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levelmap.go
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/
levelmap.go
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package main
import (
"io/ioutil"
tl "github.com/LtLi0n/termloop"
tb "github.com/gdamore/tcell/v2/termbox"
)
type Player struct {
*tl.Entity
}
func (p *Player) Tick(ev tb.Event) {
// Enable arrow key movement
if ev.Type == tb.EventKey {
x, y := p.Position()
switch ev.Key {
case tb.KeyArrowRight:
x += 1
case tb.KeyArrowLeft:
x -= 1
case tb.KeyArrowUp:
y -= 1
case tb.KeyArrowDown:
y += 1
}
p.SetPosition(x, y)
}
}
// Here we define a parse function for reading a Player out of JSON.
func parsePlayer(data map[string]interface{}) tl.Drawable {
e := tl.NewEntity(
int(data["x"].(float64)),
int(data["y"].(float64)),
1, 1,
)
e.SetCell(0, 0, &tb.Cell{
Ch: []rune(data["ch"].(string))[0],
Fg: tb.Attribute(data["color"].(float64)),
})
return &Player{e}
}
func checkErr(err error) {
if err != nil {
panic(err)
}
}
func main() {
g := tl.NewGame()
g.Screen().SetFps(30)
l := tl.NewBaseLevel(tb.Cell{Bg: 76, Fg: 1})
lmap, err := ioutil.ReadFile("level.json")
checkErr(err)
parsers := make(map[string]tl.EntityParser)
parsers["Player"] = parsePlayer
err = tl.LoadLevelFromMap(string(lmap), parsers, l)
checkErr(err)
g.Screen().SetLevel(l)
g.Start()
}