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main.go
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212 lines (178 loc) · 3.95 KB
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package main
import (
"fmt"
"os"
"space-invaders/game"
"time"
"golang.org/x/term"
)
func drawEnemy(x, y int) {
moveCursor(x, y)
fmt.Print("M")
}
const (
screenWidth = 40
screenHeight = 20
)
func clearScreen() {
// ANSI escape code to clear screen and move cursor to top-left
fmt.Print("\033[2J\033[H")
}
func moveCursor(x, y int) {
// ANSI escape code to move cursor to position (x, y)
fmt.Printf("\033[%d;%dH", y+1, x+1)
}
func drawPlayer(x, y int) {
moveCursor(x, y)
fmt.Print("▲")
}
func drawBullet(x, y int) {
moveCursor(x, y)
fmt.Print("|")
}
func render(g *game.Game) {
clearScreen()
// Draw border
for y := 0; y < screenHeight; y++ {
for x := 0; x < screenWidth; x++ {
if x == 0 || x == screenWidth-1 || y == 0 || y == screenHeight-1 {
moveCursor(x, y)
fmt.Print("█")
}
}
}
// Draw enemies
for _, enemy := range g.Enemies {
if enemy.Alive {
drawEnemy(enemy.X, enemy.Y)
}
}
// Draw player
drawPlayer(g.Player.X, g.Player.Y)
// Draw bullets
for _, bullet := range g.Bullets {
drawBullet(bullet.X, bullet.Y)
}
// Move cursor to bottom to avoid flickering
moveCursor(0, screenHeight)
}
type InputAction struct {
MoveDirection int
Shoot bool
Restart bool
}
func readInput(oldState *term.State) InputAction {
// Read a single byte (non-blocking would be better, but this works for now)
buf := make([]byte, 3)
n, err := os.Stdin.Read(buf)
if err != nil || n == 0 {
return InputAction{}
}
// Check for arrow keys (escape sequences)
if n == 3 && buf[0] == 27 && buf[1] == 91 {
switch buf[2] {
case 67: // Right arrow
return InputAction{MoveDirection: 1}
case 68: // Left arrow
return InputAction{MoveDirection: -1}
}
}
// Check for spacebar
if n == 1 && buf[0] == ' ' {
return InputAction{Shoot: true, Restart: true}
}
// Check for Esc to quit
if n == 1 && buf[0] == 27 {
term.Restore(int(os.Stdin.Fd()), oldState)
fmt.Print("\033[?25h") // Show cursor
clearScreen()
os.Exit(0)
}
return InputAction{}
}
func main() {
// Create game
g := game.NewGame(screenWidth, screenHeight)
// Put terminal in raw mode
oldState, err := term.MakeRaw(int(os.Stdin.Fd()))
if err != nil {
panic(err)
}
defer term.Restore(int(os.Stdin.Fd()), oldState)
// Hide cursor
fmt.Print("\033[?25l")
defer fmt.Print("\033[?25h")
// Game loop
ticker := time.NewTicker(time.Second / 60) // 60 FPS
defer ticker.Stop()
// Render initial state
render(g)
// Input channel
inputChan := make(chan InputAction, 10)
go func() {
for {
action := readInput(oldState)
if action.MoveDirection != 0 || action.Shoot || action.Restart {
inputChan <- action
}
}
}()
gameOver := false
for {
select {
case <-ticker.C:
// Update game only if not over
if !gameOver {
// Update bullets
g.UpdateBullets()
// Check for collisions
g.CheckCollisions()
// Update enemies
g.UpdateEnemies()
// Check win/lose conditions
if g.IsGameOver() {
gameOver = true
showGameOver(false)
} else if g.IsWon() {
gameOver = true
showGameOver(true)
}
}
// Handle input (even when game is over for restart)
select {
case action := <-inputChan:
if gameOver && action.Restart {
// Restart the game
g = game.NewGame(screenWidth, screenHeight)
gameOver = false
render(g)
} else if !gameOver {
if action.MoveDirection != 0 {
g.MovePlayer(action.MoveDirection)
}
if action.Shoot {
g.SpawnBullet()
}
}
default:
// No input, just continue
}
// Render after all updates (only if not game over, since game over already rendered)
if !gameOver {
render(g)
}
}
}
}
func showGameOver(won bool) {
// Display game over message
clearScreen()
if won {
fmt.Println("\n🎉 YOU WON! 🎉")
fmt.Println("All enemies destroyed!")
} else {
fmt.Println("\n💥 GAME OVER 💥")
fmt.Println("The enemies reached you!")
}
fmt.Println("\nSpace to restart, Esc to quit")
}