go-opengl-pixel/gfx/gfx.go

129 lines
2.8 KiB
Go

package gfx
import (
"image/color"
"relay/game"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
type RenderState struct {
Animating bool
Frames int
Frame int
}
func Render(rs RenderState, sOld, sNew game.State, w *pixelgl.Window) RenderState {
w.Clear(colornames.Olivedrab)
tween := float64(rs.Frame) / float64(rs.Frames)
colors := teamColors(sNew.Teams)
renderBots(sOld, sNew, tween, w, colors)
renderObstacles(sNew, w)
rs.Frame++
if rs.Frame > rs.Frames {
rs.Animating = false
}
return rs
}
func renderBots(sOld, sNew game.State, tween float64, w *pixelgl.Window, colors map[*game.Team]pixel.RGBA) {
bounds := w.Bounds()
im := imdraw.New(nil)
for i, t := range sNew.Teams {
for j, bot := range t.Bots {
c := colors[&sNew.Teams[i]]
im.Color = c
oldBot := sOld.Teams[i].Bots[j]
oldPos := lanePos(oldBot.Position.Pos, oldBot.Position.Lane, botWidth, bounds)
newPos := lanePos(bot.Position.Pos, bot.Position.Lane, botWidth, bounds)
pos := pixel.Vec{
X: oldPos.X + tween*(newPos.X-oldPos.X),
Y: oldPos.Y + tween*(newPos.Y-oldPos.Y),
}
im.Push(pos)
im.Clear()
im.Circle(botWidth, 0)
im.Draw(w)
}
oldHolder, newHolder := game.ActiveBot(sOld.Teams[i]), game.ActiveBot(sNew.Teams[i])
oldPos := lanePos(oldHolder.Position.Pos, oldHolder.Position.Lane, botWidth, bounds)
newPos := lanePos(newHolder.Position.Pos, newHolder.Position.Lane, botWidth, bounds)
pos := pixel.Vec{
X: oldPos.X + tween*(newPos.X-oldPos.X),
Y: oldPos.Y + tween*(newPos.Y-oldPos.Y),
}
renderBaton(pos, w)
}
}
func renderBaton(pos pixel.Vec, w *pixelgl.Window) {
im := imdraw.New(nil)
im.Color = pixel.RGB(0, 0, 0)
im.Push(pos)
im.Clear()
im.Circle(batonWidth, 3)
im.Draw(w)
}
func lanePos(pos, lane int, width float64, bounds pixel.Rect) pixel.Vec {
hOffset := bounds.Size().X / game.Steps
vOffset := bounds.Size().Y / (game.NumLanes + 1)
return pixel.V(bounds.Min.X+width/2+float64(pos)*hOffset,
bounds.Min.Y+float64(lane+1)*vOffset)
}
func renderObstacles(s game.State, w *pixelgl.Window) {
b := w.Bounds()
im := imdraw.New(nil)
for _, o := range s.Obstacles {
im.Color = pixel.RGB(0.1, 0.1, 0.2)
pos := lanePos(o.Position.Pos, o.Position.Lane, botWidth, b)
im.Push(pos)
im.Clear()
im.Circle(float64(botWidth), 0)
im.Draw(w)
}
}
func teamColors(ts []game.Team) map[*game.Team]pixel.RGBA {
m := make(map[*game.Team]pixel.RGBA)
for i := range ts {
var c color.RGBA
switch i {
case 0:
c = colornames.Cyan
case 1:
c = colornames.Gold
case 2:
c = colornames.Lavender
case 3:
c = colornames.Rosybrown
}
m[&ts[i]] = pixel.ToRGBA(c)
}
return m
}
const (
botWidth float64 = 17
batonWidth float64 = 12
)