feat(frontend): Basic Player Init

Player has health, level, exp (which is gained constantly while online)
and ambition (which affects the rate of exp gain). More stats will be
added later. This is mostly just a test implementation. Will clean up
later.
This commit is contained in:
Abdulmujeeb Raji 2023-07-23 09:20:48 +01:00
parent 8b0bcef568
commit 9157bfe8a1
2 changed files with 56 additions and 0 deletions

View file

@ -6,14 +6,18 @@ import (
// Logs
"log"
"strconv"
// Ebitengine
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
)
// Create the `Game` struct
type Game struct {
ui UI
activePlayer Player
}
const (
@ -24,6 +28,7 @@ const (
// Update implements Game
func (g *Game) Update() error {
g.ui.base.Update()
g.activePlayer.update()
return nil
}
@ -31,6 +36,11 @@ 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
@ -53,11 +63,14 @@ func main() {
// Engine setup
ebiten.SetWindowSize(window_width, window_height)
ebiten.SetWindowTitle(window_title)
testPlayer := initPlayer()
// Initialise the game
game := Game{
// Initialise the UI
ui: uiInit(window_width, window_height),
activePlayer: testPlayer,
}
// Log and exit on error

43
frontend/player.go Normal file
View file

@ -0,0 +1,43 @@
package main
import (
"math/rand"
)
type Player struct {
health int
level int
exp float32
ambition 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,
}
// 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
}
}
func (p *Player) update() {
// TODO(midnadimple): update health upon damage
if p.exp >= level_gates[p.level] {
p.exp = 0.0
p.level += 1
}
// 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
}