diff --git a/frontend/go.mod b/frontend/go.mod index 2f5958c..22fbfc9 100644 --- a/frontend/go.mod +++ b/frontend/go.mod @@ -4,7 +4,9 @@ go 1.20 require ( github.com/ebitenui/ebitenui v0.5.4 + github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 github.com/hajimehoshi/ebiten/v2 v2.5.5 + golang.org/x/image v0.7.0 ) require ( @@ -12,7 +14,6 @@ require ( github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b // indirect github.com/jezek/xgb v1.1.0 // indirect golang.org/x/exp v0.0.0-20190731235908-ec7cb31e5a56 // indirect - golang.org/x/image v0.7.0 // indirect golang.org/x/mobile v0.0.0-20230427221453-e8d11dd0ba41 // indirect golang.org/x/sync v0.2.0 // indirect golang.org/x/sys v0.8.0 // indirect diff --git a/frontend/go.sum b/frontend/go.sum index 59a39b7..1364e7e 100644 --- a/frontend/go.sum +++ b/frontend/go.sum @@ -7,6 +7,7 @@ github.com/ebitenui/ebitenui v0.5.4/go.mod h1:2iyyjninLWNQLZ+pdV/eJ9vRnSs+I+HrzE github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b h1:GgabKamyOYguHqHjSkDACcgoPIz3w0Dis/zJ1wyHHHU= github.com/go-gl/glfw/v3.3/glfw v0.0.0-20221017161538-93cebf72946b/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g= +github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k= github.com/hajimehoshi/bitmapfont/v2 v2.2.3 h1:jmq/TMNj352V062Tr5e3hAoipkoxCbY1JWTzor0zNps= github.com/hajimehoshi/ebiten/v2 v2.5.5 h1:TJNoZsYJYUyFucwE56QRSgmZ+/cklUt1YrwpQVC5vjs= github.com/hajimehoshi/ebiten/v2 v2.5.5/go.mod h1:mnHSOVysTr/nUZrN1lBTRqhK4NG+T9NR3JsJP2rCppk= diff --git a/frontend/main.go b/frontend/main.go index 520df0c..c6f8790 100644 --- a/frontend/main.go +++ b/frontend/main.go @@ -6,23 +6,22 @@ import ( // Logs "log" - - "strconv" // Ebitengine "github.com/hajimehoshi/ebiten/v2" - "github.com/hajimehoshi/ebiten/v2/ebitenutil" + // "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) // Create the `Game` struct type Game struct { - ui UI + ui UI activePlayer Player } +// Define the window width/height const ( - window_width = 640 - window_height = 480 + window_width = 1440 + window_height = 960 ) // Update implements Game @@ -36,11 +35,6 @@ func (g *Game) Update() error { func (g *Game) Draw(screen *ebiten.Image) { // Draw the UI onto the screen g.ui.base.Draw(screen) - - ebitenutil.DebugPrintAt(screen, "health: " + strconv.Itoa(g.activePlayer.health), 0, 0) - ebitenutil.DebugPrintAt(screen, "level: " + strconv.Itoa(g.activePlayer.level), 0, 10) - ebitenutil.DebugPrintAt(screen, "exp: " + strconv.Itoa(int(g.activePlayer.exp)), 0, 20) - ebitenutil.DebugPrintAt(screen, "ambittion: " + strconv.Itoa(int(g.activePlayer.ambition)), 0, 30) } // Layout implements Game @@ -63,13 +57,14 @@ func main() { // Engine setup ebiten.SetWindowSize(window_width, window_height) ebiten.SetWindowTitle(window_title) - + + // Initialise the test player testPlayer := initPlayer() // Initialise the game game := Game{ // Initialise the UI - ui: uiInit(window_width, window_height), + ui: uiInit(window_width, window_height), activePlayer: testPlayer, } diff --git a/frontend/player.go b/frontend/player.go index ea12fd0..08d47bf 100644 --- a/frontend/player.go +++ b/frontend/player.go @@ -1,43 +1,76 @@ package main -import ( - "math/rand" -) +import () +// The player struct type Player struct { - health int - level int - exp float32 - ambition float32 + health int + defense int + level int + exp float32 + ambition float32 + ambition_max float32 } -// NOTE(midnadimple): These gates are temporary. We'll decide on real values later -var level_gates = map[int]float32{ - 1: 100.0, - 2: 150.0, - 3: 300.0, -} +// Create the maps for the level/(max) ambition gates +var level_gates = make(map[int]float32) +var level_ambition = make(map[int]float32) // TODO(midnadimple): Move player initialization to server upon login func initPlayer() Player { return Player{ - health: 100, - level: 1, - exp: 0.0, - ambition: (rand.Float32() * 10), // NOTE(midnadimple): In the future this will be affected by player activity + health: 100, + level: 1, + exp: 0.0, + ambition: 0.0, // NOTE(midnadimple): In the future this will be affected by player activity + ambition_max: