273 lines
5.6 KiB
Go
273 lines
5.6 KiB
Go
package gfx
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import (
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"fmt"
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"image"
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"image/color"
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_ "image/png"
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"log"
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"math"
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"math/rand"
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"os"
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"relay/game"
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"github.com/faiface/pixel"
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"github.com/faiface/pixel/imdraw"
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"github.com/faiface/pixel/pixelgl"
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"golang.org/x/image/colornames"
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)
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type RenderState struct {
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Animating bool
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Frames int
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Frame int
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}
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type context struct {
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sOld game.State
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sNew game.State
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tween float64
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w *pixelgl.Window
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}
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type spriteBank struct {
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racer pixel.Picture
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obstacle pixel.Picture
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}
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func NewSpriteBank() (*spriteBank, error) {
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racer, err := loadPicture("shuttle.png")
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if err != nil {
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return nil, fmt.Errorf("load picture: %w", err)
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}
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ob, err := loadPicture("rock.png")
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if err != nil {
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return nil, fmt.Errorf("load picture: %w", err)
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}
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return &spriteBank{
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racer: racer,
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obstacle: ob,
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}, nil
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}
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func loadPicture(path string) (pixel.Picture, error) {
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file, err := os.Open(path)
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if err != nil {
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return nil, err
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}
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defer file.Close()
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img, _, err := image.Decode(file)
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if err != nil {
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return nil, err
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}
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return pixel.PictureDataFromImage(img), nil
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}
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func Render(rs RenderState, sOld, sNew game.State, w *pixelgl.Window, sb spriteBank) RenderState {
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renderBackground(w)
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colors := teamColors(sNew.Teams)
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ctx := context{
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sOld: sOld,
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sNew: sNew,
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tween: float64(rs.Frame) / float64(rs.Frames),
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w: w,
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}
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renderRacers(ctx, colors, sb.racer)
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renderObstacles(sNew, w, sb.obstacle)
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rs.Frame++
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if rs.Frame > rs.Frames {
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rs.Animating = false
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}
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return rs
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}
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var stars []pixel.Vec
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func renderBackground(w *pixelgl.Window) {
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w.Clear(colornames.Black)
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if len(stars) == 0 {
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const numStars = 100
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for i := 0; i < numStars; i++ {
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stars = append(stars, pixel.Vec{
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X: rand.Float64() * w.Bounds().W(),
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Y: rand.Float64() * w.Bounds().H(),
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})
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}
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}
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for _, star := range stars {
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im := imdraw.New(nil)
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im.Color = colornames.White
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im.Push(star)
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im.Clear()
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im.Circle(2, 0)
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im.Draw(w)
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}
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}
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func renderRacers(ctx context, colors map[*game.Team]pixel.RGBA, pic pixel.Picture) {
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for i, t := range ctx.sNew.Teams {
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c := colors[&ctx.sNew.Teams[i]]
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for j, racer := range t.Racers {
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oldRacer := ctx.sOld.Teams[i].Racers[j]
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renderRacer(ctx, oldRacer, racer, racer.ID == ctx.sOld.Teams[i].Baton.HolderID, c, pic)
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}
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oldHolder, newHolder := game.ActiveRacer(ctx.sOld.Teams[i]), game.ActiveRacer(ctx.sNew.Teams[i])
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oldPos := lanePos(oldHolder.Position.Pos, oldHolder.Position.Lane, racerWidth, ctx.w.Bounds())
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newPos := lanePos(newHolder.Position.Pos, newHolder.Position.Lane, racerWidth, ctx.w.Bounds())
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pos := pixel.Vec{
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X: oldPos.X + ctx.tween*(newPos.X-oldPos.X),
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Y: oldPos.Y + ctx.tween*(newPos.Y-oldPos.Y),
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}
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renderBaton(pos, ctx.w)
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}
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}
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func renderRacer(ctx context, oldRacer, racer game.Racer, active bool, c pixel.RGBA, pic pixel.Picture) {
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oldPos := lanePos(oldRacer.Position.Pos, oldRacer.Position.Lane, racerWidth, ctx.w.Bounds())
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newPos := lanePos(racer.Position.Pos, racer.Position.Lane, racerWidth, ctx.w.Bounds())
