
||||
BlocksLiquid bool
|
||||
AcidResistant bool
|
||||
BlocksGas bool
|
||||
Flammable bool
|
||||
ConductsHeat bool
|
||||
Radiates bool
|
||||
}
|
@ -1,48 +1,52 @@
|
||||
package screens
|
||||
|
||||
import (
|
||||
"fmt"
|
||||
"lab.zaar.be/thefish/alchemyst-go/effects"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
|
||||
"strings"
|
||||
"context"
|
||||
"fmt"
|
||||
"lab.zaar.be/thefish/alchemyst-go/effects"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/ecs"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/gamestate"
|
||||
"lab.zaar.be/thefish/alchemyst-go/engine/types"
|
||||
"lab.zaar.be/thefish/alchemyst-go/ui/mainwindow"
|
||||
"lab.zaar.be/thefish/alchemyst-go/util/appctx"
|
||||
"strings"
|
||||
)
|
||||
|
||||
type DevmenuScreen struct {
|
||||
mw *mainwindow.MainWindow
|
||||
controller *ecs.Controller
|
||||
scm *types.ScreenManager
|
||||
state *gamestate.GameState
|
||||
types.Rect
|
||||
ctx context.Context
|
||||
mw *mainwindow.MainWindow
|
||||
controller *ecs.Controller
|
||||
scm *types.ScreenManager
|
||||
state *gamestate.GameState
|
||||
types.Rect
|
||||
|
||||
renderParent bool
|
||||
renderParent bool
|
||||
|
||||
bgColor string
|
||||
fgColor string
|
||||
bgColor string
|
||||
fgColor string
|
||||
}
|
||||
|
||||
func NewDevmenuScreen(mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
|
||||
return &DevmenuScreen{
|
||||
mw: mw,
|
||||
controller: controller,
|
||||
scm: scm,
|
||||
state: state,
|
||||
func NewDevmenuScreen(ctx context.Context, mw *mainwindow.MainWindow, controller *ecs.Controller, scm *types.ScreenManager, state *gamestate.GameState, rect types.Rect, renderParent bool) *DevmenuScreen {
|
||||
return &DevmenuScreen{
|
||||
ctx: ctx,
|
||||
mw: mw,
|
||||
controller: controller,
|
||||
scm: scm,
|
||||
state: state,
|
||||
|
||||
Rect: rect,
|
||||
renderParent: renderParent,
|
||||
}
|
||||
Rect: rect,
|
||||
renderParent: renderParent,
|
||||
}
|
||||
}
|
||||
|
||||
func (devm *DevmenuScreen) SetBgColor(color string) *DevmenuScreen {
|
||||
devm.bgColor = color
|
||||
return devm
|
||||
devm.bgColor = color
|
||||
return devm
|
||||
}
|
||||
|
||||
func (devm *DevmenuScreen) SetFgColor(color string) *DevmenuScreen {
|
||||
devm.fgColor = color
|
||||
return devm
|
||||
devm.fgColor = color
|
||||
return devm
|
||||
}
|
||||
|
||||
func (devm *DevmenuScreen) UseEcs() bool { return false }
|
||||
@ -50,66 +54,66 @@ func (devm *DevmenuScreen) Enter() {
|
||||
|
||||
}
|
||||
func (devm *DevmenuScreen) HandleInput(input string) {
|
||||
switch input {
|
||||
case "i":
|
||||
level := devm.state.Level
|
||||
for idx, _ := range level.Tiles {
|
||||
level.Tiles[idx].Visible = false
|
||||
level.Tiles[idx].Explored = false
|
||||
}
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
case "v":
|
||||
level := devm.state.Level
|
||||
for idx, _ := range level.Tiles {
|
||||
level.Tiles[idx].Visible = true
|
||||
level.Tiles[idx].Explored = true
|
||||
}
|
||||
fmt.Printf("making everything visible!")
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
case "p":
|
||||
if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
|
||||
devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
|
||||
} else {
|
||||
devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
|
||||
}
|
||||
case "Escape":
|
||||
fallthrough
|
||||
case "Space":
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
}
|
||||
switch input {
|
||||
case "i":
|
||||
level := devm.state.Level
|
||||
for idx, _ := range level.Tiles {
|
||||
level.Tiles[idx].Visible = false
|
||||
level.Tiles[idx].Explored = false
|
||||
}
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
case "v":
|
||||
level := devm.state.Level
|
||||
for idx, _ := range level.Tiles {
|
||||
level.Tiles[idx].Visible = true
|
||||
level.Tiles[idx].Explored = true
|
||||
}
|
||||
appctx.Logger(devm.ctx).Warn().Msg("making everything visible!")
