~bigbes/game-prototype-ftl

3aab76ead19850ff1e2aae08ffe8c1948a4fb4af — Eugene Blikh 30 days ago e1619ad
crew-movement: wire input, tick, and render

Add drawCrew to render.go (interpolated circle + selection ring + initial label).
Extend Game with crew slice, walkable-tile map, selectedCrew, and dt-based tick;
handle left-click for crew selection and BFS-path dispatch.
2 files changed, 70 insertions(+), 3 deletions(-)

M main.go
M render.go
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)
}