|
| 1 | +package main |
| 2 | + |
| 3 | +import ( |
| 4 | + "fmt" |
| 5 | + "image/color" |
| 6 | + "log" |
| 7 | + "math/rand" |
| 8 | + "time" |
| 9 | + |
| 10 | + "github.com/hajimehoshi/ebiten/v2" |
| 11 | + "github.com/hajimehoshi/ebiten/v2/ebitenutil" |
| 12 | +) |
| 13 | + |
| 14 | +const ( |
| 15 | + screenWidth = 320 // Width of the playing field |
| 16 | + screenHeight = 240 // Height of the playing field |
| 17 | + gridSize = 5 // Size of each grid cell |
| 18 | + initialSpeed = 3 // Frames between opponent moves |
| 19 | + winPercentage = 75.0 // Percentage to win the game |
| 20 | + initialOpponentX = screenWidth / (2 * gridSize) |
| 21 | + initialOpponentY = screenHeight / (2 * gridSize) |
| 22 | +) |
| 23 | + |
| 24 | +// Grid cell states |
| 25 | +const ( |
| 26 | + Empty = 0 // Empty cell |
| 27 | + Border = 1 // Border cell |
| 28 | + Captured = 2 // Captured area |
| 29 | + Opponent = 3 // Opponent cell |
| 30 | + PlayerTrail = 4 // Player trail |
| 31 | + AccessibleArea = 5 // Used during flood fill |
| 32 | +) |
| 33 | + |
| 34 | +var gameOver bool |
| 35 | + |
| 36 | +// Directions for movement |
| 37 | +var ( |
| 38 | + JOYSTICK_UP = ebiten.KeyArrowUp |
| 39 | + JOYSTICK_DOWN = ebiten.KeyArrowDown |
| 40 | + JOYSTICK_LEFT = ebiten.KeyArrowLeft |
| 41 | + JOYSTICK_RIGHT = ebiten.KeyArrowRight |
| 42 | +) |
| 43 | + |
| 44 | +// QixGame structure holds the game state |
| 45 | +type QixGame struct { |
| 46 | + playerX, playerY int // Player position |
| 47 | + opponentX, opponentY int // Opponent position |
| 48 | + opponentDX, opponentDY int // Opponent direction |
| 49 | + occupiedPercentage float64 // Percentage of the playfield occupied |
| 50 | + grid [][]int // Game grid |
| 51 | + prevPlayerPos int // Previous player position |
| 52 | + width, height int // Grid dimensions |
| 53 | + frameCount int // Frame counter |
| 54 | + moveInterval int // Frames between opponent moves |
| 55 | +} |
| 56 | + |
| 57 | +// Initialize a new game |
| 58 | +func NewGame() *QixGame { |
| 59 | + game := &QixGame{ |
| 60 | + playerX: 0, |
| 61 | + playerY: 0, |
| 62 | + opponentX: initialOpponentX, |
| 63 | + opponentY: initialOpponentY, |
| 64 | + opponentDX: 1, |
| 65 | + opponentDY: 1, |
| 66 | + width: screenWidth / gridSize, |
| 67 | + height: screenHeight / gridSize, |
| 68 | + prevPlayerPos: 1, |
| 69 | + occupiedPercentage: 0.0, |
| 70 | + moveInterval: initialSpeed, |
| 71 | + } |
| 72 | + |
| 73 | + // Initialize the grid with Empty |
| 74 | + game.grid = make([][]int, game.width) |
| 75 | + for i := range game.grid { |
| 76 | + game.grid[i] = make([]int, game.height) |
| 77 | + } |
| 78 | + |
| 79 | + game.initializeGame() |
| 80 | + return game |
| 81 | +} |
| 82 | + |
| 83 | +// Initialize game by drawing borders, placing player and opponent |
| 84 | +func (g *QixGame) initializeGame() { |
| 85 | + g.drawFrame() |
| 86 | + g.placePlayer() |
| 87 | + g.placeOpponent() |
| 88 | +} |
| 89 | + |
| 90 | +// Draw frame (border) |
| 91 | +func (g *QixGame) drawFrame() { |
| 92 | + for x := 0; x < g.width; x++ { |
| 93 | + g.grid[x][0] = Border |
| 94 | + g.grid[x][g.height-1] = Border |
| 95 | + } |
| 96 | + for y := 0; y < g.height; y++ { |
| 97 | + g.grid[0][y] = Border |
| 98 | + g.grid[g.width-1][y] = Border |
| 99 | + } |
| 100 | +} |
