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pounce.go
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pounce.go
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package main
import (
"fmt"
"log"
"math/rand"
"os"
"time"
ui "github.com/gizak/termui/v3"
"github.com/gizak/termui/v3/widgets"
)
const (
fps = 60
playbox = 15
difficultymod = 40
starttime = 60
buffertime = 4
lostmsg = "YOU LOST!"
)
type snake struct {
pos1 int
pos2 int
size int
lastpos [2]int
}
type food struct {
pos1 int
pos2 int
speed int
}
var (
difficulty = 1
debugwindow = false
screen string
width int
height int
mx int
my int
movebox [2]int
player snake
critter food
timer float64
lvltime float64
diffs [5]string
)
func endScreen() {
//create playbox
play := [playbox][playbox]string{}
//render playbox
var items string
for i := range play {
var row string
for o := range play[i] {
if play[i][o] == "" {
play[i][o] = " "
}
row += play[i][o]
}
if i == playbox/2 {
row = row[:len(row)-(len(row)/2+(len(lostmsg)/2))] + lostmsg
}
items += row + "\n"
}
t := widgets.NewParagraph()
t.Text = items
t.Title = "POUNCE"
t.BorderStyle = ui.NewStyle(ui.ColorGreen)
mw := (width / 2) - ((playbox*2 + 2) / 2)
mh := (height / 2) - ((playbox + 2) / 2)
mwe := mw + (playbox * 2) + 2
mhe := mh + playbox + 2
t.SetRect(mw, mh, mwe, mhe)
s := widgets.NewParagraph()
s.Text = "Score: " + fmt.Sprint(player.size) + "\nTimer: 0" + "\nDifficulty: " + fmt.Sprint(diffs[difficulty-1])
s.BorderStyle = ui.NewStyle(ui.ColorGreen)
s.SetRect(mw, mhe, mwe, mhe+5)
ui.Render(t, s)
}
func newCritter() {
rand.Seed(time.Now().UnixNano())
x := rand.Intn(playbox)
y := rand.Intn(playbox)
critter.pos1 = x
critter.pos2 = y
critter.speed = player.size
}
func moveCritter() {
if rand.Float64() > lvltime/starttime && rand.Intn(fps+1) == fps {
movetype := rand.Intn(4)
switch movetype {
case 0:
if critter.pos1 != 0 {
critter.pos1 -= 1
}
case 1:
if critter.pos1 != playbox-1 {
critter.pos1 += 1
}
case 2:
if critter.pos2 != 0 {
critter.pos2 -= 1
}
case 3:
if critter.pos2 != playbox-1 {
critter.pos2 += 1
}
}
}
}
func ingame() {
p := widgets.NewParagraph()
if debugwindow {
p.Title = "Debug"
p.Text += "Tickrate: " + fmt.Sprint(fps)
p.Text += "\nCritter Move Chance: " + fmt.Sprint(1-lvltime/starttime)
p.Text += "\nLevel Time: " + fmt.Sprint(lvltime) + " | Multiple: " + fmt.Sprint(float64(difficulty)/100)
p.SetRect(0, 0, 50, 5)
}
//create playbox
play := [playbox][playbox]string{}
//playbox tick processing
timer = timer - 1.0/float64(fps)
moveCritter()
if player.pos1 == critter.pos1 && player.pos2 == critter.pos2 {
player.size += 1
lvltime *= (1 - float64(difficulty)/difficultymod)
timer = lvltime + buffertime
newCritter()
}
//playbox modification
play[movebox[0]][movebox[1]] = "[]"
play[player.pos1][player.pos2] = "OO"
play[critter.pos1][critter.pos2] = "\"<"
//render playbox
var items string
for i := range play {
var row string
for o := range play[i] {
if play[i][o] == "" {
play[i][o] = " "
}
row += play[i][o]
}
items += row + "\n"
}
t := widgets.NewParagraph()
t.Text = items
t.Title = "POUNCE"
t.BorderStyle = ui.NewStyle(ui.ColorGreen)
mw := (width / 2) - ((playbox*2 + 2) / 2)
mh := (height / 2) - ((playbox + 2) / 2)
mwe := mw + (playbox * 2) + 2
mhe := mh + playbox + 2
t.SetRect(mw, mh, mwe, mhe)
s := widgets.NewParagraph()
s.Text = "Score: " + fmt.Sprint(player.size) + "\nTimer: " + fmt.Sprint(int(timer)) + "\nDifficulty: " + fmt.Sprint(diffs[difficulty-1])
s.BorderStyle = ui.NewStyle(ui.ColorGreen)
s.SetRect(mw, mhe, mwe, mhe+5)
if timer > 0.0 {
ui.Render(p, t, s)
} else {
critter = food{}
endScreen()
}
}
