go-opengl-pixel/main.go

176 lines
2.7 KiB
Go

package main
import (
"image/color"
"log"
"time"
"github.com/faiface/pixel"
"github.com/faiface/pixel/imdraw"
"github.com/faiface/pixel/pixelgl"
"golang.org/x/image/colornames"
)
func run() {
cfg := pixelgl.WindowConfig{
Title: "Relay",
Bounds: pixel.R(0, 0, 2048, 512),
VSync: true,
}
w, err := pixelgl.NewWindow(cfg)
if err != nil {
panic(err)
}
s := newState()
colors := teamColors(s.teams)
start := time.Now()
for !w.Closed() && !s.gameOver {
w.Clear(colornames.Peru)
s = updateState(s)
render(s, w, time.Since(start), colors)
w.Update()
}
}
func main() {
pixelgl.Run(run)
}
func render(s state, w *pixelgl.Window, d time.Duration, colors map[*team]pixel.RGBA) {
b := w.Bounds()
im := imdraw.New(nil)
hOffset := b.Size().X / steps
vOffset := b.Size().Y / (numTeams + 1)
width := 20
for i, t := range s.teams {
for j, bot := range t.bots {
if &t.bots[j] == t.baton.holder {
im.Color = pixel.RGB(0, 1, 0)
} else {
im.Color = colors[&s.teams[i]]
}
from := pixel.V(b.Min.X+float64(width)/2, b.Min.Y+float64(i+1)*vOffset)
pos := from.Add(pixel.V(float64(bot.pos)*hOffset, 0))
im.Push(pos)
im.Clear()
im.Circle(float64(width), 0)
im.Draw(w)
}
}
}
type state struct {
teams []team
gameOver bool
}
func newState() state {
var teams []team
for i := 0; i < numTeams; i++ {
var bots []bot
for j := 0; j < numBots; j++ {
bots = append(bots, bot{pos: j * (steps / numBots)})
}
teams = append(teams, team{
bots: bots,
baton: baton{holder: &bots[0]},
})
}
return state{
teams: teams,
}
}
func teamColors(ts []team) map[*team]pixel.RGBA {
m := make(map[*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.Indigo
}
m[&ts[i]] = pixel.ToRGBA(c)
}
return m
}
type team struct {
bots []bot
baton baton
won bool
}
type bot struct {
pos int
}
type baton struct {
holder *bot
}
func updateState(sOld state) state {
s := sOld
for _, t := range s.teams {
b := t.baton.holder
b.pos++
maybePassBaton(t)
}
for _, t := range s.teams {
if won(*t.baton.holder, s) {
s.gameOver = true
}
}
return s
}
func maybePassBaton(t team) {
for i, b := range t.bots {
h := t.baton.holder
if h == &b {
continue
}
if b.pos-h.pos == 1 {
t.baton.holder = &t.bots[i]
log.Println("pass!")
return
}
}
}
func won(b bot, s state) bool {
return b.pos == steps
}
func gameOver(s state) bool {
for _, t := range s.teams {
if t.won {
return true
}
}
return false
}
const (
steps = 250
numBots = 10
numTeams = 4
)