Increased difficulty.

Can play through levels/difficulty.
This commit is contained in:
Sander Schobers 2021-08-09 12:08:28 +02:00
parent 96ab55e62a
commit 7321cf3c9d
4 changed files with 99 additions and 23 deletions

View File

@ -11,13 +11,24 @@ type appContext struct {
Debug bool Debug bool
} }
const numberOfStars = 5
func (app *appContext) Play(ctx ui.Context) { func (app *appContext) Play(ctx ui.Context) {
level := tins2021.NewLevel() level := tins2021.NewLevel()
level.Randomize(100, 10) level.Randomize(0, numberOfStars)
app.show(newLevelControl(app, ctx, level)) app.show(newLevelControl(app, ctx, level))
} }
func (app *appContext) PlayNext(ctx ui.Context, controller *levelController) {
difficulty := controller.Level.Difficulty
score := controller.Level.Score
level := tins2021.NewLevel()
level.Randomize(difficulty+1, numberOfStars)
level.Score = score
controller.Play(level)
}
func (app *appContext) show(control ui.Control) { func (app *appContext) show(control ui.Control) {
app.setView(control) app.setView(control)
} }

View File

@ -33,7 +33,7 @@ type levelController struct {
} }
func newLevelControl(app *appContext, ctx ui.Context, level *tins2021.Level) *levelController { func newLevelControl(app *appContext, ctx ui.Context, level *tins2021.Level) *levelController {
control := &levelController{app: app, Level: level} control := &levelController{app: app}
textures := ctx.Textures() textures := ctx.Textures()
control.Cubes = newCubeTexture(textures, tins2021.Orange) control.Cubes = newCubeTexture(textures, tins2021.Orange)
newAnimatedTexture(ctx, "star", "resources/images/star.png", func() image.Image { newAnimatedTexture(ctx, "star", "resources/images/star.png", func() image.Image {
@ -69,18 +69,7 @@ func newLevelControl(app *appContext, ctx ui.Context, level *tins2021.Level) *le
} }
control.Font = font control.Font = font
control.Animations = map[string]*tins2021.Animations{ control.Play(level)
"star": tins2021.NewAnimations(50*time.Millisecond, defaultAnimationFrames, true, true),
"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
}
control.IdleMonsters = tins2021.NewAnimations(500*time.Millisecond, 100, false, false)
control.MovingMonsters = tins2021.NewAnimations(50*time.Millisecond, 20, false, false)
for monster := range level.Monsters {
control.IdleMonsters.Frame(monster)
}
for _, monster := range control.MonsterTextureNames {
control.Animations[monster] = tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true)
}
return control return control
} }
@ -89,7 +78,7 @@ func IsModifierPressed(modifiers ui.KeyModifier, pressed ui.KeyModifier) bool {
return modifiers&pressed == pressed return modifiers&pressed == pressed
} }
func (r levelController) Handle(ctx ui.Context, e ui.Event) bool { func (r *levelController) Handle(ctx ui.Context, e ui.Event) bool {
switch e := e.(type) { switch e := e.(type) {
case *ui.KeyDownEvent: case *ui.KeyDownEvent:
switch e.Key { switch e.Key {
@ -102,6 +91,17 @@ func (r levelController) Handle(ctx ui.Context, e ui.Event) bool {
return false return false
} }
if r.Level.StarsCollected == r.Level.Stars {
switch e := e.(type) {
case *ui.KeyDownEvent:
switch e.Key {
case ui.KeyEnter:
r.app.PlayNext(ctx, r)
}
}
return false
}
switch e := e.(type) { switch e := e.(type) {
case *ui.KeyDownEvent: case *ui.KeyDownEvent:
switch e.Key { switch e.Key {
@ -171,6 +171,23 @@ func (r levelController) Handle(ctx ui.Context, e ui.Event) bool {
return false return false
} }
func (r *levelController) Play(level *tins2021.Level) {
r.Level = level
r.Animations = map[string]*tins2021.Animations{
"star": tins2021.NewAnimations(50*time.Millisecond, defaultAnimationFrames, true, true),
"heart": tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true),
}
r.IdleMonsters = tins2021.NewAnimations(500*time.Millisecond, 100, false, false)
r.MovingMonsters = tins2021.NewAnimations(50*time.Millisecond, 20, false, false)
for monster := range level.Monsters {
r.IdleMonsters.Frame(monster)
}
for _, monster := range r.MonsterTextureNames {
r.Animations[monster] = tins2021.NewAnimations(80*time.Millisecond, defaultAnimationFrames, true, true)
