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package main
import (
"fmt"
"log"
"runtime"
"github.com/OpenBiohazard2/OpenBiohazard2/client"
"github.com/OpenBiohazard2/OpenBiohazard2/game"
"github.com/OpenBiohazard2/OpenBiohazard2/render"
"github.com/OpenBiohazard2/OpenBiohazard2/resource"
"github.com/OpenBiohazard2/OpenBiohazard2/state"
"github.com/OpenBiohazard2/OpenBiohazard2/ui"
"github.com/OpenBiohazard2/OpenBiohazard2/ui_render"
"github.com/go-gl/glfw/v3.2/glfw"
)
const (
WINDOW_WIDTH = 1024
WINDOW_HEIGHT = 768
)
func main() {
fmt.Println("Validating game folders exist...")
if err := resource.ValidateFilesExist(); err != nil {
log.Fatal("File validation failed: ", err)
}
fmt.Println("Validated game folders exist")
// Run OpenGL code
runtime.LockOSThread()
if err := glfw.Init(); err != nil {
panic(fmt.Errorf("could not initialize glfw: %v", err))
}
defer glfw.Terminate()
windowHandler := client.NewWindowHandler(WINDOW_WIDTH, WINDOW_HEIGHT, "OpenBiohazard2")
// Initialize game components
renderDef, gameDef, gameStateManager := initializeGame()
// Create all state inputs
stateInputs := createStateInputs(renderDef, gameDef)
// Run the main game loop
runMainGameLoop(windowHandler, gameStateManager, stateInputs, renderDef)
}
// initializeGame sets up the core game components
func initializeGame() (*render.RenderDef, *game.GameDef, *state.GameStateManager) {
renderDef := render.InitRenderer(WINDOW_WIDTH, WINDOW_HEIGHT)
gameDef := game.NewGame(1, 0, 0)
gameDef.Player = game.NewPlayer(game.DebugLocations[game.RoomMapKey{StageId: gameDef.StageId, RoomId: gameDef.RoomId}], 180)
gameStateManager := state.NewGameStateManager()
return renderDef, gameDef, gameStateManager
}
// createStateInputs initializes all game state input handlers
func createStateInputs(renderDef *render.RenderDef, gameDef *game.GameDef) map[string]interface{} {
return map[string]interface{}{
"mainGame": state.NewMainGameStateInput(renderDef, gameDef),
"mainMenu": &state.MainMenuStateInput{
RenderDef: renderDef,
UIRenderer: ui_render.NewUIRenderer(renderDef),
Menu: ui.NewMenu(4),
},
"specialMenu": &state.SpecialMenuStateInput{
RenderDef: renderDef,
UIRenderer: ui_render.NewUIRenderer(renderDef),
Menu: ui.NewMenu(2),
},
"inventory": state.NewInventoryStateInput(renderDef),
}
}
// runMainGameLoop handles the main game loop and state management
func runMainGameLoop(windowHandler *client.WindowHandler, gameStateManager *state.GameStateManager, stateInputs map[string]interface{}, renderDef *render.RenderDef) {
for !windowHandler.ShouldClose() {
windowHandler.StartFrame()
switch gameStateManager.GameState {
case state.GAME_STATE_MAIN_MENU:
state.HandleMainMenu(stateInputs["mainMenu"].(*state.MainMenuStateInput), gameStateManager, windowHandler)
case state.GAME_STATE_MAIN_GAME:
state.HandleMainGame(stateInputs["mainGame"].(*state.MainGameStateInput), gameStateManager, windowHandler)
case state.GAME_STATE_INVENTORY:
state.HandleInventory(stateInputs["inventory"].(*state.InventoryStateInput), gameStateManager, windowHandler)
case state.GAME_STATE_LOAD_SAVE:
state.HandleLoadSave(renderDef, gameStateManager, windowHandler)
case state.GAME_STATE_SPECIAL_MENU:
state.HandleSpecialMenu(stateInputs["specialMenu"].(*state.SpecialMenuStateInput), gameStateManager, windowHandler)
default:
log.Fatal("Invalid game state: ", gameStateManager.GameState)
}
}
}