/
ggigl.go
325 lines (279 loc) · 5.72 KB
/
ggigl.go
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package main
import (
"errors"
"flag"
"fmt"
"github.com/banthar/Go-SDL/sdl"
"os"
)
const (
// The window's title.
WinCap = "GGIGL: Go Game In Go Lang"
)
// Stores game information and basically runs everything.
type game struct {
running bool
pieces map[string]*Piece
board *Board
selX int
selY int
turn *Piece
score map[*Piece]float64
passed bool
screen *sdl.Surface
}
// Runs everything, calling the methods required to get the game
// running, runs the main loop, and then cleanly exits.
func (g *game) run() (err error) {
err = g.load()
if err != nil {
return
}
defer g.quit()
if sdl.Init(sdl.INIT_EVERYTHING) < 0 {
return errors.New(sdl.GetError())
}
defer sdl.Quit()
g.screen = sdl.SetVideoMode(640, 480, 32, sdl.DOUBLEBUF)
if g.screen == nil {
return errors.New(sdl.GetError())
}
sdl.WM_SetCaption(WinCap, "")
err = g.main()
if err != nil {
return
}
return
}
// Runs the games main loop.
func (g *game) main() (err error) {
g.running = true
for g.running {
for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
switch ev := e.(type) {
case *sdl.KeyboardEvent:
err = g.onKeyboardEvent(ev)
if err != nil {
return
}
case *sdl.MouseMotionEvent:
err = g.onMouseMotionEvent(ev)
if err != nil {
return
}
case *sdl.MouseButtonEvent:
err = g.onMouseButtonEvent(ev)
if err != nil {
return
}
case *sdl.QuitEvent:
g.running = false
}
}
g.screen.FillRect(nil, 0)
err = g.draw()
if err != nil {
return
}
g.screen.Flip()
}
return
}
// Handles key presses.
func (g *game) onKeyboardEvent(ev *sdl.KeyboardEvent) (err error) {
switch ev.Type {
case sdl.KEYDOWN:
switch ev.Keysym.Sym {
case sdl.K_UP, 'k':
g.selY--
if g.selY < 0 {
g.selY = 0
}
case sdl.K_DOWN, 'j':
g.selY++
s := int(g.board.Size())
if g.selY >= s {
g.selY = s - 1
}
case sdl.K_LEFT, 'h':
g.selX--
if g.selX < 0 {
g.selX = 0
}
case sdl.K_RIGHT, 'l':
g.selX++
s := int(g.board.Size())
if g.selX >= s {
g.selX = s - 1
}
case sdl.K_SPACE:
g.placeTurn()
case 'p':
if g.passTurn() {
// The game just ended.
}
}
case sdl.KEYUP:
}
return
}
// Handles the mouse moving.
func (g *game) onMouseMotionEvent(ev *sdl.MouseMotionEvent) (err error) {
g.selX, g.selY = g.board.XYToCoord(int(ev.X), int(ev.Y))
return
}
// Handles mouse clicks.
func (g *game) onMouseButtonEvent(ev *sdl.MouseButtonEvent) (err error) {
switch ev.Type {
case sdl.MOUSEBUTTONDOWN:
switch ev.Button {
case sdl.BUTTON_LEFT:
g.placeTurn()
//case sdl.BUTTON_RIGHT:
// g.board.remove(g.selX, g.selY)
}
}
return
}
// Switches turns.
func (g *game) changeTurns() {
switch g.turn {
case g.pieces["black"]:
g.turn = g.pieces["white"]
case g.pieces["white"]:
g.turn = g.pieces["black"]
default:
panic("Invalid turn")
}
g.passed = false
}
// Takes a normal turn, placing a piece at the predetermined coordinates.
func (g *game) placeTurn() {
if c := g.board.Place(g.selX, g.selY, g.turn); c >= 0 {
g.changeTurns()
g.score[g.turn] -= float64(c)
}
}
// Passes. Checks if it's the second pass in a row. If it is, it
// returns true.
func (g *game) passTurn() bool {
if g.passed {
return true
}
g.changeTurns()
g.passed = true
return false
}
// Draws everything.
func (g *game) draw() (err error) {
if g.screen.Blit(nil, g.board.Image(), nil) < 0 {
return errors.New(sdl.GetError())
}
if (g.selX >= 0) || (g.selY >= 0) {
sx, sy := g.board.CoordToXY(g.selX, g.selY)
//timg := g.turn.Image()
//sx -= int(timg.W / 2)
//sy -= int(timg.H / 2)
//timg.SetAlpha(sdl.SRCALPHA, 128)
//g.screen.Blit(&sdl.Rect{X: int16(sx), Y: int16(sy)}, timg, nil)
//timg.SetAlpha(sdl.SRCALPHA, 255)
switch g.turn {
case g.pieces["black"]:
g.screen.FillRect(&sdl.Rect{int16(sx - 10), int16(sy - 10), 20, 20},
sdl.MapRGBA(g.screen.Format, 0, 0, 0, 128),
)
case g.pieces["white"]:
g.screen.FillRect(&sdl.Rect{int16(sx - 10), int16(sy - 10), 20, 20},
sdl.MapRGBA(g.screen.Format, 255, 255, 255, 128),
)
}
}
return
}
// Runs all of the initial start-up stuff.
func (g *game) load() (err error) {
var (
size int
handicap int
komi float64
superko bool
)
flag.IntVar(&size,
"size",
int(Size19x19),
"Board size; accepts from list: (9, 19)",
)
flag.IntVar(&handicap,
"handicap",
0,
fmt.Sprintf("Handicap; maximums: (%v: %v, %v: %v)",
Size9x9,
MaxHandicap(Size9x9),
Size19x19,
MaxHandicap(Size19x19),
),
)
flag.Float64Var(&komi,
"komi",
-1,
"Komi; -1 to set based on handicap; Default: 5.5",
)
flag.BoolVar(&superko,
"superko",
false,
"Use super ko instead of simple ko.",
)
flag.Parse()
switch BoardSize(size) {
case Size9x9, Size19x19:
default:
return fmt.Errorf("Bad board size: %v", size)
}
if (handicap < 0) || (handicap > MaxHandicap(BoardSize(size))) {
return fmt.Errorf("Bad handicap: %v", handicap)
}
if komi < 0 {
komi = 5.5
if handicap != 0 {
komi = 0
}
}
g.pieces = make(map[string]*Piece)
g.pieces["black"], err = NewPiece("black")
if err != nil {
return
}
g.pieces["white"], err = NewPiece("white")
if err != nil {
return
}
g.turn = g.pieces["black"]
g.score = make(map[*Piece]float64)
g.score[g.pieces["black"]] += komi
ko := SimpleKo
if superko {
ko = SuperKo
}
g.board, err = NewBoard(BoardSize(size), ko)
if err != nil {
return
}
handi, err := GetHandicap(BoardSize(size), handicap)
if err != nil {
return
}
g.board.ApplyHandicap(g.pieces["black"], handi)
return
}
// Run when the game exits.
func (g *game) quit() {
// This will probably eventually autosave game information.
}
func main() {
var g game
err := g.run()
if err != nil {
fmt.Println(err)
os.Exit(1)
}
}