/
game_ui.go
464 lines (423 loc) · 13.7 KB
/
game_ui.go
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package main
import (
"fmt"
"github.com/go-gl/gl/v2.1/gl"
"github.com/go-gl/glfw/v3.1/glfw"
"github.com/gonutz/settlers/game"
"github.com/gonutz/settlers/lang"
"github.com/gonutz/settlers/settings"
"math/rand"
"strconv"
"time"
)
const (
NewGameOption = iota
JoinRemoteGameOption
ChooseLanguageOption
QuitOption
LanguageOKOption
ThreePlayersOption
FourPlayersOption
StartGameOption
NewGameBackOption
LanguageOptionOffset = 1000
)
func init() {
rand.Seed(time.Now().UnixNano())
}
func NewGameUI(win Window) (*gameUI, error) {
if err := settings.Settings.Load(); err != nil {
fmt.Println("cannot load last settings:", err)
}
graphics, err := newGraphics()
if err != nil {
return nil, err
}
g := game.New([]game.Color{game.Red, game.Blue, game.White}, 1)
// main menu
size := func(w, h int) rect { return rect{w: w, h: h} }
newGame := newButton(lang.NewGame, size(500, 80), NewGameOption)
joinRemoteGame := newButton(lang.JoinRemoteGame, size(500, 80), JoinRemoteGameOption)
chooseLanguage := newButton(lang.LanguageWord, size(500, 80), ChooseLanguageOption)
quit := newButton(lang.Quit, size(500, 80), QuitOption)
mainMenu := newWindow(
rect{0, 0, gameW, gameH},
newVerticalFlowLayout(20),
newGame,
joinRemoteGame,
chooseLanguage,
quit,
)
// language menu
var langBoxes []*checkBox
for language := lang.Language(0); language < lang.LastLanguage; language++ {
action := LanguageOptionOffset + int(language)
cb := newCheckBox(lang.Item(language), size(300, 80), action)
cb.setChecked(settings.Settings.Language == int(language))
langBoxes = append(langBoxes, cb)
}
languageMenu := newWindow(
rect{0, 0, gameW, gameH},
newVerticalFlowLayout(0),
newCheckBoxGroup(langBoxes...),
newSpacer(size(0, 20)),
newButton(lang.OK, size(300, 80), LanguageOKOption),
)
languageMenu.setVisible(false)
// new game menu
threePlayers := newCheckBox(lang.ThreePlayers, size(350, 80), ThreePlayersOption)
threePlayers.checked = settings.Settings.PlayerCount == 3
fourPlayers := newCheckBox(lang.FourPlayers, size(350, 80), FourPlayersOption)
fourPlayers.checked = settings.Settings.PlayerCount == 4
var playerMenus [4]*window
for i := range playerMenus {
playerIndex := i // need to copy this for use in closures
nameText := newTextBox(lang.Name, rect{0, 0, 500, 80}, graphics.font)
nameText.text = settings.Settings.PlayerNames[i]
nameText.onTextChange(func(text string) {
settings.Settings.PlayerNames[playerIndex] = text
})
playHere := newCheckBox(lang.PlayHere, rect{0, 0, 500, 80}, -1)
playHere.onCheckChange(func(checked bool) {
if checked {
settings.Settings.PlayerTypes[playerIndex] = settings.Human
}
})
playHere.checked = settings.Settings.PlayerTypes[i] == settings.Human
playAI := newCheckBox(lang.AIPlayer, rect{0, 0, 500, 80}, -1)
playAI.onCheckChange(func(checked bool) {
if checked {
settings.Settings.PlayerTypes[playerIndex] = settings.AI
}
})
playAI.checked = settings.Settings.PlayerTypes[i] == settings.AI
ipText := newTextBox(lang.IP, rect{0, 0, 500, 80}, graphics.font)
ipText.text = settings.Settings.IPs[i]
ipText.onTextChange(func(text string) {
settings.Settings.IPs[playerIndex] = text
})
portText := newTextBox(lang.Port, rect{0, 0, 500, 80}, graphics.font)
portText.text = settings.Settings.Ports[i]
portText.onTextChange(func(text string) {
settings.Settings.Ports[playerIndex] = text
})
connectButton := newButton(lang.Connect, size(500, 80), -1)
playNetwork := newCheckBox(lang.NetworkPlayer, rect{0, 0, 500, 80}, -1)
playNetwork.onCheckChange(func(checked bool) {
ipText.setEnabled(checked)
portText.setEnabled(checked)
connectButton.setEnabled(checked)
if checked {
settings.Settings.PlayerTypes[playerIndex] = settings.NetworkPlayer
}
})
playNetwork.setChecked(settings.Settings.PlayerTypes[i] == settings.NetworkPlayer)
playerMenus[i] = newWindow(
rect{},
newVerticalFlowLayout(0),
newSpacer(rect{0, 0, 620, 30}),
nameText,
newCheckBoxGroup(
playHere,
playAI,
playNetwork,
),
ipText,
portText,
connectButton,
newSpacer(rect{0, 0, 0, 30}),
)
}
var playerTabs [4]*tab
for i := range playerTabs {
col := game.Color(i)
playerTabs[i] = newTab(fullPlayerColor(col), playerMenus[i], i < settings.Settings.PlayerCount)
}
playersSheet := newTabSheet(60, playerTabs[:]...)