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pos := pixel.Vec{
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X: oldPos.X + ctx.tween*(newPos.X-oldPos.X),
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Y: oldPos.Y + ctx.tween*(newPos.Y-oldPos.Y),
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}
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if active {
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im := imdraw.New(nil)
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projC := c
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alpha := 0.25
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projC.R *= alpha
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projC.G *= alpha
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projC.B *= alpha
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projC.A = alpha
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im.Color = projC
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w := pic.Bounds().W() * 0.65
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ll := pixel.Vec{
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X: pos.X + w,
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Y: pos.Y - w,
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}
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var ur pixel.Vec
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if ctx.tween == 1 {
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ur = pixel.Vec{
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X: pos.X + w*float64(racer.Kinetics.V+1),
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Y: pos.Y + w,
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}
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log.Printf("ur: %+v", ur)
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ur.X = math.Max(ur.X, ll.X)
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} else {
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ur = pixel.Vec{
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X: pos.X + w*float64(racer.Kinetics.V+1),
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Y: pos.Y + w,
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}
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ur.X = math.Min(ur.X, newPos.X+racerWidth)
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ur.X = math.Max(ur.X, ll.X)
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}
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im.Push(ll)
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im.Push(ur)
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im.Rectangle(0)
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im.Draw(ctx.w)
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}
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bounds := pic.Bounds()
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sprite := pixel.NewSprite(pic, bounds)
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sprite.DrawColorMask(ctx.w, pixel.IM.Moved(pos).ScaledXY(pos, pixel.Vec{1.7, 1.7}), c)
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im := imdraw.New(nil)
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for i := 0; i < racer.Battery.Capacity; i++ {
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pos := pos
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w := 3.0
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pos.X -= racerWidth
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pos.Y -= racerWidth + w*2
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pos.X += (w * 2) * float64(i)
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im.Color = colornames.Yellow
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im.Push(pos)
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var lw float64
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if i >= racer.Battery.Charge {
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lw = 1
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}
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im.Circle(w, lw)
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im.Draw(ctx.w)
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}
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}
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func renderBaton(pos pixel.Vec, w *pixelgl.Window) {
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im := imdraw.New(nil)
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im.Color = colornames.Bisque
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im.Push(pos)
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im.Clear()
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im.Circle(batonWidth, 3)
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im.Draw(w)
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}
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func lanePos(pos, lane int, width float64, bounds pixel.Rect) pixel.Vec {
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hOffset := bounds.Size().X / game.Steps
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vOffset := bounds.Size().Y / (game.NumLanes + 1)
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return pixel.V(bounds.Min.X+width/2+float64(pos)*hOffset,
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bounds.Min.Y+float64(lane+1)*vOffset)
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}
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func renderObstacles(s game.State, w *pixelgl.Window, pic pixel.Picture) {
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b := w.Bounds()
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im := imdraw.New(nil)
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for _, o := range s.Obstacles {
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//im.Color = colornames.Slategray
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pos := lanePos(o.Position.Pos, o.Position.Lane, racerWidth, b)
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im.Push(pos)
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im.Clear()
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sprite := pixel.NewSprite(pic, pic.Bounds())
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sprite.Draw(w, pixel.IM.Moved(pos))
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//im.Circle(float64(racerWidth), 0)
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im.Draw(w)
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}
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}
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func teamColors(ts []game.Team) map[*game.Team]pixel.RGBA {
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m := make(map[*game.Team]pixel.RGBA)
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for i := range ts {
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var c color.RGBA
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switch i {
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case 0:
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c = colornames.Palevioletred
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case 1:
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c = colornames.Lime
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case 2:
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c = colornames.Cornflowerblue
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case 3:
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c = colornames.Magenta
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case 4:
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c = colornames.Cyan
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case 5:
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c = colornames.Yellow
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case 6:
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c = colornames.Blueviolet
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case 7:
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c = colornames.Orange
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case 8:
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c = colornames.Coral
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}
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m[&ts[i]] = pixel.ToRGBA(c)
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}
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return m
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}
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const (
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racerWidth float64 = 17
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batonWidth float64 = 12
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)
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