func move(key string) {
if screen == "menu" {
switch key {
case "w":
if difficulty != 5 && movebox[0] == 1 {
difficulty += 1
}
case "s":
if difficulty != 1 && movebox[0] == 1 {
difficulty -= 1
}
case "a":
if movebox[0] != 0 {
movebox[0] -= 1
}
case "d":
if movebox[0] != 1 {
movebox[0] += 1
}
case "<Space>", "g":
if movebox[0] == 0 {
wipe()
screen = "game"
}
}
return
}
switch key {
case "w":
if movebox[0] != 0 {
movebox[0] -= 1
}
case "s":
if movebox[0] != playbox-1 {
movebox[0] += 1
}
case "a":
if movebox[1] != 0 {
movebox[1] -= 1
}
case "d":
if movebox[1] != playbox-1 {
movebox[1] += 1
}
case "<Space>", "g":
player.lastpos = [2]int{player.pos1, player.pos2}
player.pos1 = movebox[0]
player.pos2 = movebox[1]
if !(player.pos1 == critter.pos1 && player.pos2 == critter.pos2) {
if player.size > 0 {
player.size -= 1
} else {
timer = 0.0
}
}
}
}
func wipe() {
timer = starttime
lvltime = starttime
movebox = [2]int{0, 0}
player = snake{}
critter = food{}
ui.Clear()
}
func events() {
uiEvents := ui.PollEvents()
ticker := time.NewTicker(time.Second / fps).C
for {
select {
case e := <-uiEvents:
switch e.ID { // event string/identifier
case "q", "<C-c>": // press 'q' or 'C-c' to quit
return
case "<MouseLeft>", "<MouseRight>":
payload := e.Payload.(ui.Mouse)
mx, my = payload.X, payload.Y
move("MOUSECLICK")
case "<Resize>":
payload := e.Payload.(ui.Resize)
width, height = payload.Width, payload.Height
ui.Clear()
case "m", "<Escape>":
if screen == "menu" {
return
}
wipe()
screen = "menu"
}
switch e.Type {
case ui.KeyboardEvent: // handle all key presses
move(e.ID)
}
// use Go's built-in tickers for updating and drawing data
case <-ticker:
render()
}
}
}
func menu() {
sizew := 60
sizeh := 28
t := widgets.NewParagraph()
t.Text = `
_|_|_| _|_| _| _| _| _| _|_|_| _|_|_|_|
_| _| _| _| _| _| _|_| _| _| _|
_|_|_| _| _| _| _| _| _| _| _| _|_|_|
_| _| _| _| _| _| _|_| _| _|
_| _|_| _|_| _| _| _|_|_| _|_|_|_|
Snake except it's nothing like snake and it's a completely
different game altogether!
Catch your prey as they get progressively more evasive and
your metabolism gets progressively faster. Make sure to
stay precise! It takes energy to pounce.
Move selection: WASD
Pounce: Space or G
Menu: ESC
Exit: Ctrl+C or Q
`
t.Title = "POUNCE"
t.BorderStyle = ui.NewStyle(ui.ColorGreen)
mw := (width / 2) - ((sizew + 2) / 2)
mh := (height / 2) - ((sizeh + 2) / 2)
mwe := mw + (sizew + 2) + 2
mhe := mh + sizeh + 2
t.SetRect(mw, mh, mwe, mhe)
s := widgets.NewParagraph()
s.Text = "\n Play \n"
s.BorderStyle = ui.NewStyle(ui.ColorGreen)
s.SetRect(mw+5, mhe-7, mw+19, mhe-2)
d := widgets.NewParagraph()
const dw = 30
diff := "Difficulty: " + diffs[difficulty-1]
var dummy = [dw]string{}
var row string
for range dummy {
row += " "
}
d.Text = "\n" + row[:len(row)-((len(row)/2)+(len(diff)/2+1))] + diff
d.BorderStyle = ui.NewStyle(ui.ColorGreen)
d.SetRect(mwe-dw-6, mhe-7, mwe-5, mhe-2)
if movebox[0] == 0 {
s.BorderStyle = ui.NewStyle(ui.ColorBlue)
}
if movebox[0] == 1 {
d.BorderStyle = ui.NewStyle(ui.ColorBlue)
}
ui.Render(t, s, d)
}
func render() {
switch screen {
case "menu":
menu()
case "game":
ingame()
}
}
func main() {
//setup things that can't be constants but should be
rand.Seed(time.Now().UnixNano())
diffs = [5]string{"Easy", "Medium", "Tough", "Hard", "Nightmare"}
if (len(os.Args) > 1) && (os.Args[1] == "debug") {
debugwindow = true
}
if err := ui.Init(); err != nil {
log.Fatalf("failed to initialize termui: %v", err)
}
defer ui.Close()
//base variables
width, height = ui.TerminalDimensions()
timer = starttime
lvltime = starttime
screen = "menu"
newCritter()
events()
}