package main import ( // Misc. "log" "math/rand" // Ambition p "github.com/devraza/ambition/frontend/player" u "github.com/devraza/ambition/frontend/ui" // Ebitengine "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" ) // Create the `Game` struct type Game struct { ui u.UI activePlayer p.Player } // Define the window width/height const ( window_width = 1440 window_height = 960 ) // Update implements Game func (g *Game) Update() error { g.ui.Base.Update() g.activePlayer.Update() return nil } // Draw implements Game func (g *Game) Draw(screen *ebiten.Image) { // Draw the UI onto the screen g.ui.Base.Draw(screen) ebitenutil.DebugPrint(screen, g.activePlayer.JwtToken) } // Layout implements Game func (g *Game) Layout(outsideWidth, outsideHeight int) (screenWidth, screenHeight int) { return outsideWidth, outsideHeight } // Main function func main() { // Randomize window titles! window_titles := []string{ "coding into the online cyberframe", "seriously prideful", "[REDACTED]", "just another day of shooting down bevies", "mud is delicious", } window_title := "Ambition: " + window_titles[rand.Intn(len(window_titles))] // Engine setup ebiten.SetWindowSize(window_width, window_height) ebiten.SetWindowTitle(window_title) // Initialise the game game := Game{} game.activePlayer = p.NewPlayer() game.ui = u.UiInit(window_width, window_height, &game.activePlayer) // Log and exit on error if err := ebiten.RunGame(&game); err != nil { log.Fatal(err) } }