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main.go
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main.go
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package main
import (
"deepdungeons/enemies"
"deepdungeons/hero"
"deepdungeons/items"
"deepdungeons/libtxt"
"embed"
"fmt"
"math/rand"
"os"
"time"
)
//go:embed text
var text embed.FS
func check(err error){
if err != nil { panic(err) }
}
func savegame(leveln int) {
var savedata []byte
savedata = append(savedata, byte(leveln))
savedata = append(savedata, byte(hero.Health))
savedata = append(savedata, byte(hero.Armor))
savedata = append(savedata, byte(hero.Arrows))
if hero.HasSword {
savedata = append(savedata, byte(1))
} else {
savedata = append(savedata, byte(0))
}
if hero.HasBow {
savedata = append(savedata, byte(1))
} else {
savedata = append(savedata, byte(0))
}
err := os.WriteFile("save", savedata, 0644)
check(err)
}
func loadlevel(leveln int) bool {
enemies.KillAll()
if leveln < 10 || leveln > 14 {
libtxt.LoadScene(fmt.Sprintf("lvls/lvl%d.dd", leveln))
} else {
libtxt.LoadScene("lvls/lvl1.dd")
libtxt.Screen.S[6][48] = 'D'
libtxt.Screen.S[4][48] = 'D'
libtxt.Screen.S[10][48] = 'D'
libtxt.Screen.S[12][48] = 'D'
}
if leveln != 20 {
enemies.LoadEnemies(fmt.Sprintf("enms/enemies%d.dd", leveln))
}
switch leveln {
case 2:
items.Chest(22, 7, "sword")
case 7:
items.Chest(35, 8, "leather")
case 8:
items.Chest(24, 7, "health")
case 9:
items.Chest(32, 12, "bow")
case 15:
items.Chest(46, 5, "health")
items.Chest(46, 4, "health")
case 16:
items.Chest(42, 6, "health")
items.Chest(42, 7, "steel")
items.Chest(42, 9, "health")
items.Chest(42, 10, "arrow")
case 18:
items.Chest(25, 7, "health")
case 19:
items.Chest(24, 8, "health")
case 20:
libtxt.LoadScene("lvls/lvl20.dd")
go enemies.Merto(40, 8)
}
if leveln != 20 {
libtxt.Screen.S[8][48] = 'D'
}
hero.SetPlayerPos(5, 8)
hero.DrawPlayer()
hero.Damage(0)
libtxt.Update()
wrongdoor := hero.Movement(leveln)
if leveln == 14 {
time.Sleep(3 * time.Second)
}
return wrongdoor
}
func main() {
leveln := 1
savedata, err := os.ReadFile("save")
if err != nil {
intro()
} else {
leveln = int(savedata[0])
hero.Health = int(savedata[1])
hero.Armor = int(savedata[2])
hero.Arrows = int(savedata[3])
hero.HasSword = savedata[4] == 1
hero.HasBow = savedata[5] == 1
}
rand.Seed(time.Now().UnixNano())
title, err := text.ReadFile("text/title")
check(err)
libtxt.Clear()
fmt.Println(string(title))
_ = libtxt.Getkeystroke()
libtxt.Init()
go func() {
for {
time.Sleep(time.Millisecond * 50)
if libtxt.Updated {
libtxt.Update()
libtxt.Updated = false
}
}
}()
for leveln <= 20 {
wrongdoor := loadlevel(leveln)
if wrongdoor {
leveln = 1 + rand.Intn(9)
} else {
leveln++
}
if hero.Health > 0 { savegame(leveln) }
}
end()
}
func end() {
libtxt.Clear()
libtxt.Dialog("dialog/end")
libtxt.Clear()
time.Sleep(2 * time.Second)
fmt.Println("\tO Cemitério")
time.Sleep(3 * time.Second)
libtxt.Clear()
end, err := text.ReadFile("text/end")
check(err)
fmt.Println("\tO Cemitério")
fmt.Print(string(end))
time.Sleep(time.Second)
libtxt.Clear()
fmt.Print(string(end))
for {
time.Sleep(time.Second)
}
}
func intro() {
scenes := map[string]string{
"text/forest": "dialog/intro1",
"text/cave": "dialog/intro2",
}
for key, val := range scenes {
fmt.Printf("\033[H\033[2J")
file, err := text.ReadFile(key)
check(err)
fmt.Println(string(file))
time.Sleep(2 * time.Second)
libtxt.Dialog(val)
}
}