| 101 | + |
| 102 | +// Place player at a random position on the edge |
| 103 | +func (g *QixGame) placePlayer() { |
| 104 | + edgePositions := []struct{ x, y int }{} |
| 105 | + for x := 0; x < g.width; x++ { |
| 106 | + edgePositions = append(edgePositions, struct{ x, y int }{x, 0}) |
| 107 | + edgePositions = append(edgePositions, struct{ x, y int }{x, g.height - 1}) |
| 108 | + } |
| 109 | + for y := 1; y < g.height-1; y++ { |
| 110 | + edgePositions = append(edgePositions, struct{ x, y int }{0, y}) |
| 111 | + edgePositions = append(edgePositions, struct{ x, y int }{g.width - 1, y}) |
| 112 | + } |
| 113 | + |
| 114 | + pos := edgePositions[rand.Intn(len(edgePositions))] |
| 115 | + g.playerX, g.playerY = pos.x, pos.y |
| 116 | +} |
| 117 | + |
| 118 | +// Place opponent at random position inside the playfield |
| 119 | +func (g *QixGame) placeOpponent() { |
| 120 | + for { |
| 121 | + x := rand.Intn(g.width-2) + 1 |
| 122 | + y := rand.Intn(g.height-2) + 1 |
| 123 | + if g.grid[x][y] == Empty { |
| 124 | + g.opponentX, g.opponentY = x, y |
| 125 | + g.grid[g.opponentX][g.opponentY] = Opponent |
| 126 | + break |
| 127 | + } |
| 128 | + } |
| 129 | +} |
| 130 | + |
| 131 | +// Update is called on every frame update |
| 132 | +func (g *QixGame) Update() error { |
| 133 | + if gameOver { |
| 134 | + if ebiten.IsKeyPressed(ebiten.KeySpace) { |
| 135 | + *g = *NewGame() |
| 136 | + gameOver = false |
| 137 | + } |
| 138 | + return nil |
| 139 | + } |
| 140 | + |
| 141 | + g.frameCount++ |
| 142 | + |
| 143 | + // Move opponent every 'moveInterval' frames |
| 144 | + if g.frameCount%g.moveInterval == 0 { |
| 145 | + g.moveOpponent() |
| 146 | + } |
| 147 | + |
| 148 | + // Move player based on input |
| 149 | + g.movePlayer() |
| 150 | + |
| 151 | + // Check win condition |
| 152 | + if g.occupiedPercentage >= winPercentage { |
| 153 | + gameOver = true |
| 154 | + } |
| 155 | + |
| 156 | + return nil |
| 157 | +} |
| 158 | + |
| 159 | +// Draw the game frame |
| 160 | +func (g *QixGame) Draw(screen *ebiten.Image) { |
| 161 | + // Clear screen |
| 162 | + screen.Fill(color.Black) |
| 163 | + |
| 164 | + // Draw grid and game objects |
| 165 | + for x := 0; x < g.width; x++ { |
| 166 | + for y := 0; y < g.height; y++ { |
| 167 | + switch g.grid[x][y] { |
| 168 | + case Border: |
| 169 | + ebitenutil.DrawRect(screen, float64(x*gridSize), float64(y*gridSize), gridSize, gridSize, color.RGBA{0, 0, 255, 255}) |
| 170 | + case Captured: |
| 171 | + ebitenutil.DrawRect(screen, float64(x*gridSize), float64(y*gridSize), gridSize, gridSize, color.RGBA{0, 0, 255, 255}) |
| 172 | + case Opponent: |
| 173 | + ebitenutil.DrawRect(screen, float64(x*gridSize), float64(y*gridSize), gridSize, gridSize, color.RGBA{255, 0, 0, 255}) |
| 174 | + case PlayerTrail: |
| 175 | + ebitenutil.DrawRect(screen, float64(x*gridSize), float64(y*gridSize), gridSize, gridSize, color.RGBA{0, 255, 0, 255}) |
| 176 | + } |
| 177 | + } |
| 178 | + } |
| 179 | + |
| 180 | + // Draw player |
| 181 | + ebitenutil.DrawRect(screen, float64(g.playerX*gridSize), float64(g.playerY*gridSize), gridSize, gridSize, color.RGBA{0, 255, 0, 255}) |
| 182 | + |
| 183 | + // Display score (occupied percentage) |
| 184 | + scoreMsg := fmt.Sprintf("Occupied: %.2f%%", g.occupiedPercentage) |
