~bigbes/game-prototype-ftl

ref: 1b674aa54513febeb3d317027977e0fd80c992ff game-prototype-ftl/main.go -rw-r--r-- 3.9 KiB
1b674aa5 — Eugene Blikh feat(crew): restrict movement to room cell slots 6 days ago
                                                                                
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package main

import (
	"image/color"
	"math/rand"
	"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
	walk         map[[2]int]bool
	cells        map[[2]int]bool
	crew         []Crew
	selectedCrew int
	lastTime     time.Time
	systems      []System
	combat       Combat
	enemy        Ship
	rng          *rand.Rand
}

// 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)
	}

	// Advance combat each tick when ongoing.
	if g.combat.Result == GameOngoing {
		updateCombat(&g.combat, g.systems, dt, g.rng)
	}

	// Restart on R when the fight is decided.
	if inpututil.IsKeyJustPressed(ebiten.KeyR) && g.combat.Result != GameOngoing {
		g.combat = NewCombat()
		g.systems = NewStartingSystems()
		g.crew = NewStartingCrew()
		g.selectedCrew = -1
	}

	if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
		cx, cy := ebiten.CursorPosition()
		if cy >= HudY {
			// HUD strip: route to power management.
			// No-op after combat ends (PC1).
			if g.combat.Result != GameOngoing {
				return nil
			}
			if role, ok := hudHitTest(cx, cy); ok {
				addPower(g.systems, role, ReactorCap)
			}
			// HUD-band miss (gutter / out-of-columns) is a no-op; do not fall through.
			return nil
		}
		// Below HudY: crew-select / move logic.
		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.cells[[2]int{tx, ty}] {
			dest := [2]int{tx, ty}
			if g.cellOccupied(dest, g.selectedCrew) {
				return nil
			}
			from := [2]int{g.crew[g.selectedCrew].TileX, g.crew[g.selectedCrew].TileY}
			g.crew[g.selectedCrew].Path = bfsPath(g.walk, from, dest)
			g.crew[g.selectedCrew].MoveT = 0
		}
	}

	if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonRight) {
		cx, cy := ebiten.CursorPosition()
		if cy >= HudY {
			// No-op after combat ends (PC1).
			if g.combat.Result != GameOngoing {
				return nil
			}
			if role, ok := hudHitTest(cx, cy); ok {
				removePower(g.systems, role)
			}
			// HUD-band miss is a no-op.
		}
	}

	return nil
}

func (g *Game) cellOccupied(cell [2]int, excludeCrew int) bool {
	for i, c := range g.crew {
		if i == excludeCrew {
			continue
		}
		if len(c.Path) == 0 && c.TileX == cell[0] && c.TileY == cell[1] {
			return true
		}
	}
	return false
}

// Draw renders the whole frame.
func (g *Game) Draw(screen *ebiten.Image) {
	screen.Fill(color.RGBA{10, 15, 25, 255})
	drawShip(screen, g.ship, g.systems, g.combat.Player.HitFlashT)
	drawEnemyShip(screen, g.enemy, g.combat.Enemy.HitFlashT)
	for i, c := range g.crew {
		drawCrew(screen, c, i == g.selectedCrew)
	}
	drawHud(screen, g.systems)
	drawHullBars(screen, g.combat)
	drawWeaponCharge(screen, g.combat)
	drawShieldsIndicator(screen, g.ship, g.combat, g.systems)
	drawEvasionReadout(screen, g.ship, g.systems)
	drawResultOverlay(screen, g.combat.Result)
}

// Layout fixes the virtual resolution; the window scales to fit.
func (g *Game) Layout(_, _ int) (int, int) {
	return VirtualW, VirtualH
}

func main() {
	ship := NewPlayerShip()
	walk := walkableTiles(ship)
	cells := cellSet(ship)
	crew := NewStartingCrew()
	systems := NewStartingSystems()
	combat := NewCombat()
	enemy := NewEnemyShip()
	rng := rand.New(rand.NewSource(time.Now().UnixNano()))
	ebiten.SetWindowSize(1280, 720)
	ebiten.SetWindowTitle("ftl-shape")
	if err := ebiten.RunGame(&Game{
		ship:         ship,
		walk:         walk,
		cells:        cells,
		crew:         crew,
		selectedCrew: -1,
		systems:      systems,
		combat:       combat,
		enemy:        enemy,
		rng:          rng,
	}); err != nil {
		panic(err)
	}
}