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package invaders
import (
tl "github.com/JoelOtter/termloop"
"time"
)
type Invaders struct {
*tl.Entity
Game *tl.Game
Level *tl.BaseLevel
Arena *Arena
GameOverZone *GameOverZone
Hud *Hud
Hero *Hero
AlienCluster *AlienCluster
AlienLaserVelocity float64
TimeDelta float64
RefreshSpeed time.Duration
Score int
Started bool
ScreenSizeNotOK bool
}
func NewGame() *Invaders {
invaders := Invaders{
Entity: tl.NewEntity(0, 0, 1, 1),
Game: tl.NewGame(),
Level: tl.NewBaseLevel(tl.Cell{Bg: tl.ColorBlack, Fg: tl.ColorWhite}),
AlienLaserVelocity: 0.04,
RefreshSpeed: 20,
Score: 0,
}
invaders.Game.Screen().SetFps(60)
invaders.Game.SetEndKey(tl.KeyBackspace)
invaders.Game.Screen().SetLevel(invaders.Level)
invaders.Level.AddEntity(&invaders)
return &invaders
}
func (invaders *Invaders) Start() {
go ShowTitleScreen(invaders)
invaders.Game.Start()
}
func (invaders *Invaders) Tick(event tl.Event) {
if invaders.Started == false && invaders.ScreenSizeNotOK == false && event.Type == tl.EventKey && event.Key == tl.KeyEnter {
go invaders.initializeGame()
}
}
func (invaders *Invaders) initializeGame() {
prepareScreen(invaders)
invaders.Started = true
invaders.initHero()
invaders.initAliens()
invaders.initGameOverZone()
invaders.gameLoop()
}
func (invaders *Invaders) initArena() {
screenWidth, screenHeight := invaders.getScreenSize()
invaders.Arena = newArena(screenWidth, screenHeight)
invaders.Level.AddEntity(invaders.Arena)
}
func (invaders *Invaders) initHud() {
invaders.Hud = NewHud(invaders.Arena, invaders.Level)
}
func (invaders *Invaders) getScreenSize() (int, int) {
screenWidth, screenHeight := invaders.Game.Screen().Size()
for screenWidth == 0 && screenHeight == 0 {
time.Sleep(100 * time.Millisecond)
screenWidth, screenHeight = invaders.Game.Screen().Size()
}
return screenWidth, screenHeight
}
func (invaders *Invaders) initHero() {
invaders.Hero = NewHero(invaders.Arena)
invaders.Level.AddEntity(invaders.Hero)
}
func (invaders *Invaders) initAliens() {
invaders.AlienCluster = NewAlienCluster()
SetPositionAndRenderAliens(invaders.AlienCluster.Aliens, invaders.Level, invaders.Arena)
}
func (invaders *Invaders) initGameOverZone() {
invaders.GameOverZone = CreateGameOverZone(invaders.Arena, invaders.Hero)
invaders.Level.AddEntity(invaders.GameOverZone)
}
func (invaders *Invaders) gameLoop() {
for {
if invaders.Hero.IsDead() || invaders.AlienCluster.IsAllAliensDead() {
invaders.Hero.animateHeroEndGame(invaders.Level)
invaders.Started = false
break
}
invaders.updateLaserPositions()
invaders.RemoveDeadAliensAndIncrementScore()
invaders.updateAlienClusterPosition()
invaders.updateScore()
invaders.verifyGameOverZone()
time.Sleep(invaders.RefreshSpeed * time.Millisecond)
}
if invaders.Hero.IsDead() {
ShowGameOverScreen(invaders)
}
if invaders.AlienCluster.IsAllAliensDead() {
invaders.initializeGame()
}
}
func (invaders *Invaders) updateScore() {
invaders.Hud.UpdateScore(invaders.Score)
}
func (invaders *Invaders) updateAlienClusterPosition() {
invaders.AlienCluster.UpdateAliensPositions(invaders.Game.Screen().TimeDelta(), invaders.Arena)
invaders.AlienCluster.Shoot()
}
func (invaders *Invaders) RemoveDeadAliensAndIncrementScore() {
points := invaders.AlienCluster.RemoveDeadAliensAndGetPoints(invaders.Level)
invaders.addScore(points)
}
func (invaders *Invaders) updateLaserPositions() {
invaders.updateHeroLasers()
invaders.updateAlienLasers()
invaders.removeLasers()
}
func (invaders *Invaders) updateHeroLasers() {
invaders.updateLasers(invaders.Hero.Lasers)
}
func (invaders *Invaders) updateAlienLasers() {
invaders.TimeDelta += invaders.Game.Screen().TimeDelta()
if invaders.TimeDelta >= invaders.AlienLaserVelocity {
invaders.TimeDelta = 0
invaders.updateLasers(invaders.AlienCluster.Lasers)
}
}
func (invaders *Invaders) updateLasers(lasers []*Laser) {
for _, laser := range lasers {
if laser.IsNew {
invaders.renderNewLaser(laser)
continue
}
x, y := laser.Position()
laser.SetPosition(x, y-laser.Direction)
}
}
func (invaders *Invaders) renderNewLaser(laser *Laser) {
laser.IsNew = false
invaders.Level.AddEntity(laser)
}
func (invaders *Invaders) removeLasers() {
_, arenaY := invaders.Arena.Position()
_, arenaH := invaders.Arena.Size()
upperLimit := arenaY
bottomLimit := arenaY + arenaH - 1
invaders.Hero.Lasers = invaders.removeLaserOf(invaders.Hero.Lasers, upperLimit)
invaders.AlienCluster.Lasers = invaders.removeLaserOf(invaders.AlienCluster.Lasers, bottomLimit)
}
func (invaders *Invaders) removeLaserOf(lasers []*Laser, arenaLimit int) []*Laser {
for index, laser := range lasers {
_, y := laser.Position()
isEndOfArena := y == arenaLimit
if isEndOfArena || laser.HasHit {
invaders.Level.RemoveEntity(laser)
if laser.HitAlienLaser {
invaders.addScore(laser.Points)
}
if index < len(lasers) {
lasers = append(lasers[:index], lasers[index+1:]...)
}
}
}
return lasers
}
func (invaders *Invaders) addScore(points int) {
invaders.Score += points
}
func (invaders *Invaders) verifyGameOverZone() {
if invaders.GameOverZone.EnteredZone {
invaders.Hero.IsAlive = false
}
}
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