| 185 | + ebitenutil.DebugPrintAt(screen, scoreMsg, 10, screenHeight-20) |
| 186 | + |
| 187 | + // Display win message |
| 188 | + if g.occupiedPercentage >= winPercentage { |
| 189 | + msg := "YOU WIN! Press 'Space' to Restart" |
| 190 | + ebitenutil.DebugPrintAt(screen, msg, screenWidth/2-100, screenHeight/2-10) |
| 191 | + } |
| 192 | + |
| 193 | + // Display game over message |
| 194 | + if gameOver && g.occupiedPercentage < winPercentage { |
| 195 | + msg := "GAME OVER! Press 'Space' to Restart" |
| 196 | + ebitenutil.DebugPrintAt(screen, msg, screenWidth/2-100, screenHeight/2-10) |
| 197 | + } |
| 198 | +} |
| 199 | + |
| 200 | +// Layout defines the game window size |
| 201 | +func (g *QixGame) Layout(outsideWidth, outsideHeight int) (int, int) { |
| 202 | + return screenWidth, screenHeight |
| 203 | +} |
| 204 | + |
| 205 | +// Move the player based on keyboard input |
| 206 | +func (g *QixGame) movePlayer() { |
| 207 | + var newX, newY int = g.playerX, g.playerY |
| 208 | + if ebiten.IsKeyPressed(JOYSTICK_UP) { |
| 209 | + newY-- |
| 210 | + } else if ebiten.IsKeyPressed(JOYSTICK_DOWN) { |
| 211 | + newY++ |
| 212 | + } else if ebiten.IsKeyPressed(JOYSTICK_LEFT) { |
| 213 | + newX-- |
| 214 | + } else if ebiten.IsKeyPressed(JOYSTICK_RIGHT) { |
| 215 | + newX++ |
| 216 | + } else { |
| 217 | + return // No movement key pressed |
| 218 | + } |
| 219 | + |
| 220 | + // Ensure player stays within the bounds |
| 221 | + if newX >= 0 && newX < g.width && newY >= 0 && newY < g.height { |
| 222 | + cellValue := g.grid[newX][newY] |
| 223 | + switch cellValue { |
| 224 | + case Empty: |
| 225 | + // Moving into empty space, mark trail |
| 226 | + g.grid[newX][newY] = PlayerTrail |
| 227 | + g.prevPlayerPos = 0 |
| 228 | + case Border, Captured: |
| 229 | + if g.prevPlayerPos == 0 { |
| 230 | + g.closeArea(newX, newY) |
| 231 | + } |
| 232 | + g.prevPlayerPos = 1 |
| 233 | + case Opponent, PlayerTrail: |
| 234 | + // Collision, game over |
| 235 | + gameOver = true |
| 236 | + return |
| 237 | + } |
| 238 | + g.playerX, g.playerY = newX, newY |
| 239 | + } |
| 240 | +} |
| 241 | + |
| 242 | +// Close the area when player reconnects to the border or their trail |
| 243 | +func (g *QixGame) closeArea(x, y int) { |
| 244 | + // Convert all player trails to permanent borders |
| 245 | + for i := 0; i < g.width; i++ { |
| 246 | + for j := 0; j < g.height; j++ { |
| 247 | + if g.grid[i][j] == PlayerTrail { |
| 248 | + g.grid[i][j] = Border |
| 249 | + } |
| 250 | + } |
| 251 | + } |
| 252 | + |
| 253 | + // Perform flood fill from the opponent's position |
| 254 | + g.floodFill(g.opponentX, g.opponentY) |
| 255 | + |
| 256 | + // Mark areas not accessible from the opponent as captured |
| 257 | + for i := 0; i < g.width; i++ { |
| 258 | + for j := 0; j < g.height; j++ { |
| 259 | + switch g.grid[i][j] { |
| 260 | + case Empty: |
| 261 | + g.grid[i][j] = Captured |
| 262 | + case AccessibleArea: |
| 263 | + g.grid[i][j] = Empty |
| 264 | + } |
| 265 | + } |
| 266 | + } |
| 267 | + |
| 268 | + // Re-mark the opponent's position |
| 269 | + g.grid[g.opponentX][g.opponentY] = Opponent |
| 270 | + |
| 271 | + // Recalculate occupied percentage |
| 272 | + g.calculateOccupiedPercentage() |
| 273 | +} |
| 274 | + |
| 275 | +// Flood fill to determine the opponent's accessible area |
