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main.go
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main.go
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package main
import (
"fmt"
"github.com/gophergala2016/gophette/resource"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/sdl_image"
"github.com/veandco/go-sdl2/sdl_mixer"
"time"
"unsafe"
)
func main() {
sdl.SetHint(sdl.HINT_RENDER_VSYNC, "1")
check(sdl.Init(sdl.INIT_EVERYTHING))
defer sdl.Quit()
check(mix.Init(mix.INIT_OGG))
defer mix.Quit()
check(mix.OpenAudio(44100, mix.DEFAULT_FORMAT, 1, 512))
defer mix.CloseAudio()
if img.Init(img.INIT_PNG)&img.INIT_PNG == 0 {
panic("error init png")
}
defer img.Quit()
window, renderer, err := sdl.CreateWindowAndRenderer(
640, 480,
sdl.WINDOW_RESIZABLE,
)
check(err)
defer renderer.Destroy()
defer window.Destroy()
window.SetTitle("Gophette's Adventures")
window.SetSize(800, 600)
sdl.ShowCursor(0)
window.SetFullscreen(sdl.WINDOW_FULLSCREEN_DESKTOP)
fullscreen := true
camera := newWindowCamera(window.GetSize())
assetLoader := newSDLAssetLoader(camera, renderer)
defer assetLoader.close()
// charIndex selects which character is being controlled by the user, for
// the final game this must be 0 but for creating the "AI" for Barney, set
// this to 1 and delete the recorded inputs so they are not applied
// additionally to the user controls
var charIndex int
const recordingAI = false // NOTE switch for development mode
if !recordingAI {
charIndex = 0
} else {
charIndex = 1
recordedInputs = recordedInputs[:0]
recordingInput = true
}
game := NewGame(
assetLoader,
&sdlGraphics{renderer, camera},
camera,
charIndex,
)
frameTime := time.Second / 65
lastUpdate := time.Now().Add(-frameTime)
music, err := mix.LoadMUS("./rsc/background_music.ogg")
if err != nil {
fmt.Println("error loading music:", err)
} else {
defer music.Free()
music.FadeIn(-1, 500)
}
for game.Running() {
for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
switch event := e.(type) {
case *sdl.KeyDownEvent:
if event.Repeat == 0 {
switch event.Keysym.Sym {
case sdl.K_LEFT:
game.HandleInput(InputEvent{GoLeft, true, charIndex})
case sdl.K_RIGHT:
game.HandleInput(InputEvent{GoRight, true, charIndex})
case sdl.K_UP:
game.HandleInput(InputEvent{Jump, true, charIndex})
case sdl.K_ESCAPE:
game.HandleInput(InputEvent{QuitGame, true, charIndex})
}
}
case *sdl.KeyUpEvent:
switch event.Keysym.Sym {
case sdl.K_LEFT:
game.HandleInput(InputEvent{GoLeft, false, charIndex})
case sdl.K_RIGHT:
game.HandleInput(InputEvent{GoRight, false, charIndex})
case sdl.K_UP:
game.HandleInput(InputEvent{Jump, false, charIndex})
case sdl.K_F11:
if fullscreen {
window.SetFullscreen(0)
} else {
window.SetFullscreen(sdl.WINDOW_FULLSCREEN_DESKTOP)
}
fullscreen = !fullscreen
case sdl.K_ESCAPE:
game.HandleInput(InputEvent{QuitGame, false, charIndex})
}
case *sdl.WindowEvent:
if event.Event == sdl.WINDOWEVENT_SIZE_CHANGED {
width, height := int(event.Data1), int(event.Data2)
camera.setWindowSize(width, height)
}
case *sdl.QuitEvent:
game.HandleInput(InputEvent{QuitGame, true, charIndex})
}
}
now := time.Now()
dt := now.Sub(lastUpdate)
if dt > frameTime {
game.Update()
lastUpdate = now
}
check(renderer.SetDrawColor(0, 95, 83, 255))
check(renderer.Clear())
game.Render()
renderer.Present()
}
}
func check(err error) {
if err != nil {
panic(err)
}
}
type textureImage struct {
renderer *sdl.Renderer
camera *windowCamera
texture *sdl.Texture
}
func (img *textureImage) DrawAt(x, y int) {
_, _, w, h, err := img.texture.Query()
check(err)
dx, dy := img.camera.offset()
dest := sdl.Rect{int32(x + dx), int32(y + dy), w, h}
check(img.renderer.Copy(img.texture, nil, &dest))
}
func (img *textureImage) Size() (int, int) {
_, _, w, h, err := img.texture.Query()
check(err)
return int(w), int(h)
}
type wavSound struct {
chunk *mix.Chunk
}
func (s *wavSound) PlayOnce() {
s.chunk.Play(-1, 0)
}
type sdlAssetLoader struct {
camera *windowCamera
renderer *sdl.Renderer
images map[string]*textureImage
sounds map[string]*wavSound
}
func newSDLAssetLoader(cam *windowCamera, renderer *sdl.Renderer) *sdlAssetLoader {
return &sdlAssetLoader{
camera: cam,
renderer: renderer,
images: make(map[string]*textureImage),
sounds: make(map[string]*wavSound),
}
}
func (l *sdlAssetLoader) LoadImage(id string) Image {
if img, ok := l.images[id]; ok {
return img
}
data := resource.Resources[id]
if data == nil {
panic("unknown image resource: " + id)
}
rwOps := sdl.RWFromMem(unsafe.Pointer(&data[0]), len(data))
surface, err := img.Load_RW(rwOps, false)
check(err)
defer surface.Free()
texture, err := l.renderer.CreateTextureFromSurface(surface)
check(err)
image := &textureImage{l.renderer, l.camera, texture}
l.images[id] = image
return image
}
func (l *sdlAssetLoader) LoadSound(id string) Sound {
if sound, ok := l.sounds[id]; ok {
return sound
}
data := resource.Resources[id]
if data == nil {
panic("unknown sound resource: " + id)
}
rwOps := sdl.RWFromMem(unsafe.Pointer(&data[0]), len(data))
chunk, err := mix.LoadWAV_RW(rwOps, false)
check(err)
sound := &wavSound{chunk}
l.sounds[id] = sound
return sound
}
func (l *sdlAssetLoader) close() {
for _, image := range l.images {
image.texture.Destroy()
}
for _, sound := range l.sounds {
sound.chunk.Free()
}
}
type sdlGraphics struct {
renderer *sdl.Renderer
camera *windowCamera
}
func (graphics *sdlGraphics) FillRect(rect Rectangle, r, g, b, a uint8) {
check(graphics.renderer.SetDrawColor(r, g, b, a))
rect = rect.MoveBy(graphics.camera.offset())
sdlRect := sdl.Rect{int32(rect.X), int32(rect.Y), int32(rect.W), int32(rect.H)}
graphics.renderer.FillRect(&sdlRect)
}
func (graphics *sdlGraphics) ClearScreen(r, g, b uint8) {
check(graphics.renderer.SetDrawColor(r, g, b, 255))
graphics.renderer.Clear()
}