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Release 0.1 of Escape from Proxima 5.
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202 changes: 202 additions & 0 deletions LICENSE
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Apache License
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41 changes: 41 additions & 0 deletions README.md
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ESCAPE FROM PROXIMA 5
---------------------

Version 0.1

(For the in-game backstory, see story.txt.)

To build it: ./rebuild.sh

THIS GAME IS A WORK IN PROGRESS; PROBABLY OF LITTLE ACTUAL PLAYABLE VALUE
OTHER THAN AS A NOVELTY.

Only a single game level is implemented so far.

I built this intending to show off the capabilities of my Tcell package for
Go (the library used for "terminal" graphics under the hood.)

I got kind of caught up in it, and now there is a pretty powerful game engine
under the hood. There is full support for animated sprites, with collision
detection, layering, etc. And I've made some pretty cool visual effects too.

It runs in a text window. You want a reasonably big window (80x25 will work,
but its harder to play with smaller screens), and you'll want a fast display.

You'll also want a color terminal -- 256 color support in xterm or Terminal
is highly recommended. Oh, and if you can, try to use a UTF-8 locale. The
game will work in basic ASCII with black and white, and it isn't completely
garbage in that mode, but its *soo* much better with a more capable terminal.

Oh, don't try to run this over a 300 baud modem. You won't be happy.

Local terminals work fine. 9600 baud is probably pushing it. I haven't
tested anything other than local connections; there are a lot of display
updates in the game, so you do want to have a reasonably fast display.
You can reduce the screen size if its too slow, that may help a little.

Much of the code here will probably get cleaned up and structured properly
for reuse in nice library form. Probably sub-packages under Tcell, for both
the dynamic views and probably also the sprite management code and maybe even
the full game loop.
80 changes: 80 additions & 0 deletions alarm.go
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// Copyright 2015 Garrett D'Amore
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use file except in compliance with the License.
// You may obtain a copy of the license at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.

package main

import (
"time"
)

// Alarm represents an alarm event.
type Alarm struct {
expire time.Time
h EventHandler
}

// AlarmClock manages Alarms. Each Alarm is set on a clock, and a
// single AlarmClock can have unlimited alarms registered with it.
// However, the actual alarms only ring (run the handlers) when the
// AlarmClock's Tick method is executed; no implicit asynchronous
// handling is performed.
type AlarmClock map[*Alarm]struct{}

// NewAlarmClock creates an AlarmClock.
func NewAlarmClock() AlarmClock {
return AlarmClock{}
}

// Schedule schedules an alarm to fire after the duration has expired.
func (c AlarmClock) Schedule(d time.Duration, h EventHandler) *Alarm {
a := &Alarm{expire: time.Now().Add(d), h: h}
c[a] = struct{}{}
return a
}

// Cancel cancels a previously scheduled alarm.
func (c AlarmClock) Cancel(a *Alarm) {
delete(c, a)
}

// Tick runs through the list of alarms on this clock,, and runs the
// event handler for any that have expired. Any alarm that is fired
// is descheduled. Note that handlers all run synchornously within
// the caller's context.
func (c AlarmClock) Tick(now time.Time) {
for a := range c {
if a.expire.Before(now) {
delete(c, a)
ev := &EventAlarm{when: now}
a.h.HandleEvent(ev)
}
}
}

// Reset resets the clock, clearing all alarms.
func (c AlarmClock) Reset() {
for a := range c {
delete(c, a)
}
}

// EventAlarm is dispatched to the handler for an Alarm.
type EventAlarm struct {
when time.Time
}

// When returns the time when the alarm fired.
func (ev *EventAlarm) When() time.Time {
return ev.when
}
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