| 276 | +func (g *QixGame) floodFill(x, y int) { |
| 277 | + queue := []struct{ x, y int }{{x, y}} |
| 278 | + visited := make(map[[2]int]bool) |
| 279 | + visited[[2]int{x, y}] = true |
| 280 | + |
| 281 | + for len(queue) > 0 { |
| 282 | + current := queue[0] |
| 283 | + queue = queue[1:] |
| 284 | + |
| 285 | + directions := []struct{ dx, dy int }{ |
| 286 | + {1, 0}, {-1, 0}, {0, 1}, {0, -1}, |
| 287 | + } |
| 288 | + |
| 289 | + for _, dir := range directions { |
| 290 | + nx, ny := current.x+dir.dx, current.y+dir.dy |
| 291 | + if nx >= 0 && nx < g.width && ny >= 0 && ny < g.height { |
| 292 | + if !visited[[2]int{nx, ny}] && (g.grid[nx][ny] == Empty || g.grid[nx][ny] == Opponent) { |
| 293 | + g.grid[nx][ny] = AccessibleArea |
| 294 | + visited[[2]int{nx, ny}] = true |
| 295 | + queue = append(queue, struct{ x, y int }{nx, ny}) |
| 296 | + } |
| 297 | + } |
| 298 | + } |
| 299 | + } |
| 300 | +} |
| 301 | + |
| 302 | +// Calculate how much of the playfield has been occupied |
| 303 | +func (g *QixGame) calculateOccupiedPercentage() { |
| 304 | + total := g.width * g.height |
| 305 | + occupied := 0 |
| 306 | + for x := 0; x < g.width; x++ { |
| 307 | + for y := 0; y < g.height; y++ { |
| 308 | + if g.grid[x][y] == Captured { |
| 309 | + occupied++ |
| 310 | + } |
| 311 | + } |
| 312 | + } |
| 313 | + g.occupiedPercentage = (float64(occupied) / float64(total)) * 100 |
| 314 | +} |
| 315 | + |
| 316 | +// Move the opponent and handle collisions |
| 317 | +func (g *QixGame) moveOpponent() { |
| 318 | + nextX := g.opponentX + g.opponentDX |
| 319 | + nextY := g.opponentY + g.opponentDY |
| 320 | + |
| 321 | + // Check for collision with borders or captured areas |
| 322 | + if g.grid[nextX][nextY] == Border || g.grid[nextX][nextY] == Captured { |
| 323 | + // Reverse direction upon collision |
| 324 | + if g.grid[nextX][g.opponentY] == Border || g.grid[nextX][g.opponentY] == Captured { |
| 325 | + g.opponentDX = -g.opponentDX |
| 326 | + } |
| 327 | + if g.grid[g.opponentX][nextY] == Border || g.grid[g.opponentX][nextY] == Captured { |
| 328 | + g.opponentDY = -g.opponentDY |
| 329 | + } |
| 330 | + nextX = g.opponentX + g.opponentDX |
| 331 | + nextY = g.opponentY + g.opponentDY |
| 332 | + } |
| 333 | + |
| 334 | + // Check for collision with player trail or player |
| 335 | + if g.grid[nextX][nextY] == PlayerTrail || (nextX == g.playerX && nextY == g.playerY) { |
| 336 | + gameOver = true |
| 337 | + return |
| 338 | + } |
| 339 | + |
| 340 | + // Clear current position |
| 341 | + g.grid[g.opponentX][g.opponentY] = Empty |
| 342 | + |
| 343 | + // Update position |
| 344 | + g.opponentX = nextX |
| 345 | + g.opponentY = nextY |
| 346 | + |
| 347 | + // Set new position |
| 348 | + g.grid[g.opponentX][g.opponentY] = Opponent |
| 349 | +} |
| 350 | + |
| 351 | +// Main loop |
| 352 | +func (g *QixGame) Run() { |
| 353 | + ebiten.SetWindowSize(screenWidth*2, screenHeight*2) |
| 354 | + ebiten.SetWindowTitle("Qix/Xonix Game") |
| 355 | + |
| 356 | + if err := ebiten.RunGame(g); err != nil { |
| 357 | + log.Fatal(err) |
| 358 | + } |
| 359 | +} |
| 360 | + |
| 361 | +func main() { |
| 362 | + rand.Seed(time.Now().UnixNano()) |
| 363 | + game := NewGame() |
| 364 | + game.Run() |
| 365 | +} |
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