func main() { log.SetFlags(0) var resourcePath string { GOPATH := os.Getenv("GOPATH") if GOPATH == "" { log.Fatal("No such environment variable: GOPATH") } for _, gopath := range strings.Split(GOPATH, ":") { a := gopath + "/src/github.com/0xe2-0x9a-0x9b/Go-SDL/sdl-test" _, err := os.Stat(a) if err == nil { resourcePath = a break } } if resourcePath == "" { log.Fatal("Failed to find resource directory") } } var joy *sdl.Joystick if sdl.Init(sdl.INIT_EVERYTHING) != 0 { log.Fatal(sdl.GetError()) } if ttf.Init() != 0 { log.Fatal(sdl.GetError()) } if sdl.NumJoysticks() > 0 { // Open joystick joy = sdl.JoystickOpen(0) if joy != nil { println("Opened Joystick 0") println("Name: ", sdl.JoystickName(0)) println("Number of Axes: ", joy.NumAxes()) println("Number of Buttons: ", joy.NumButtons()) println("Number of Balls: ", joy.NumBalls()) } else { println("Couldn't open Joystick!") } } if mixer.OpenAudio(mixer.DEFAULT_FREQUENCY, mixer.DEFAULT_FORMAT, mixer.DEFAULT_CHANNELS, 4096) != 0 { log.Fatal(sdl.GetError()) } var screen = sdl.SetVideoMode(640, 480, 32, sdl.RESIZABLE) if screen == nil { log.Fatal(sdl.GetError()) } var video_info = sdl.GetVideoInfo() println("HW_available = ", video_info.HW_available) println("WM_available = ", video_info.WM_available) println("Video_mem = ", video_info.Video_mem, "kb") sdl.EnableUNICODE(1) sdl.WM_SetCaption("Go-SDL SDL Test", "") image := sdl.Load(resourcePath + "/test.png") if image == nil { log.Fatal(sdl.GetError()) } sdl.WM_SetIcon(image, nil) running := true font := ttf.OpenFont(resourcePath+"/Fontin Sans.otf", 72) if font == nil { log.Fatal(sdl.GetError()) } font.SetStyle(ttf.STYLE_UNDERLINE) white := sdl.Color{255, 255, 255, 0} text := ttf.RenderText_Blended(font, "Test (with music)", white) music := mixer.LoadMUS(resourcePath + "/test.ogg") sound := mixer.LoadWAV(resourcePath + "/sound.ogg") if music == nil || sound == nil { log.Fatal(sdl.GetError()) } music.PlayMusic(-1) if sdl.GetKeyName(270) != "[+]" { log.Fatal("GetKeyName broken") } worm_in := make(chan Point) draw := make(chan Point, 64) var out chan Point var in chan Point out = worm_in in = out out = make(chan Point) go worm(in, out, draw) ticker := time.NewTicker(time.Second / 50) // 50 Hz // Note: The following SDL code is highly ineffective. // It is eating too much CPU. If you intend to use Go-SDL, // you should to do better than this. for running { select { case <-ticker.C: screen.FillRect(nil, 0x302019) screen.Blit(&sdl.Rect{0, 0, 0, 0}, text, nil) loop: for { select { case p := <-draw: screen.Blit(&sdl.Rect{int16(p.x), int16(p.y), 0, 0}, image, nil) case <-out: default: break loop } } var p Point sdl.GetMouseState(&p.x, &p.y) worm_in <- p screen.Flip() case _event := <-sdl.Events: switch e := _event.(type) { case sdl.QuitEvent: running = false case sdl.KeyboardEvent: println("") println(e.Keysym.Sym, ": ", sdl.GetKeyName(sdl.Key(e.Keysym.Sym))) if e.Keysym.Sym == sdl.K_ESCAPE { running = false } fmt.Printf("%04x ", e.Type) for i := 0; i < len(e.Pad0); i++ { fmt.Printf("%02x ", e.Pad0[i]) } println() fmt.Printf("Type: %02x Which: %02x State: %02x Pad: %02x\n", e.Type, e.Which, e.State, e.Pad0[0]) fmt.Printf("Scancode: %02x Sym: %08x Mod: %04x Unicode: %04x\n", e.Keysym.Scancode, e.Keysym.Sym, e.Keysym.Mod, e.Keysym.Unicode) case sdl.MouseButtonEvent: if e.Type == sdl.MOUSEBUTTONDOWN { println("Click:", e.X, e.Y) in = out out = make(chan Point) go worm(in, out, draw) sound.PlayChannel(-1, 0) } case sdl.JoyAxisEvent: println("Joystick Axis Event ->", "Type", e.Type, "Axis:", e.Axis, " Value:", e.Value, "Which:", e.Which) case sdl.JoyButtonEvent: println("Joystick Button Event ->", e.Button) println("State of button", e.Button, "->", joy.GetButton(int(e.Button))) case sdl.ResizeEvent: println("resize screen ", e.W, e.H) screen = sdl.SetVideoMode(int(e.W), int(e.H), 32, sdl.RESIZABLE) if screen == nil { log.Fatal(sdl.GetError()) } } } } // Close if opened if sdl.JoystickOpened(0) > 0 { joy.Close() } image.Free() music.Free() font.Close() ttf.Quit() sdl.Quit() }