}
}
const defaultAnimationFrames = 20 const defaultAnimationFrames = 20
func (r levelController) Render(ctx ui.Context) { func (r levelController) Render(ctx ui.Context) {
@ -189,7 +206,7 @@ func (r levelController) Render(ctx ui.Context) {
delta = delta.Mul(textureWidth) delta = delta.Mul(textureWidth)
centerTopSquare = centerTopSquare.Mul(textureWidth) centerTopSquare = centerTopSquare.Mul(textureWidth)
scoreView := geom.RectF32(levelView.X*textureWidth, offsetY+delta.Y, view.X, view.Y-offsetY-delta.Y) scoreView := geom.RectF32(levelView.X*textureWidth, offsetY+delta.Y, view.X, view.Y-delta.Y-offsetY)
delta.X = geom.Round32(delta.X) delta.X = geom.Round32(delta.X)
delta.Y = geom.Round32(delta.Y) delta.Y = geom.Round32(delta.Y)
@ -274,6 +291,7 @@ func (r levelController) Render(ctx ui.Context) {
scoreFont := ctx.Fonts().Font("score") scoreFont := ctx.Fonts().Font("score")
fontOffsetY := .5 * (float32(star.Texture.Height()) - scoreFont.Height()) fontOffsetY := .5 * (float32(star.Texture.Height()) - scoreFont.Height())
// stars & hearts
scoreTopLeft := scoreView.Min scoreTopLeft := scoreView.Min
star.Draw(renderer, scoreTopLeft, 0) star.Draw(renderer, scoreTopLeft, 0)
renderer.Text(scoreFont, scoreTopLeft.Add2D(textureWidth, fontOffsetY), textColor, fmt.Sprintf("x %d / %d", r.Level.StarsCollected, r.Level.Stars)) renderer.Text(scoreFont, scoreTopLeft.Add2D(textureWidth, fontOffsetY), textColor, fmt.Sprintf("x %d / %d", r.Level.StarsCollected, r.Level.Stars))
@ -282,11 +300,42 @@ func (r levelController) Render(ctx ui.Context) {
heart.Draw(renderer, scoreTopLeft, 0) heart.Draw(renderer, scoreTopLeft, 0)
renderer.Text(scoreFont, scoreTopLeft.Add2D(textureWidth, fontOffsetY), textColor, fmt.Sprintf("x %d", r.Level.Lives)) renderer.Text(scoreFont, scoreTopLeft.Add2D(textureWidth, fontOffsetY), textColor, fmt.Sprintf("x %d", r.Level.Lives))
if r.Level.GameOver { // difficulty & score
scoreTopLeft = geom.PtF32(scoreView.Min.X, scoreView.Max.Y-scoreFont.Height())
renderer.Text(scoreFont, scoreTopLeft, textColor, strconv.Itoa(r.Level.Difficulty))
scoreTopLeft.Y -= scoreFont.Height()
renderer.Text(scoreFont, scoreTopLeft, textColor, "Difficulty:")
scoreTopLeft.Y -= 2 * scoreFont.Height()
renderer.Text(scoreFont, scoreTopLeft, textColor, strconv.Itoa(r.Level.Score))
scoreTopLeft.Y -= scoreFont.Height()
renderer.Text(scoreFont, scoreTopLeft, textColor, "Score:")
bounds := r.Bounds() bounds := r.Bounds()
centerX := .5 * bounds.Dx()
titleFont := ctx.Fonts().Font("title") titleFont := ctx.Fonts().Font("title")
if r.Level.GameOver {
renderer.FillRectangle(bounds, zntg.MustHexColor(`#0000007F`)) renderer.FillRectangle(bounds, zntg.MustHexColor(`#0000007F`))
offsetY := .5*bounds.Dy() - titleFont.Height() offsetY := .5*bounds.Dy() - titleFont.Height()
renderer.TextAlign(titleFont, geom.PtF32(.5*bounds.Dx(), offsetY), textColor, "GAME OVER", ui.AlignCenter) renderer.TextAlign(titleFont, geom.PtF32(centerX, offsetY), textColor, "GAME OVER", ui.AlignCenter)
offsetY += titleFont.Height() + scoreFont.Height()
renderer.TextAlign(scoreFont, geom.PtF32(centerX, offsetY), textColor, fmt.Sprintf("Final score: %d", r.Level.Score), ui.AlignCenter)
offsetY += 2 * scoreFont.Height()
renderer.TextAlign(scoreFont, geom.PtF32(centerX, offsetY), textColor, "Press [escape] to quit.", ui.AlignCenter)
} else if r.Level.StarsCollected == r.Level.Stars {
renderer.FillRectangle(bounds, zntg.MustHexColor(`#0000007F`))
offsetY := .5*bounds.Dy() - titleFont.Height()
renderer.TextAlign(titleFont, geom.PtF32(.5*bounds.Dx(), offsetY), textColor, "COMPLETED", ui.AlignCenter)
offsetY += titleFont.Height() + scoreFont.Height()
renderer.TextAlign(scoreFont, geom.PtF32(centerX, offsetY), textColor, fmt.Sprintf("Score: %d", r.Level.Score), ui.AlignCenter)
offsetY += 2 * scoreFont.Height()
renderer.TextAlign(scoreFont, geom.PtF32(centerX, offsetY), textColor, "Press [enter] to continue.", ui.AlignCenter)
offsetY += scoreFont.Height()
renderer.TextAlign(scoreFont, geom.PtF32(centerX, offsetY), textColor, "Press [escape] to quit.", ui.AlignCenter)
} }
} }

