package main import ( "log" "time" "github.com/gdamore/tcell/v2" ) const ( Left = iota Right Up Down ) func initilize() (tcell.Screen, tcell.Style, error) { style := tcell.StyleDefault.Background(tcell.ColorReset).Foreground(tcell.ColorReset) var err error screen, err := tcell.NewScreen() if err != nil { log.Println("Error creating screen: ", err) } err = screen.Init() if err != nil { log.Fatalln("Error initializing screen: ", err) } return screen, style, err } func quit(screen tcell.Screen) { maybePanic := recover() screen.Fini() if maybePanic != nil { panic(maybePanic) } } func gameDirector(screen tcell.Screen, style tcell.Style, keypresses chan int, gamestate chan int) { // Destined to die, even before I was born. defer quit(screen) //var score int = 0 //var scoreCounter int = 1 //var field [80][24]int // fill up the field: // 0: empty // 1: snake // 2: apple // 3: border var screenx = 80 var screeny = 24 var snakex int = (screenx / 2) - 1 var snakey int = (screeny / 2) - 1 var lastpress int = 1 for { // Take input or sleep select { case press := <-keypresses: snakeDirection(press, &snakex, &snakey) lastpress = press case <-time.After(500 * time.Millisecond): snakeDirection(lastpress, &snakex, &snakey) } if snakex == 0 || snakex == screenx-1 { close(gamestate) return } else if snakey == 0 || snakey == screeny-1 { close(gamestate) return } // Clean the screen screen.Clear() // Draw the screen drawBox(screen, 0, 0, screenx-1, screeny-1, style) drawCoords(screen, style, &snakex, &snakey) drawSnake(screen, style, snakex, snakey) // Draw the screen screen.Show() } } func keyboardProcessor(screen tcell.Screen, keypresses chan int, gamestate chan int) { defer close(keypresses) for { // Poll for an event ev := screen.PollEvent() // Fetch the type, and check if any other actions are required. switch ev := ev.(type) { //case *tcell.EventResize: // x, y := screen.Size() // drawBox(screen, 0, 0, x-1, y-1, style) // updateScore(screen, style, snakex) // screen.Sync() case *tcell.EventKey: if ev.Key() == tcell.KeyEscape || ev.Key() == tcell.KeyCtrlC { return } else if ev.Rune() == 'q' || ev.Rune() == 'Q' { return } else if ev.Key() == tcell.KeyCtrlL { screen.Sync() } else if ev.Rune() == 'C' || ev.Rune() == 'c' { screen.Clear() } else if ev.Key() == tcell.KeyLeft { keypresses <- Left } else if ev.Key() == tcell.KeyRight { keypresses <- Right } else if ev.Key() == tcell.KeyDown { keypresses <- Down } else if ev.Key() == tcell.KeyUp { keypresses <- Up } } // This function needs to know if the game is over. select { case <-time.After(10 * time.Millisecond): case _, ok := <-gamestate: if !ok { return } } } }