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
case "p":
|
||||
if devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall) {
|
||||
devm.controller.RemoveComponent(devm.state.Player, effects.BuffPassWall)
|
||||
} else {
|
||||
devm.controller.AddComponent(devm.state.Player, effects.PassWall{})
|
||||
}
|
||||
case "Escape":
|
||||
fallthrough
|
||||
case "Space":
|
||||
devm.scm.SetScreen(devm.scm.PreviousScreen)
|
||||
break
|
||||
}
|
||||
}
|
||||
func (devm *DevmenuScreen) Exit() {
|
||||
if devm.renderParent {
|
||||
devm.scm.PreviousScreen.Render()
|
||||
}
|
||||
menuLayer := devm.mw.GetLayer("menu")
|
||||
menuLayer.ClearRect(devm.Rect)
|
||||
bgLayer := devm.mw.GetLayer("menubg")
|
||||
bgLayer.ClearRect(devm.Rect)
|
||||
if devm.renderParent {
|
||||
devm.scm.PreviousScreen.Render()
|
||||
}
|
||||
menuLayer := devm.mw.GetLayer("menu")
|
||||
menuLayer.ClearRect(devm.Rect)
|
||||
bgLayer := devm.mw.GetLayer("menubg")
|
||||
bgLayer.ClearRect(devm.Rect)
|
||||
|
||||
}
|
||||
func (devm *DevmenuScreen) Render() {
|
||||
menuLayer := devm.mw.GetLayer("menu")
|
||||
menuLayer.ClearRect(devm.Rect)
|
||||
bgLayer := devm.mw.GetLayer("menubg")
|
||||
bgLayer.ClearRect(devm.Rect)
|
||||
bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
|
||||
menuLayer := devm.mw.GetLayer("menu")
|
||||
menuLayer.ClearRect(devm.Rect)
|
||||
bgLayer := devm.mw.GetLayer("menubg")
|
||||
bgLayer.ClearRect(devm.Rect)
|
||||
bgLayer.WithColor(devm.bgColor).NewWindow(devm.Rect).NoBorder()
|
||||
|
||||
menuLayer.WithColor(devm.fgColor).PrintInside(
|
||||
devm.Rect,
|
||||
strings.Join([]string{
|
||||
"Действия для разработчика:",
|
||||
"[color=green]v[/color] - set all tiles visible",
|
||||
"[color=green]i[/color] - set all tiles invisible",
|
||||
fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
|
||||
devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
|
||||
),
|
||||
}, "\n"),
|
||||
1,
|
||||
)
|
||||
menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
|
||||
menuLayer.WithColor(devm.fgColor).PrintInside(
|
||||
devm.Rect,
|
||||
strings.Join([]string{
|
||||
"Действия для разработчика:",
|
||||
"[color=green]v[/color] - set all tiles visible",
|
||||
"[color=green]i[/color] - set all tiles invisible",
|
||||
fmt.Sprintf("[color=green]p[/color] - toggle passwall: %v",
|
||||
devm.controller.HasComponent(devm.state.Player, effects.BuffPassWall),
|
||||
),
|
||||
}, "\n"),
|
||||
1,
|
||||
)
|
||||
menuLayer.Print(devm.X+2, devm.Y+devm.H-1, "[color=green]Space[/color] to close")
|
||||
|
||||
}
|
||||
|
1
go.mod
1
go.mod
@ -5,5 +5,6 @@ go 1.12
|
||||
require (
|
||||
github.com/gammazero/deque v0.0.0-20190521012701-46e4ffb7a622
|
||||
github.com/rs/zerolog v1.15.0
|
||||
github.com/shopspring/decimal v1.3.1
|
||||
lab.zaar.be/thefish/bearlibterminal v0.0.0-20191018101635-dd37bbc90d77
|
||||
)
|
||||
|
2
go.sum
2
go.sum
@ -5,6 +5,8 @@ github.com/pkg/errors v0.8.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINE
|
||||
github.com/rs/xid v1.2.1/go.mod h1:+uKXf+4Djp6Md1KODXJxgGQPKngRmWyn10oCKFzNHOQ=
|
||||
github.com/rs/zerolog v1.15.0 h1:uPRuwkWF4J6fGsJ2R0Gn2jB1EQiav9k3S6CSdygQJXY=
|
||||
github.com/rs/zerolog v1.15.0/go.mod h1:xYTKnLHcpfU2225ny5qZjxnj9NvkumZYjJHlAThCjNc=
|
||||
github.com/shopspring/decimal v1.3.1 h1:2Usl1nmF/WZucqkFZhnfFYxxxu8LG21F6nPQBE5gKV8=
|
||||
github.com/shopspring/decimal v1.3.1/go.mod h1:DKyhrW/HYNuLGql+MJL6WCR6knT2jwCFRcu2hWCYk4o=
|
||||
github.com/zenazn/goji v0.9.0/go.mod h1:7S9M489iMyHBNxwZnk9/EHS098H4/F6TATF2mIxtB1Q=
|
||||
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
|
||||
golang.org/x/net v0.0.0-20190311183353-d8887717615a/go.mod h1:t9HGtf8HONx5eT2rtn7q6eTqICYqUVnKs3thJo3Qplg=
|
||||
|
Loading…
x
Reference in New Issue
Block a user