Refactor into cmd, engine and game packages to make the code more clear
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9 changed files with 6 additions and 6 deletions
16
engine/render/constants.go
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16
engine/render/constants.go
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package render
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const (
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// WIDTH defines the width of the rendering surface in pixels.
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// This is the logical resolution of the renderer, not the actual window size.
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// The final image will be scaled to fit the window.
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WIDTH = 224
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// HEIGHT defines the height of the rendering surface in pixels.
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// Like WIDTH, this is the fixed resolution used for tile-based rendering.
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HEIGHT = 288
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// TileSize defines the size of a single tile in pixels.
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// All tile-based rendering operates on this 8×8 pixel grid.
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TileSize = 8
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)
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83
engine/render/render.go
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83
engine/render/render.go
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// Package render provides a tile-based rendering system inspired by the NES 8-bit graphics API.
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//
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// This is not an emulator, but rather a rendering layer designed to mimic the style
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// and constraints of 8-bit consoles. It exposes a simplified API for tile-based drawing,
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// allowing rendering of graphics in a grid-based fashion similar to early consoles.
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//
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// The render target is an off-screen texture with a fixed resolution of 224×288 pixels,
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// divided into 8x8 pixel tiles:
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//
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// - Screen dimensions: 28 tiles wide, 36 tiles high
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// - Tile size: 8x8 pixels
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//
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// This off-screen texture is then scaled to fit the actual window size when presented to the screen.
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// Rendering is double-buffered and must follow a Begin/Draw/End pattern each frame.
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package render
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import rl "github.com/gen2brain/raylib-go/raylib"
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// target is the off-screen render target where all drawing operations are performed.
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// It has a fixed resolution of WIDTHxHEIGHT and is later scaled to the window size.
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var target rl.RenderTexture2D
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// Init initializes the rendering system.
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//
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// It creates an off-screen render texture with the fixed resolution defined by WIDTH and HEIGHT.
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// This texture is where all tiles and game graphics are drawn before being scaled and presented.
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func Init() {
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target = rl.LoadRenderTexture(WIDTH, HEIGHT)
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}
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// Exit shuts down the rendering system.
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//
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// It unloads the render texture and frees any associated GPU resources.
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// This should be called before the application exits.
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func Exit() {
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rl.UnloadRenderTexture(target)
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}
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// Begin prepares the rendering system for a new frame.
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//
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// It binds the off-screen texture target and clears it to a black background.
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// All tile drawing operations (e.g., DrawTile) should occur after Begin() and
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// before End().
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func Begin() {
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// Bind texture so that all draw calls after are applied to target texture
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rl.BeginTextureMode(target)
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// Clear background
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rl.ClearBackground(rl.Black)
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}
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// End finalizes the current frame and displays it on the screen.
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//
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// It ends the off-screen drawing session and stretches the texture target
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// to fill the window. This function must be called after all drawing is done.
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func End() {
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// End drawing to the texture target.
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rl.EndTextureMode()
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// Begin drawing to screen buffer.
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rl.BeginDrawing()
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// Define source rectangle (flip vertically to match coordinate systems).
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src := rl.Rectangle{
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X: 0,
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Y: 0,
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Width: float32(target.Texture.Width),
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Height: -float32(target.Texture.Height),
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}
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// Define destination rectangle (window).
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dest := rl.Rectangle{
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X: 0,
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Y: 0,
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Width: float32(rl.GetScreenWidth()),
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Height: float32(rl.GetScreenHeight()),
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}
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// Blit the off-screen texture to the screen.
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rl.DrawTexturePro(target.Texture, src, dest, rl.Vector2Zero(), 0.0, rl.White)
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// End drawing to screen.
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rl.EndDrawing()
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}
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28
engine/render/tile.go
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28
engine/render/tile.go
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package render
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import (
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"pacman/game/assets"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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// DrawTile draws a single tile at the specified tile coordinates (x, y).
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//
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// The coordinates are in tile space, not pixels. The top-left tile is (0, 0),
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// and the bottom-right is (27, 35) given the fixed resolution and tile size.
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//
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// The appearance of the tile is determined by the provided assets.Tile value.
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func DrawTile(x, y uint8, tile assets.Tile) {
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px := int32(x) * TileSize
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py := int32(y) * TileSize
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// For now, just draw simple circles and rectangles.
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switch tile {
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case assets.TILE_PELLET:
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rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 1, rl.Beige)
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case assets.TILE_POWER_PELLET:
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rl.DrawCircle(px+(TileSize/2), py+(TileSize/2), 2, rl.Beige)
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case assets.TILE_WALL:
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rl.DrawRectangle(px, py, TileSize, TileSize, rl.DarkBlue)
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}
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}
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