func main() { // Use all processors runtime.GOMAXPROCS(runtime.NumCPU()) // SDL voodoo if sdl.Init(sdl.INIT_VIDEO) != 0 { panic(sdl.GetError()) } defer sdl.Quit() if ttf.Init() != 0 { panic(sdl.GetError()) } defer ttf.Quit() screen := sdl.SetVideoMode(640, 480, 32, sdl.ANYFORMAT) if screen == nil { panic(sdl.GetError()) } screen.SetAlpha(sdl.SRCALPHA, 255) sdl.WM_SetCaption("Connect Four", "") ticker := time.NewTicker(time.Second / 60 /*60 Hz*/) // Make some pipes for communicating with the game logic moveReady := make(chan int) newState := make(chan c4.State) nextMove := make(chan int) gameResults := make(chan c4.Piece) var winner c4.Piece var game c4.State waitingForMove := false gameOver := false // Get ready to write text font := ttf.OpenFont("DroidSans.ttf", 36) var line1, line2 *sdl.Surface showMessage := false // Start a game startGame := func() { c4.RunGame( SDLHuman{moveReady, nextMove}, c4.AlphaBetaAI{ c4.Black, 8, func(game c4.State, p c4.Piece) float64 { // Evolved solution: // return c4.EvalFactors{ // 0.2502943943301069, // -0.4952316649483701, // 0.3932539700819625, // -0.2742452616759889, // 0.4746881137884282, // 0.2091091127191147}.Eval(game, p) // Least mean squares solution after 2 iterations against evolved solution: return c4.EvalFactors{ 0.32386133725050104, 0.5490470895311659, 0.3932539698522742, -0.27424526114286796, 0.4746881136468789, 0.2091091126568151}.Eval(game, p) }, func(game c4.State) bool { return game.GetWinner() != c4.None }, }, NewUpdater(newState), func(err error) { fmt.Println(err) }, func(winner c4.Piece) { if winner == c4.Red { gameResults <- c4.Red } else if winner == c4.Black { gameResults <- c4.Black } else { gameResults <- c4.None } }) } go startGame() loop: for { select { case <-ticker.C: screen.FillRect( &sdl.Rect{0, 0, SCREEN_WIDTH, SCREEN_HEIGHT}, BOARD_COLOR) for col := 0; col < c4.MaxColumns; col++ { for row := 0; row < c4.MaxRows; row++ { drawPiece(screen, col, row, game.GetPiece(col, row)) } } if showMessage { screen.Blit( &sdl.Rect{ int16(SCREEN_WIDTH/2 - line1.W/2), int16(SCREEN_HEIGHT/2 - line1.H), 0, 0}, line1, nil) screen.Blit( &sdl.Rect{ int16(SCREEN_WIDTH/2 - line2.W/2), int16(SCREEN_HEIGHT / 2), 0, 0}, line2, nil) } screen.Flip() case event := <-sdl.Events: switch e := event.(type) { case sdl.MouseButtonEvent: if waitingForMove && e.Type == sdl.MOUSEBUTTONUP && e.Button == sdl.BUTTON_LEFT { waitingForMove = false nextMove <- int(e.X * c4.MaxColumns / SCREEN_WIDTH) // Tell user that the AI is thinking now line1 = sdl.CreateRGBSurface(0, 0, 0, 32, 0, 0, 0, 0) line2 = ttf.RenderText_Blended(font, "Thinking...", sdl.Color{255, 255, 255, 0}) showMessage = true } else if gameOver && e.Type == sdl.MOUSEBUTTONUP && e.Button == sdl.BUTTON_LEFT { gameOver = false showMessage = false go startGame() } case sdl.QuitEvent: break loop } case game = <-newState: // We did the assignment; there's nothing else to do case <-moveReady: waitingForMove = true showMessage = false case winner = <-gameResults: gameOver = true var message string if winner == c4.Red { message = "You win!" } else if winner == c4.Black { message = "You lose." } else { message = "Draw." } line1 = ttf.RenderText_Blended(font, message, sdl.Color{255, 255, 255, 0}) line2 = ttf.RenderText_Blended(font, "Click to play again...", sdl.Color{255, 255, 255, 0}) showMessage = true } } }