For #1 split the gameplay loop up from the key processor. Non-blocking channels proof of concept.
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82
game.go
82
game.go
@ -7,6 +7,13 @@ import (
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"github.com/gdamore/tcell/v2"
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)
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const (
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Left = iota
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Right
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Up
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Down
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)
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func initilize() (tcell.Screen, tcell.Style, error) {
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style := tcell.StyleDefault.Background(tcell.ColorReset).Foreground(tcell.ColorReset)
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@ -31,7 +38,7 @@ func quit(screen tcell.Screen) {
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}
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}
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func game_director(screen tcell.Screen, style tcell.Style) {
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func game_director(screen tcell.Screen, style tcell.Style, keypresses chan int) {
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//var score int
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//var scoreCounter int = 1
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@ -47,22 +54,61 @@ func game_director(screen tcell.Screen, style tcell.Style) {
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var snakex int = 3
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var snakey int = 12
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//var lastpress int
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for {
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// Clean the screen
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screen.Clear()
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drawBox(screen, 0, 0, x-1, y-1, style)
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updateScore(screen, style, snakex)
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select {
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case press := <-keypresses:
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if press == Left {
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snakex--
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} else if press == Right {
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snakex++
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} else if press == Up {
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snakey--
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} else if press == Down {
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snakey++
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}
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case <-time.After(1 * time.Second):
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snakex++
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}
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//updateSnakePos(&snakex, &snakey)
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drawSnake(screen, style, snakex, snakey)
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// Draw the screen
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screen.Show()
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if snakex > 75 {
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return
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}
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time.Sleep(500 * time.Millisecond)
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}
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}
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func keyboardProcessor(screen tcell.Screen, keypresses chan int) {
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defer close(keypresses)
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for {
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// Poll for an event
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ev := screen.PollEvent()
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// Fetch the type, and check if any other actions are required.
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switch ev := ev.(type) {
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case *tcell.EventResize:
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x, y := screen.Size()
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drawBox(screen, 0, 0, x-1, y-1, style)
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updateScore(screen, style, snakex)
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screen.Sync()
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//case *tcell.EventResize:
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// x, y := screen.Size()
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// drawBox(screen, 0, 0, x-1, y-1, style)
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// updateScore(screen, style, snakex)
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// screen.Sync()
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case *tcell.EventKey:
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//fmt.Println("Key: ",ev.Rune())
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if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC {
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@ -73,24 +119,16 @@ func game_director(screen tcell.Screen, style tcell.Style) {
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screen.Sync()
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} else if ev.Rune() == 'C' || ev.Rune() == 'c' {
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screen.Clear()
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} else if ev.Key() == tcell.KeyLeft {
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keypresses <- Left
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} else if ev.Key() == tcell.KeyRight {
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keypresses <- Right
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} else if ev.Key() == tcell.KeyDown {
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keypresses <- Down
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} else if ev.Key() == tcell.KeyUp {
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keypresses <- Up
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}
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default:
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time.Sleep(500 * time.Millisecond)
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}
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drawBox(screen, 0, 0, x-1, y-1, style)
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updateScore(screen, style, snakex)
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updateSnakePos(&snakex, &snakey)
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drawSnake(screen, style, snakex, snakey)
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// Draw the screen
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screen.Show()
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if snakex > 75 {
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return
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}
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}
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}
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6
main.go
6
main.go
@ -6,12 +6,16 @@ import (
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func main() {
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// Create a channel to push key-presses through
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keypresses := make(chan int)
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screen, style, err := initilize()
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if err != nil {
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log.Fatalln("Initlization error: ", err)
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}
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game_director(screen, style)
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go game_director(screen, style, keypresses)
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keyboardProcessor(screen, keypresses)
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quit(screen)
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