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
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.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
}
}
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
}
// 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.combat, g.systems)
drawEvasionReadout(screen, 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)
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,
crew: crew,
selectedCrew: -1,
systems: systems,
combat: combat,
enemy: enemy,
rng: rng,
}); err != nil {
panic(err)
}
}