go-opengl-pixel/game.go

147 lines
1.8 KiB
Go

package main
import (
"log"
"math/rand"
)
type state struct {
teams []team
obstacles []obstacle
gameOver bool
}
func newState() state {
var teams []team
for i := 0; i < numTeams; i++ {
var bots []bot
for j := 0; j < numBots; j++ {
b := bot{
id: i*numTeams + j,
pos: j * (steps / numBots),
}
bots = append(bots, b)
}
teams = append(teams, team{
bots: bots,
baton: baton{holder: &bots[0]},
})
}
return state{
teams: teams,
obstacles: []obstacle{
{
lane: 0,
pos: steps / 3,
},
},
}
}
type team struct {
bots []bot
baton baton
won bool
}
type bot struct {
id int
pos int
v int
a int
}
type baton struct {
holder *bot
}
type obstacle struct {
lane int
pos int
}
func updateState(sOld state) state {
s := sOld
for i, t := range s.teams {
moveBot(t.baton.holder)
maybePassBaton(&s.teams[i])
}
for _, t := range s.teams {
if won(*t.baton.holder, s) {
s.gameOver = true
}
}
return s
}
func moveBot(b *bot) {
if b.a == 0 {
b.a = 1
}
b.a += rand.Intn(3) - 1
if b.a < -maxA {
b.a = -maxA
}
if b.a > maxA {
b.a = maxA
}
b.v += b.a
if b.v > maxV {
b.v = maxV
}
if b.v < -maxV {
b.v = -maxV
}
b.pos += b.v
}
func maybePassBaton(t *team) {
for i, b := range t.bots {
h := t.baton.holder
if h.id >= b.id {
continue
}
if abs(b.pos-h.pos) <= 10 {
log.Printf("pass from %v to %v!", h.id, b.id)
t.baton.holder.v = 0
t.baton.holder.a = 0
t.baton.holder = &t.bots[i]
t.bots[i].a = 10
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 = 400
numBots = 10
numTeams = 2
maxA = 3
maxV = 20
)
func abs(n int) int {
if n < 0 {
return -n
}
return n
}