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input.go
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204 lines (185 loc) · 4.59 KB
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package main
import (
"math/rand"
"github.com/benrhyshoward/termtron/model"
"github.com/nsf/termbox-go"
)
func handleInput(game *model.Game, quit chan bool) {
//blocks until the next event
ev := termbox.PollEvent()
switch game.State {
case model.Menu:
if ev.Type == termbox.EventKey {
switch {
case ev.Key == termbox.KeyArrowUp:
if len(game.Players) < 4 {
addPlayer(game)
}
case ev.Key == termbox.KeyArrowDown:
if len(game.Players) > 2 {
removePlayer(game)
}
case ev.Ch == '1':
cycleControlScheme(game.Players, 0)
case ev.Ch == '2':
cycleControlScheme(game.Players, 1)
case ev.Ch == '3':
if len(game.Players) > 2 {
cycleControlScheme(game.Players, 2)
}
case ev.Ch == '4':
if len(game.Players) > 3 {
cycleControlScheme(game.Players, 3)
}
case ev.Key == termbox.KeySpace:
populateStartingPositions(game.Players)
randomiseDirections(game.Players)
game.State = model.Countdown
}
}
case model.Playing:
//check if any player controls have been pressed and update player directions accordingly
for _, player := range game.Players {
for control, direction := range player.ControlScheme.Controls {
if ev.Type == control.Type && ev.Ch == control.Ch && ev.Key == control.Key {
//stop a player from turning back into themselves
if (player.Direction == model.Up && direction == model.Down) ||
(player.Direction == model.Down && direction == model.Up) ||
(player.Direction == model.Left && direction == model.Right) ||
(player.Direction == model.Right && direction == model.Left) {
break
}
player.Direction = direction
}
}
}
case model.Over:
if ev.Type == termbox.EventKey {
switch {
//restart game
case ev.Key == termbox.KeySpace:
for _, player := range game.Players {
player.Alive = true
}
populateStartingPositions(game.Players)
randomiseDirections(game.Players)
game.State = model.Countdown
//back to main menu
case ev.Ch == 'm':
for _, player := range game.Players {
player.Alive = true
}
populateStartingPositions(game.Players)
randomiseDirections(game.Players)
game.State = model.Menu
}
}
}
//can quit at any time
if ev.Type == termbox.EventKey {
switch {
case ev.Ch == 'q' || ev.Key == termbox.KeyCtrlC || ev.Key == termbox.KeyCtrlD:
quit <- true
}
}
}
func addPlayer(game *model.Game) {
game.Players = append(game.Players, DefaultPlayers[len(game.Players)])
}
func removePlayer(game *model.Game) {
game.Players = game.Players[:len(game.Players)-1]
}
func populateStartingPositions(players []*model.Player) {
startingPositions := generateStartingPositions(len(players))
for i, player := range players {
player.Body = startingPositions[i]
}
}
func randomiseDirections(players []*model.Player) {
for _, player := range players {
player.Direction = model.Direction(rand.Intn(4))
}
}
func cycleControlScheme(players []*model.Player, playerIndex int) {
var controlPresetIndex int
for i, controlScheme := range ControlPresets {
if players[playerIndex].ControlScheme.Name == controlScheme.Name {
controlPresetIndex = i
}
}
if controlPresetIndex+1 == len(ControlPresets) {
controlPresetIndex = 0
} else {
controlPresetIndex++
}
players[playerIndex].ControlScheme = ControlPresets[controlPresetIndex]
}
func generateStartingPositions(numberOfPlayers int) [][]model.Point {
switch numberOfPlayers {
case 2:
return [][]model.Point{
[]model.Point{
model.Point{
X: ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 2,
},
},
[]model.Point{
model.Point{
X: 3 * ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 2,
},
},
}
case 3:
return [][]model.Point{
[]model.Point{
model.Point{
X: ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 4,
},
},
[]model.Point{
model.Point{
X: 3 * ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 4,
},
},
[]model.Point{
model.Point{
X: ScaledTerminalWidth / 2,
Y: 3 * ScaledTerminalHeight / 4,
},
},
}
case 4:
return [][]model.Point{
[]model.Point{
model.Point{
X: ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 4,
},
},
[]model.Point{
model.Point{
X: 3 * ScaledTerminalWidth / 4,
Y: ScaledTerminalHeight / 4,
},
},
[]model.Point{
model.Point{
X: ScaledTerminalWidth / 4,
Y: 3 * ScaledTerminalHeight / 4,
},
},
[]model.Point{
model.Point{
X: 3 * ScaledTerminalWidth / 4,
Y: 3 * ScaledTerminalHeight / 4,
},
},
}
default:
return nil
}
}