M main.go => main.go +47 -3
@@ 2,17 2,55 @@ package main
import (
"image/color"
+ "time"
"github.com/hajimehoshi/ebiten/v2"
+ "github.com/hajimehoshi/ebiten/v2/inpututil"
)
// Game holds the top-level state for the Ebitengine run loop.
type Game struct {
- ship Ship
+ ship Ship
+ walk map[[2]int]bool
+ crew []Crew
+ selectedCrew int
+ lastTime time.Time
}
-// Update advances simulation; nothing to do in this milestone.
+// Update advances simulation by dt seconds and handles input.
func (g *Game) Update() error {
+ if g.lastTime.IsZero() {
+ g.lastTime = time.Now()
+ return nil
+ }
+ dt := time.Since(g.lastTime).Seconds()
+ g.lastTime = time.Now()
+ if dt > 0.1 {
+ dt = 0.1
+ }
+
+ for i := range g.crew {
+ updateCrew(&g.crew[i], dt)
+ }
+
+ if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
+ cx, cy := ebiten.CursorPosition()
+ tx, ty := cx/TilePx, cy/TilePx
+
+ for i := range g.crew {
+ if g.crew[i].TileX == tx && g.crew[i].TileY == ty {
+ g.selectedCrew = i
+ return nil
+ }
+ }
+
+ if g.selectedCrew >= 0 && g.walk[[2]int{tx, ty}] {
+ from := [2]int{g.crew[g.selectedCrew].TileX, g.crew[g.selectedCrew].TileY}
+ g.crew[g.selectedCrew].Path = bfsPath(g.walk, from, [2]int{tx, ty})
+ g.crew[g.selectedCrew].MoveT = 0
+ }
+ }
+
return nil
}
@@ 20,6 58,9 @@ func (g *Game) Update() error {
func (g *Game) Draw(screen *ebiten.Image) {
screen.Fill(color.RGBA{10, 15, 25, 255})
drawShip(screen, g.ship)
+ for i, c := range g.crew {
+ drawCrew(screen, c, i == g.selectedCrew)
+ }
}
// Layout fixes the virtual resolution; the window scales to fit.
@@ 28,9 69,12 @@ func (g *Game) Layout(_, _ int) (int, int) {
}
func main() {
+ ship := NewPlayerShip()
+ walk := walkableTiles(ship)
+ crew := NewStartingCrew()
ebiten.SetWindowSize(1280, 720)
ebiten.SetWindowTitle("ftl-shape")
- if err := ebiten.RunGame(&Game{ship: NewPlayerShip()}); err != nil {
+ if err := ebiten.RunGame(&Game{ship: ship, walk: walk, crew: crew, selectedCrew: -1}); err != nil {
panic(err)
}
}
M render.go => render.go +23 -0
@@ 64,3 64,26 @@ func drawRoom(screen *ebiten.Image, r Room) {
// Label: a few pixels inside the top-left corner.
ebitenutil.DebugPrintAt(screen, r.Name, int(x)+3, int(y)+2)
}
+
+const CrewRadius = 6
+
+var white = color.RGBA{255, 255, 255, 255}
+
+func drawCrew(screen *ebiten.Image, c Crew, selected bool) {
+ var fx, fy float64
+ if len(c.Path) > 0 {
+ fx = float64(c.TileX) + (float64(c.Path[0][0])-float64(c.TileX))*c.MoveT
+ fy = float64(c.TileY) + (float64(c.Path[0][1])-float64(c.TileY))*c.MoveT
+ } else {
+ fx = float64(c.TileX)
+ fy = float64(c.TileY)
+ }
+ px := float32(fx*TilePx + TilePx/2)
+ py := float32(fy*TilePx + TilePx/2)
+
+ vector.DrawFilledCircle(screen, px, py, CrewRadius, c.Color, true)
+ if selected {
+ vector.StrokeCircle(screen, px, py, CrewRadius+1, 1, white, true)
+ }
+ ebitenutil.DebugPrintAt(screen, string(c.Initial), int(px)-2, int(py)-5)
+}