View File

@ -52,3 +52,13 @@ func newMainMenu(app *appContext, ctx ui.Context) ui.Control {
}, },
}) })
} }
func (m *mainMenu) Handle(ctx ui.Context, e ui.Event) bool {
switch e := e.(type) {
case *ui.KeyDownEvent:
if e.Key == ui.KeyEscape {
ctx.Quit()
}
}
return m.StackPanel.Handle(ctx, e)
}

View File

@ -15,6 +15,8 @@ type Level struct {
Monsters Monsters Monsters Monsters
MonsterTargets map[geom.Point]geom.Point MonsterTargets map[geom.Point]geom.Point
GameOver bool GameOver bool
Difficulty int
Score int
Bounds geom.Rectangle Bounds geom.Rectangle
} }
@ -99,15 +101,19 @@ func (l *Level) MovePlayer(dir Direction) bool {
if tile.Heart { if tile.Heart {
l.Lives++ l.Lives++
tile.Heart = false tile.Heart = false
l.Score += 10
} }
if tile.Star { if tile.Star {
l.StarsCollected++ l.StarsCollected++
tile.Star = false tile.Star = false
l.Score += 25
} }
if l.Monsters[towards] != nil { if l.Monsters[towards] != nil {
l.DecrementLive() l.DecrementLive()
l.DestroyMonster(towards) l.DestroyMonster(towards)
l.Score -= 5
} }
l.Score -= 1 // for every move
return true return true
} }
@ -115,6 +121,7 @@ func (l *Level) Randomize(difficulty int, stars int) {
if difficulty < 0 { if difficulty < 0 {
difficulty = 0 difficulty = 0
} }
l.Difficulty = difficulty
positions := make([]geom.Point, 0, len(l.Tiles)) positions := make([]geom.Point, 0, len(l.Tiles))
for pos := range l.Tiles { for pos := range l.Tiles {
positions = append(positions, pos) positions = append(positions, pos)
@ -157,9 +164,9 @@ func (l *Level) Randomize(difficulty int, stars int) {
l.Tiles[pos].Heart = true l.Tiles[pos].Heart = true
hearts-- hearts--
} }
monsters := 1 + (4 * difficulty / 100) monsters := 2 + (6 * difficulty / 100)
minRandomMonster := (100 - difficulty) minRandomMonster := (100-difficulty)*80/100 + 10 // [90..10]
minChaserMonster := (200 - difficulty) / 2 minChaserMonster := (100-difficulty)*50/100 + 50 // [100..50]
for monsters > 0 { for monsters > 0 {
i := rand.Intn(len(positions)) i := rand.Intn(len(positions))
pos := positions[i] pos := positions[i]
@ -183,7 +190,6 @@ func (l *Level) Randomize(difficulty int, stars int) {
l.Monsters[pos] = &ChasingMonster{} l.Monsters[pos] = &ChasingMonster{}
default: default:
panic("not implemented") panic("not implemented")
// l.Monsters[pos] = monster
} }
monsters-- monsters--
} }