CodingLand/pkg/main.go

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package main
import (
"git.solsynth.dev/highland/codingland/pkg/internal/entities"
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"git.solsynth.dev/highland/codingland/pkg/internal/land"
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"git.solsynth.dev/highland/codingland/pkg/internal/land/ui"
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"git.solsynth.dev/highland/codingland/pkg/internal/tiles"
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"github.com/veandco/go-sdl2/ttf"
"log"
"runtime"
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"time"
"github.com/veandco/go-sdl2/sdl"
)
const (
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windowWidth = 720
windowHeight = 480
)
func init() {
runtime.LockOSThread()
}
func main() {
if err := sdl.Init(sdl.INIT_EVERYTHING); err != nil {
log.Fatalf("Failed to initialize SDL: %s", err)
}
defer sdl.Quit()
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if err := ttf.Init(); err != nil {
log.Fatalf("Failed to initialize SDL ttf: %s", err)
}
defer ttf.Quit()
window, err := sdl.CreateWindow("CodingLand", sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED, windowWidth, windowHeight, sdl.WINDOW_SHOWN)
if err != nil {
log.Fatalf("Failed to create window: %s", err)
}
defer window.Destroy()
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED|sdl.RENDERER_PRESENTVSYNC)
if err != nil {
log.Fatalf("Failed to create renderer: %s", err)
}
defer renderer.Destroy()
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font, err := ttf.OpenFont("assets/fonts/NotoSans.ttf", 14)
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if err != nil {
log.Fatalf("Failed to open font: %s", err)
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} else {
font.SetStyle(ttf.STYLE_BOLD)
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}
defer font.Close()
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root := land.NewRootObject()
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root.AddChild(&entities.Player{
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Position: land.Vector2D{X: windowWidth/2 - 25, Y: windowHeight/2 - 25},
Size: land.Vector2D{X: 50, Y: 50},
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})
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root.AddChild(&tiles.Tile{
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Position: land.Vector2D{X: 50, Y: 50},
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Size: land.Vector2D{X: 50, Y: 50},
})
root.AddOverlay(&ui.ButtonWidget{
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BaseWidget: land.BaseWidget{
IsVisible: true,
Position: land.Vector2D{X: windowWidth/2 - 60, Y: windowHeight/2 - 25},
Size: land.Vector2D{X: 120, Y: 50},
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},
Label: "Hello, World!",
Font: font,
OnClick: func(_ land.Vector2D) {
log.Println("你惊扰了古希腊掌控按钮的神")
},
})
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// 10ms delay use be 100tps average
go root.RunEventLoop(10 * time.Millisecond)
running := true
for running {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
running = false
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default:
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root.HandleUserEvent(event)
}
}
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// Draw the entire object tree
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root.Draw(renderer)
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// Show on the screen
renderer.Present()
}
}