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utils.go
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package main
import (
"image"
"image/color"
"log"
"time"
"github.com/hajimehoshi/ebiten"
)
// Moves opcodes
const (
LEFT = 0
UP = 1
RIGHT = 2
DOWN = 3
DELAY = time.Second / 8
)
func (env *Env) buildMap(size int, readenMap [][]int) {
// Buikd main grid
var err error
env.grid, err = ebiten.NewImage(winW, winH, ebiten.FilterDefault)
if err != nil {
log.Fatal(err)
}
// Build basic squares
emptySq := env.buildSquare(color.RGBA{255, 255, 255, 155})
startSq := env.buildSquare(color.RGBA{153, 0, 0, 155})
endSq := env.buildSquare(color.RGBA{0, 102, 0, 155})
wallSq := env.buildSquare(color.RGBA{0, 0, 0, 155})
// Draw all squares on grid and populate sqList
for y := 0; y < size; y++ {
env.sqList[y] = make([]*square, size)
for x := 0; x < size; x++ {
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(x*env.sqW), float64(y*env.sqW))
switch {
case readenMap[y][x] == 0:
env.grid.DrawImage(emptySq, op)
env.sqList[y][x] = &square{
pos: image.Point{x, y},
state: 0,
}
case readenMap[y][x] == 1:
env.grid.DrawImage(startSq, op)
env.sqList[y][x] = &square{
pos: image.Point{x, y},
state: 1,
}
case readenMap[y][x] == 2:
env.grid.DrawImage(endSq, op)
env.sqList[y][x] = &square{
pos: image.Point{x, y},
state: 2,
}
case readenMap[y][x] == 3:
env.grid.DrawImage(wallSq, op)
env.sqList[y][x] = &square{
pos: image.Point{x, y},
state: 3,
}
}
}
}
}
func (env *Env) buildSquare(sqColor color.Color) *ebiten.Image {
// Creates square
emptySq, err := ebiten.NewImage(env.sqW, env.sqW, ebiten.FilterDefault)
if err != nil {
log.Fatal(err)
}
emptySq.Fill(color.RGBA{244, 236, 215, 255})
// Creates sub square
subSq, err := ebiten.NewImage(env.sqW-2*env.offset, env.sqW-2*env.offset, ebiten.FilterDefault)
if err != nil {
log.Fatal(err)
}
subSq.Fill(sqColor) // bg
subSq.Fill(sqColor) // start
subSq.Fill(sqColor) // end
subSq.Fill(sqColor) // wall
subSq.Fill(sqColor) // player
// Append sub square in full
op := &ebiten.DrawImageOptions{}
op.GeoM.Translate(float64(env.offset), float64(env.offset))
emptySq.DrawImage(subSq, op)
return emptySq
}
func (env *Env) movePlayer() {
for {
switch {
case ebiten.IsKeyPressed(ebiten.KeyLeft) && env.checkMove(env.player, LEFT):
env.player.X--
env.score++
case ebiten.IsKeyPressed(ebiten.KeyUp) && env.checkMove(env.player, UP):
env.player.Y--
env.score++
case ebiten.IsKeyPressed(ebiten.KeyRight) && env.checkMove(env.player, RIGHT):
env.player.X++
env.score++
case ebiten.IsKeyPressed(ebiten.KeyDown) && env.checkMove(env.player, DOWN):
env.player.Y++
env.score++
}
time.Sleep(DELAY)
if env.checkEnd(env.player.X, env.player.Y) {
env.over = true
}
}
}
func (env *Env) checkMove(node image.Point, dir int) bool {
x := node.X
y := node.Y
switch {
case dir == 0:
x--
case dir == 1:
y--
case dir == 2:
x++
case dir == 3:
y++
}
if x < 0 ||
y < 0 ||
x >= winW/env.sqW ||
y >= winH/env.sqW ||
env.sqList[y][x].state == 3 {
return false
}
return true
}
func (env *Env) checkEnd(x, y int) bool {
if env.end.X == x && env.end.Y == y {
return true
}
return false
}