rulmarc/new_game.go
Zhongheng Liu dc16793ad7
feat: a ton of input handling and Go TUI logic
Main: Added main interface with big output box and small input box
Effects: Added some blinking lights effect for the cursor to prompt user
of where to enter stuff
2024-10-23 21:26:34 +03:00

128 lines
3.2 KiB
Go

package main
import (
// "fmt"
"time"
. "github.com/gbin/goncurses"
"gitlab.com/stvnliu/ai_game/utils/helper"
. "gitlab.com/stvnliu/ai_game/utils/types"
"gitlab.com/stvnliu/ai_game/utils/windows"
)
const (
STD_BLINK_INTERVAL = 450 * time.Millisecond
)
func IncrementalPrintMany(
w *Window,
y int,
x int,
texts []string,
duration time.Duration,
) {
for i := 0; i < len(texts); i++ {
helper.IncrementalPrint(w, texts[i], y+i, x, int(1*time.Second))
}
}
func NewGame(scr *Window) {
//_, _ := scr.MaxYX()
game_name := windows.InputPrompt(scr, " New game information ", "Game name: ", 20)
// create new game state
// println("Creating new game %v...", game_name)
game := Game{
SaveGame: game_name,
LastSaved: time.Now(),
}
my_npcs := MakeNpcs()
game.DataStored.Npcs = my_npcs
scr.MovePrintf(1, 2, "Created new game \"%v\"!", game.SaveGame)
for i := 0; i < len(game.DataStored.Npcs); i++ {
scr.MovePrintf(2+i, 2, "Initialising \"%v\"...", game.DataStored.Npcs[i].Name)
scr.MovePrintf(3+i, 2, "Found NPC query string!")
scr.Refresh()
}
my, mx := scr.MaxYX()
// Initialise container box for game content
w, err := NewWindow(my-1, mx-1, 1, 1)
if err != nil {
panic("Oh shit something happened that shouldn't")
}
w.Box(0, 0)
input_window, input_window_error := NewWindow(6, mx-3, my-7, 2)
if input_window_error != nil {
panic("Oh no")
}
input_window.Box(1, 1)
input_window.MovePrint(1, 1, "> ")
input_window.Move(1, 3)
w.Refresh()
input_window.Refresh()
texts := []string{
"Hello world!!",
"Welcome to R.U.L.M.A.R.C.",
"This is an experimental game project that uses Large Language Models to power realistically rendered characters.",
"============ Copyright 2024 @ Zhongheng Liu & Zhiyong He =============",
"Please wait while we boot some AI models for the first part of the game...",
}
IncrementalPrintMany(w, 1, 1, texts, time.Duration(1*time.Second))
init_done := make(chan bool, 1)
go helper.BlinkCursorUntilDone(
w,
len(texts)+1,
1,
STD_BLINK_INTERVAL,
init_done,
)
// Simulating game init process
// time.Sleep(time.Duration(10 * time.Second))
init_done <- true // can trigger blinker process finish
texts2 := []string{
"Ok we are done with everything!",
"Now try putting something in the input box below!",
}
IncrementalPrintMany(w, len(texts)+1, 1, texts2, time.Duration(1*time.Second))
key := helper.BlinkCursorUntilInput(input_window, 1, 3, STD_BLINK_INTERVAL)
Cursor(0)
my_input := "You said: "
for {
Cursor(2)
_, cx := input_window.CursorYX()
if key != 0 {
// workaround for backspace key
if (key == KEY_BACKSPACE) || (key == 127) {
if cx-1 > 2 {
input_window.MoveDelChar(1, cx-1)
my_input = my_input[:len(my_input)-1]
}
} else if !((key == KEY_ENTER) || (key == KEY_RETURN)) {
input_window.MovePrint(1, cx, KeyString(key))
my_input += KeyString(key)
input_window.Move(1, cx+1)
} else {
break
}
}
key = input_window.GetChar()
}
helper.IncrementalPrint(w, my_input, 8, 1, int(time.Duration(1*time.Second)))
// User input processing
for {
ch := w.GetChar()
switch Key(ch) {
case 'q':
w.Erase()
w.Refresh()
w.Delete()
return
}
w.Refresh()
}
// println(game.DataStored.Npcs[0].Name)
}