level_ambition[1], // NOTE(midnadimple): In the future this will be affected by player activity } } +// Formula for XP gain - extremely simple +func gain(basexp float32, modifier float32) float32 { + gain := basexp * modifier + return gain +} + +// Update the player func (p *Player) update() { // TODO(midnadimple): update health upon damage - + + // Auto-generate the level gates + level_gates[1] = 500 + for i := 0; i <= 1000; i++ { + if i >= 2 { + switch { + case i <= 10: + level_gates[i] = level_gates[i-1] * 1.2 + case (i <= 100) && (i > 10): + level_gates[i] = level_gates[i-1] * 1.1 + case (i <= 1000) && (i > 100): + level_gates[i] = level_gates[i-1] * 1.005 + } + } + } + + // Auto-generate maximum ambition gates + level_ambition[1] = 10 + for i := 0; i <= 1000; i++ { + if i >= 2 { + switch { + case i <= 10: + level_ambition[i] = level_ambition[i-1] * 1.1 + case (i <= 100) && (i > 10): + level_ambition[i] = level_ambition[i-1] * 1.05 + case (i <= 1000) && (i > 100): + level_ambition[i] = level_ambition[i-1] * 1.00005 + } + } + } + + // Set the XP to 0 and increase both the level and max ambition on level up if p.exp >= level_gates[p.level] { p.exp = 0.0 p.level += 1 + p.ambition_max = level_ambition[p.level] } - - // NOTE(midnadimple): This formula for exp gain is pretty simple, maybe devraza can think of - // a more practical one - p.exp += 10.0 * (1.0/60.0) * p.ambition - -} \ No newline at end of file +} diff --git a/frontend/ui.go b/frontend/ui.go index b1c7789..f5a634b 100644 --- a/frontend/ui.go +++ b/frontend/ui.go @@ -5,45 +5,57 @@ import ( img "image" "image/color" + // String convert + "strconv" + // EbitenUI "github.com/ebitenui/ebitenui" "github.com/ebitenui/ebitenui/image" "github.com/ebitenui/ebitenui/widget" + + // Fonts + "github.com/devraza/ambition/assets/fonts" + "github.com/golang/freetype/truetype" + "golang.org/x/image/font" ) type UI struct { - base ebitenui.UI - colors map[string]color.RGBA + base ebitenui.UI + colors map[string]color.RGBA width, height int } +// The `hazakura` colorscheme (default) +var hazakura = map[string]color.RGBA{ + // The monotone colors + "dark_black": color.RGBA{0x0f, 0x0f, 0x0d, 0xff}, + "black": color.RGBA{0x15, 0x15, 0x17, 0xff}, + "dark_gray": color.RGBA{0x24, 0x24, 0x26, 0xff}, + "gray": color.RGBA{0x27, 0x27, 0x2b, 0xff}, + "light_gray": color.RGBA{0x45, 0x44, 0x49, 0xff}, + "overlay": color.RGBA{0x5c, 0x5c, 0x61, 0xff}, + "highlight": color.RGBA{0xd9, 0x0, 0xd7, 0xff}, + "subwhite": color.RGBA{0xec, 0xe5, 0xea, 0xff}, + + // Actual* colors + "red": color.RGBA{0xf0, 0x69, 0x69, 0xff}, + "magenta": color.RGBA{0xe8, 0x87, 0xbb, 0xff}, + "purple": color.RGBA{0xa2, 0x92, 0xe8, 0xff}, + "blue": color.RGBA{0x78, 0xb9, 0xc4, 0xff}, + "cyan": color.RGBA{0x7e, 0xe6, 0xae, 0xff}, + "green": color.RGBA{0x91, 0xd6, 0x5c, 0xff}, + "yellow": color.RGBA{0xd9, 0xd5, 0x64, 0xff}, +} + // Function for UI initialization func uiInit(width, height int) UI { var ui UI - // The `hazakura` colorscheme - { - hazakura := make(map[string]color.RGBA) - // The monotone colors - hazakura["dark_black"] = color.RGBA{0x0f, 0x0f, 0x0d, 0xff} - hazakura["black"] = color.RGBA{0x15, 0x15, 0x17, 0xff} - hazakura["dark_gray"] = color.RGBA{0x24, 0x24, 0x26, 0xff} - hazakura["gray"] = color.RGBA{0x27, 0x27, 0x2b, 0xff} - hazakura["light_gray"] = color.RGBA{0x45, 0x44, 0x49, 0xff} - hazakura["overlay"] = color.RGBA{0x5c, 0x5c, 0x61, 0xff} - hazakura["highlight"] = color.RGBA{0xd9, 0x0, 0xd7, 0xff} - hazakura["subwhite"] = color.RGBA{0xec, 0xe5, 0xea, 0xff} - // Actual* colors - hazakura["red"] = color.RGBA{0xf0, 0x69, 0x69, 0xff} - hazakura["magenta"] = color.RGBA{0xe8, 0x87, 0xbb, 0xff} - hazakura["purple"] = color.RGBA{0xa2, 0x92, 0xe8, 0xff} - hazakura["blue"] = color.RGBA{0x78, 0xb9, 0xc4, 0xff} - hazakura["cyan"] = color.RGBA{0x7e, 0xe6, 0xae, 0xff} - hazakura["green"] = color.RGBA{0x91, 0xd6, 0x5c, 0xff} - hazakura["yellow"] = color.RGBA{0xd9, 0xd5, 0x64, 0xff} + // Define the UI colors + ui.colors = hazakura - ui.colors = hazakura - } + // Load the images for the button states + buttonImage, _ := loadButtonImage() // Get the