Files
hacks/flappy/main.go
2026-07-06 19:12:44 +02:00

383 lines
9.4 KiB
Go

package main
import (
"fmt"
"math/rand"
"strings"
"time"
tea "github.com/charmbracelet/bubbletea"
"github.com/charmbracelet/lipgloss"
)
// Physics tuned so per-frame displacement stays around one row, which keeps
// motion smooth and the 7-row gap threadable at 30fps.
const (
fps = 30
gravity = 0.09 // rows/frame^2
jumpVel = -0.95 // rows/frame; peak rise ≈ v²/2g ≈ 5 rows over ~0.35s
maxFall = 1.15 // terminal velocity, rows/frame — never skip >1 row
pipeSpeed = 0.5 // cells/frame → 15 cells/s
pipeGap = 7
pipeSpacing = 28 // cells between pipes → one pipe ≈ every 1.9s
pipeWidth = 3
groundH = 2
)
// tickMsg advances the simulation. gen guards against stale tick chains:
// without it, restarting can leave an old chain in flight and the game
// silently runs at double speed.
type tickMsg struct{ gen int }
func tick(gen int) tea.Cmd {
return tea.Tick(time.Second/fps, func(time.Time) tea.Msg {
return tickMsg{gen: gen}
})
}
type pipe struct {
x float64
gapY int
scored bool
}
type star struct{ x, y int }
type model struct {
termW, termH int
width int // field width in cells
height int // field height in cells (terminal minus header+footer)
birdX int
birdY float64
birdVel float64
pipes []pipe
stars []star
score int
best int
gen int // tick generation
gameOver bool
started bool
resized bool
}
func newGame(best, gen int, termW, termH int) model {
m := model{best: best, gen: gen}
if termW > 0 && termH > 0 {
m.applySize(termW, termH)
}
return m
}
// applySize records the terminal size, sizes the field, and rebuilds the
// static starfield. The starfield must be stable between frames — rolling
// new random speckles every render is what caused full-screen flicker.
func (m *model) applySize(w, h int) {
m.termW, m.termH = w, h
m.width = w
fieldH := h - 2 // one row header, one row footer
if fieldH < 8 {
fieldH = 8
}
m.height = fieldH
m.birdX = w / 4
if m.birdX < 4 {
m.birdX = 4
}
if !m.resized {
m.birdY = float64(m.height-groundH) / 2
m.resized = true
}
// keep the bird inside the new bounds after a resize
floor := float64(m.height - groundH - 1)
if m.birdY > floor {
m.birdY = floor
}
// static starfield, ~1 speckle per 40 sky cells
skyH := m.height - groundH
m.stars = m.stars[:0]
n := m.width * skyH / 40
for i := 0; i < n; i++ {
m.stars = append(m.stars, star{x: rand.Intn(m.width), y: rand.Intn(skyH)})
}
}
func (m model) Init() tea.Cmd { return nil }
func (m model) Update(msg tea.Msg) (tea.Model, tea.Cmd) {
switch msg := msg.(type) {
case tea.WindowSizeMsg:
m.applySize(msg.Width, msg.Height)
return m, nil
case tea.KeyMsg:
switch msg.String() {
case " ", "space", "enter", "up", "k":
if m.gameOver {
// restart: bump generation so any in-flight tick is ignored
nm := newGame(m.best, m.gen+1, m.termW, m.termH)
nm.started = true
nm.birdVel = jumpVel // start with a flap, like the original
return nm, tick(nm.gen)
}
if !m.started {
m.started = true
m.birdVel = jumpVel
return m, tick(m.gen)
}
m.birdVel = jumpVel
case "q", "esc", "ctrl+c":
return m, tea.Quit
}
case tickMsg:
if msg.gen != m.gen {
return m, nil // stale chain — drop it
}
if !m.started || m.gameOver {
return m, nil // stop the loop; nothing animates on end screens
}
if m.resized {
m.step()
}
return m, tick(m.gen)
}
return m, nil
}
func (m *model) step() {
m.birdVel += gravity
if m.birdVel > maxFall {
m.birdVel = maxFall
}
m.birdY += m.birdVel
// ceiling clamp
if m.birdY < 0 {
m.birdY = 0
m.birdVel = 0
}
// ground collision
floor := float64(m.height - groundH - 1)
if m.birdY >= floor {
m.birdY = floor
m.gameOver = true
}
// advance pipes
for i := range m.pipes {
m.pipes[i].x -= pipeSpeed
}
for len(m.pipes) > 0 && m.pipes[0].x+pipeWidth < 0 {
m.pipes = m.pipes[1:]
}
// spawn pipes
usableH := m.height - groundH - pipeGap - 4
if usableH < 1 {
usableH = 1
}
if len(m.pipes) == 0 || m.pipes[len(m.pipes)-1].x < float64(m.width-pipeSpacing) {
gapY := rand.Intn(usableH) + 2
m.pipes = append(m.pipes, pipe{x: float64(m.width), gapY: gapY})
}
by := int(m.birdY)
for i := range m.pipes {
p := &m.pipes[i]
px := int(p.x)
// score once the pipe's trailing edge passes the bird
if !p.scored && px+pipeWidth <= m.birdX {
p.scored = true
m.score++
if m.score > m.best {
m.best = m.score
}
}
// collision with pipe body
if m.birdX >= px && m.birdX < px+pipeWidth {
if by < p.gapY || by > p.gapY+pipeGap {
m.gameOver = true
}
}
}
}
// styles ----------------------------------------------------------------------
var (
birdStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("220")).Bold(true)
birdUpStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("226")).Bold(true)
birdDnStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("214")).Bold(true)
pipeStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("34"))
pipeHi = lipgloss.NewStyle().Foreground(lipgloss.Color("46"))
capStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("36"))
skyStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("33"))
groundStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("142"))
dirtStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("130"))
scoreStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("15")).Bold(true)
bestStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("214")).Bold(true)
overStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("196")).Bold(true)
hintStyle = lipgloss.NewStyle().Foreground(lipgloss.Color("245"))
titleStyle = lipgloss.NewStyle().
