game.go 2.8 KB

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  1. package main
  2. import (
  3. "log"
  4. "time"
  5. "github.com/gdamore/tcell/v2"
  6. )
  7. const (
  8. Left = iota
  9. Right
  10. Up
  11. Down
  12. )
  13. func initilize() (tcell.Screen, tcell.Style, error) {
  14. style := tcell.StyleDefault.Background(tcell.ColorReset).Foreground(tcell.ColorReset)
  15. var err error
  16. screen, err := tcell.NewScreen()
  17. if err != nil {
  18. log.Println("Error creating screen: ", err)
  19. }
  20. err = screen.Init()
  21. if err != nil {
  22. log.Fatalln("Error initializing screen: ", err)
  23. }
  24. return screen, style, err
  25. }
  26. func quit(screen tcell.Screen) {
  27. maybePanic := recover()
  28. screen.Fini()
  29. if maybePanic != nil {
  30. panic(maybePanic)
  31. }
  32. }
  33. func gameDirector(screen tcell.Screen, style tcell.Style, keypresses chan int, gamestate chan int) {
  34. // Destined to die, even before I was born.
  35. defer quit(screen)
  36. //var score int = 0
  37. //var scoreCounter int = 1
  38. //var field [80][24]int
  39. // fill up the field:
  40. // 0: empty
  41. // 1: snake
  42. // 2: apple
  43. // 3: border
  44. var screenx = 80
  45. var screeny = 24
  46. var snakex int = (screenx / 2) - 1
  47. var snakey int = (screeny / 2) - 1
  48. var lastpress int = 1
  49. for {
  50. // Take input or sleep
  51. select {
  52. case press := <-keypresses:
  53. snakeDirection(press, &snakex, &snakey)
  54. lastpress = press
  55. case <-time.After(500 * time.Millisecond):
  56. snakeDirection(lastpress, &snakex, &snakey)
  57. }
  58. // Call it quits once the snake hits the border.
  59. if snakex == 0 || snakex == screenx-1 {
  60. close(gamestate)
  61. return
  62. } else if snakey == 0 || snakey == screeny-1 {
  63. close(gamestate)
  64. return
  65. }
  66. // Clean the screen
  67. screen.Clear()
  68. // Draw the screen
  69. drawBox(screen, 0, 0, screenx-1, screeny-1, style)
  70. drawCoords(screen, style, &snakex, &snakey)
  71. drawSnake(screen, style, snakex, snakey)
  72. // Draw the screen
  73. screen.Show()
  74. }
  75. }
  76. func keyboardProcessor(screen tcell.Screen, keypresses chan int, gamestate chan int) {
  77. defer close(keypresses)
  78. for {
  79. // Poll for an event
  80. ev := screen.PollEvent()
  81. // Fetch the type, and check if any other actions are required.
  82. switch ev := ev.(type) {
  83. //case *tcell.EventResize:
  84. // x, y := screen.Size()
  85. // drawBox(screen, 0, 0, x-1, y-1, style)
  86. // updateScore(screen, style, snakex)
  87. // screen.Sync()
  88. case *tcell.EventKey:
  89. if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC {
  90. return
  91. } else if ev.Rune() == 'q' || ev.Rune() == 'Q' {
  92. return
  93. } else if ev.Key() == tcell.KeyCtrlL {
  94. screen.Sync()
  95. } else if ev.Rune() == 'C' || ev.Rune() == 'c' {
  96. screen.Clear()
  97. } else if ev.Key() == tcell.KeyLeft {
  98. keypresses <- Left
  99. } else if ev.Key() == tcell.KeyRight {
  100. keypresses <- Right
  101. } else if ev.Key() == tcell.KeyDown {
  102. keypresses <- Down
  103. } else if ev.Key() == tcell.KeyUp {
  104. keypresses <- Up
  105. }
  106. }
  107. // This function needs to know if the game is over.
  108. select {
  109. case <-time.After(10 * time.Millisecond):
  110. case _, ok := <-gamestate:
  111. if !ok {
  112. return
  113. }
  114. }
  115. }
  116. }