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package main
import (
"image/color"
"os"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/inpututil"
"github.com/hajimehoshi/ebiten/v2/vector"
"golang.org/x/exp/slog"
)
type Action string
const (
Selecting Action = "selecting"
)
var soilColor = color.RGBA{0x60, 0x40, 0x20, 0xff}
type GlobalSelection struct {
IsActive bool
Start Point
}
type Game struct {
Entities []*Entity
CurrentAction Action
Selection GlobalSelection
}
func (g *Game) getMoveMap() MoveMap {
blocked := map[Point]bool{}
for _, e := range g.Entities {
if e.Position.IsEnabled {
blocked[e.Position.Value] = true
}
}
return MoveMap{Width: 3200, Height: 2400, Blocked: blocked}
}
func (g *Game) updateSelecting(cursor Point) {
if inpututil.IsMouseButtonJustPressed(ebiten.MouseButtonLeft) {
g.Selection.Start = cursor
g.Selection.IsActive = true
}
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonRight) {
destination := cursor.Div(100).Mul(100)
slog.Info("destination", slog.String("destination", destination.String()))
moveMap := g.getMoveMap()
for _, e := range g.Entities {
e.StartMove(destination, moveMap)
}
}
if inpututil.IsMouseButtonJustReleased(ebiten.MouseButtonLeft) {
if g.Selection.IsActive && Distance(g.Selection.Start, cursor) > 10 {
for _, e := range g.Entities {
e.SelectMultiple(cursor, g.Selection)
}
} else {
canBeSelected := true
for _, e := range g.Entities {
if e.SelectSingle(cursor, canBeSelected) {
canBeSelected = false
}
}
}
g.Selection.IsActive = false
}
}
func (g *Game) Update() error {
x, y := ebiten.CursorPosition()
cursor := Point{x, y}
if inpututil.IsKeyJustReleased(ebiten.KeyEscape) {
g.CurrentAction = Selecting
}
switch g.CurrentAction {
case Selecting:
g.updateSelecting(cursor)
}
for _, e := range g.Entities {
e.UpdateMove(g.getMoveMap())
}
return nil
}
func (g *Game) Draw(screen *ebiten.Image) {
x, y := ebiten.CursorPosition()
cursor := Point{x, y}
screen.Fill(soilColor)
for _, e := range g.Entities {
Draw(screen, e)
}
for _, e := range g.Entities {
DrawSelection(screen, e)
}
for _, e := range g.Entities {
DrawMove(screen, e)
}
if g.Selection.IsActive {
vector.StrokeRect(screen, float32(g.Selection.Start.X), float32(g.Selection.Start.Y), float32(cursor.X-g.Selection.Start.X), float32(cursor.Y-g.Selection.Start.Y), 10.0, color.RGBA{256 * 3 / 16, 256 * 3 / 16, 256 * 3 / 16, 256 / 4}, true)
}
}
func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) {
return 3200, 2400
}
func main() {
logHandler := slog.NewTextHandler(os.Stdout, &slog.HandlerOptions{Level: slog.LevelDebug})
slog.SetDefault(slog.New(logHandler))
ebiten.SetWindowSize(640, 480)
ebiten.SetWindowTitle("Age of Empire")
game := &Game{}
ironImage := NewColorImage(Point{100, 100}, color.RGBA{0x80, 0x80, 0x80, 0xff})
ironMine := Entity{
Position: C(Point{1000, 1000}),
Image: C(ironImage),
Selection: C(Selection{IsSelected: false}),
}
game.Entities = append(game.Entities, &ironMine)
personImage := NewColorImage(Point{100, 100}, color.RGBA{0xff, 0xff, 0xff, 0xff})
person1 := Entity{
Position: C(Point{2000, 2000}),
Image: C(personImage),
Selection: C(Selection{IsSelected: false}),
Move: C(Move{IsActive: false}),
}
game.Entities = append(game.Entities, &person1)
person2 := Entity{
Position: C(Point{2200, 2200}),
Image: C(personImage),
Selection: C(Selection{IsSelected: false}),
Move: C(Move{IsActive: false}),
}
game.Entities = append(game.Entities, &person2)
game.CurrentAction = Selecting
if err := ebiten.RunGame(game); err != nil {
panic(err)
}
}
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