Foreground(lipgloss.Color("220")).
Background(lipgloss.Color("23")).
Bold(true)
)
func birdGlyph(vel float64) (string, lipgloss.Style) {
switch {
case vel < -0.3:
return "➚", birdUpStyle
case vel > 0.5:
return "➘", birdDnStyle
default:
return "➙", birdStyle
}
}
func (m model) View() string {
if !m.resized {
return hintStyle.Render(" sizing terminal… ")
}
width, height := m.width, m.height
grid := make([][]string, height)
for i := range grid {
grid[i] = make([]string, width)
for j := range grid[i] {
grid[i][j] = " "
}
}
// static sky speckles (precomputed — stable between frames)
for _, s := range m.stars {
if s.y < height-groundH && s.x < width {
grid[s.y][s.x] = skyStyle.Render("·")
}
}
// pipes
for _, p := range m.pipes {
px := int(p.x)
topCap := p.gapY - 1
botCap := p.gapY + pipeGap + 1
for x := px; x < px+pipeWidth && x < width; x++ {
if x < 0 {
continue
}
for y := 0; y < height-groundH; y++ {
if y < p.gapY || y > p.gapY+pipeGap {
if y == topCap || y == botCap {
grid[y][x] = capStyle.Render("▓")
} else if x == px {
grid[y][x] = pipeHi.Render("█")
} else {
grid[y][x] = pipeStyle.Render("█")
}
}
}
}
}
// ground
for y := height - groundH; y < height; y++ {
for x := 0; x < width; x++ {
if y == height-groundH {
grid[y][x] = groundStyle.Render("▔")
} else {
grid[y][x] = dirtStyle.Render("▓")
}
}
}
// bird
by := int(m.birdY)
if by >= 0 && by < height && m.birdX >= 0 && m.birdX < width {
glyph, style := birdGlyph(m.birdVel)
grid[by][m.birdX] = style.Render(glyph)
}
// overlays are written directly into the grid, cell by cell, so styled
// field content underneath can never be corrupted by string splicing.
if !m.started && !m.gameOver {
m.overlayGrid(grid, []overline{
{" FLAPPY BIRD ", titleStyle},
{},
{"press SPACE to flap", hintStyle},
})
} else if m.gameOver {
m.overlayGrid(grid, []overline{
{"✖ GAME OVER ✖", overStyle},
{},
{fmt.Sprintf("score %d • SPACE to retry", m.score), hintStyle},
})
}
// compose field
var b strings.Builder
for _, row := range grid {
for _, c := range row {
b.WriteString(c)
}
b.WriteString("\n")
}
field := b.String()
header := scoreStyle.Render(fmt.Sprintf(" SCORE %d ", m.score)) +
" " +
bestStyle.Render(fmt.Sprintf("BEST %d ", m.best))
footer := hintStyle.Render(" SPACE: flap • Q: quit ")
return header + "\n" + field + footer
}
// overline is one centred line of overlay text with its style.
type overline struct {
text string
style lipgloss.Style
}
// overlayGrid writes overlay lines into the middle of the grid, one styled
// cell per rune. Empty lines clear a centred band for readability.
func (m model) overlayGrid(grid [][]string, lines []overline) {
startY := (len(grid) - len(lines)) / 2
if startY < 0 {
startY = 0
}
// widest line determines the cleared band
maxW := 0
for _, ol := range lines {
if n := len([]rune(ol.text)); n > maxW {
maxW = n
}
}
for i, ol := range lines {
y := startY + i
if y < 0 || y >= len(grid) {
continue
}
// clear a band as wide as the widest line so text sits on a clean row
bandX := (m.width - maxW - 2) / 2
for j := 0; j < maxW+2; j++ {
x := bandX + j
if x >= 0 && x < m.width {
grid[y][x] = " "
}
}
runes := []rune(ol.text)
startX := (m.width - len(runes)) / 2
for j, r := range runes {
x := startX + j
if x < 0 || x >= m.width {
continue
}
grid[y][x] = ol.style.Render(string(r))
}
}
}
func main() {
p := tea.NewProgram(newGame(0, 0, 0, 0), tea.WithAltScreen())
if _, err := p.Run(); err != nil {
fmt.Println("error running game:", err)
}
}