window width/height ui.width = width @@ -55,12 +67,82 @@ func uiInit(width, height int) UI { widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["dark_black"])), ) + // Load the text font + face, _ := loadFont(10) + + tabProfile := widget.NewTabBookTab("Profile", + widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])), + widget.ContainerOpts.Layout(widget.NewGridLayout( + //Define number of columns in the grid + widget.GridLayoutOpts.Columns(2), + widget.GridLayoutOpts.Spacing(10, 10), + //specify the Stretch for each row and column. + widget.GridLayoutOpts.Stretch([]bool{false, true}, nil), + )), + ) + // TODO(devraza): Show all of the player's stats + // health := widget.NewButton( + // widget.ButtonOpts.Text(strconv.Itoa(activePlayer.health), face, buttonTextColor), + // ) + tabProfile.AddChild(health) + + tabInventory := widget.NewTabBookTab("Inventory", + widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(color.NRGBA{0, 255, 0, 0xff})), + widget.ContainerOpts.Layout(widget.NewAnchorLayout()), + ) + inventoryButton := widget.NewText( + widget.TextOpts.Text("Inventory content", face, color.Black), + widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter), + widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{ + HorizontalPosition: widget.AnchorLayoutPositionCenter, + VerticalPosition: widget.AnchorLayoutPositionCenter, + })), + ) + tabInventory.AddChild(inventoryButton) + + tabOther := widget.NewTabBookTab("Other", + widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(color.NRGBA{0, 255, 0, 0xff})), + widget.ContainerOpts.Layout(widget.NewAnchorLayout()), + ) + otherButton := widget.NewText( + widget.TextOpts.Text("Other content", face, color.Black), + widget.TextOpts.Position(widget.TextPositionCenter, widget.TextPositionCenter), + widget.TextOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{ + HorizontalPosition: widget.AnchorLayoutPositionCenter, + VerticalPosition: widget.AnchorLayoutPositionCenter, + })), + ) + tabOther.AddChild(otherButton) + + // Create the tabbook widget + leftTabs := widget.NewTabBook( + widget.TabBookOpts.TabButtonImage(buttonImage), + widget.TabBookOpts.TabButtonText(face, &widget.ButtonTextColor{Idle: color.White}), + widget.TabBookOpts.TabButtonSpacing(0), + widget.TabBookOpts.ContainerOpts( + widget.ContainerOpts.WidgetOpts(widget.WidgetOpts.LayoutData(widget.AnchorLayoutData{ + StretchHorizontal: true, + StretchVertical: true, + HorizontalPosition: widget.AnchorLayoutPositionCenter, + VerticalPosition: widget.AnchorLayoutPositionCenter, + }), + ), + ), + widget.TabBookOpts.TabButtonOpts( + widget.ButtonOpts.TextPadding(widget.NewInsetsSimple(5)), + widget.ButtonOpts.WidgetOpts(widget.WidgetOpts.MinSize(int(float32(width)/(3.5*3)), 0)), + ), + widget.TabBookOpts.Tabs(tabProfile, tabInventory, tabOther), + ) // Define the left bar container leftBar := widget.NewContainer( widget.ContainerOpts.BackgroundImage(image.NewNineSliceColor(ui.colors["gray"])), ) + // Add the tabbook to the left bar + leftBar.AddChild(leftTabs) + // Set the position and size of the left bar - leftBar.SetLocation(img.Rect(0, 0, int(float64(width)/3.5), height)) + leftBar.SetLocation(img.Rect(0, 0, int(float32(width)/3.5), height)) // Add the left bar to the root container root.AddChild(leftBar) @@ -68,3 +150,32 @@ func uiInit(width, height int) UI { return ui } + +func loadButtonImage() (*widget.ButtonImage, error) { + idle := image.NewNineSliceColor(hazakura["black"]) + hover := image.NewNineSliceColor(hazakura["light_gray"]) + pressed := image.NewNineSliceColor(hazakura["gray"]) + pressedHover := image.NewNineSliceColor(hazakura["gray"]) + disabled := image.NewNineSliceColor(hazakura["overlay"]) + + return &widget.ButtonImage{ + Idle: idle, + Hover: hover, + Pressed: pressed, + PressedHover: pressedHover, + Disabled: disabled, + }, nil +} + +func loadFont(size float64) (font.Face, error) { + ttfFont, err := truetype.Parse(fonts.IosevkaBold_ttf) + if err != nil { + return nil, err + } + + return truetype.NewFace(ttfFont, &truetype.Options{ + Size: size, + DPI: 72, + Hinting: font.HintingFull, + }), nil +}