newGameMenu := newWindow(
rect{0, 0, gameW, gameH},
newVerticalFlowLayout(20),
newCheckBoxGroup(threePlayers, fourPlayers),
playersSheet,
newButton(lang.StartGame, rect{0, 0, 400, 80}, StartGameOption),
newButton(lang.Back, rect{0, 0, 400, 80}, NewGameBackOption),
)
newGameMenu.setVisible(false)
ui := &gameUI{
game: g,
window: win,
camera: newCamera(),
graphics: graphics,
mainMenu: mainMenu,
newGameMenu: newGameMenu,
languageMenu: languageMenu,
playerTabSheet: playersSheet,
lastPlayerTab: playerTabs[3],
}
ui.buyMenu = newBuyMenu(graphics, ui)
ui.gui = newComposite(ui.mainMenu, ui.newGameMenu, ui.languageMenu)
if err := ui.init(); err != nil {
return nil, err
}
ui.setLanguage(lang.Language(settings.Settings.Language))
//ui.DEBUG_initGame()
return ui, nil
}
type gameUI struct {
game *game.Game
window Window
camera *camera
graphics *graphics
mouseX, mouseY float64
buyMenu *buyMenu
gui *composite
mainMenu *window
languageMenu *window
newGameMenu *window
playerTabSheet *tabSheet
lastPlayerTab *tab
quitting bool
}
type Window interface {
Close()
SetTitle(title string)
}
func (ui *gameUI) Game() *game.Game { return ui.game }
func (ui *gameUI) setLanguage(id lang.Language) {
lang.CurrentLanguage = id
settings.Settings.Language = int(id)
ui.window.SetTitle(lang.Get(lang.Title))
}
func (ui *gameUI) init() error {
return ui.graphics.createGameBackground(ui.game)
}
func (ui *gameUI) KeyDown(key glfw.Key) {
ui.gui.keyPressed(key)
if key == glfw.KeyEscape {
ui.window.Close()
}
if key == glfw.Key1 {
ui.game.CurrentPlayer = 0
}
if key == glfw.Key2 {
ui.game.CurrentPlayer = 1
}
if key == glfw.Key3 {
ui.game.CurrentPlayer = 2
}
if key == glfw.Key4 {
ui.game.CurrentPlayer = 3
}
}
func (ui *gameUI) MouseButtonDown(button glfw.MouseButton) {
if button != glfw.MouseButtonLeft {
return // TODO handle right click when building to undo both buying and build
}
gameX, gameY := ui.camera.windowToGame(ui.mouseX, ui.mouseY)
if ui.game.State == game.NotStarted {
if action := ui.gui.click(gameX, gameY); action != -1 {
switch action {
case NewGameOption:
ui.mainMenu.visible = false
ui.newGameMenu.visible = true
case ChooseLanguageOption:
ui.mainMenu.visible = false
ui.languageMenu.visible = true
case QuitOption:
ui.window.Close()
case LanguageOKOption:
ui.languageMenu.visible = false
ui.mainMenu.visible = true
case NewGameBackOption:
ui.newGameMenu.visible = false
ui.mainMenu.visible = true
case StartGameOption:
ui.game = game.New([]game.Color{game.Red, game.Blue, game.White}, rand.Int())
ui.game = game.New([]game.Color{game.Red, game.Blue, game.White}, 0) // TODO remove
ui.init()
ui.game.Start()
case ThreePlayersOption:
ui.lastPlayerTab.visible = false
ui.playerTabSheet.relayout()
settings.Settings.PlayerCount = 3
case FourPlayersOption:
ui.lastPlayerTab.visible = true
ui.playerTabSheet.relayout()
settings.Settings.PlayerCount = 4
}
if action >= LanguageOptionOffset {
language := lang.Language(action - LanguageOptionOffset)
ui.setLanguage(language)
}
}
} else if ui.game.State == game.ChoosingNextAction {
ui.buyMenu.click(gameX, gameY)
} else if ui.game.State == game.BuildingFirstSettlement ||
ui.game.State == game.BuildingSecondSettlement ||
ui.game.State == game.BuildingNewSettlement {
corner, hit := screenToCorner(gameX, gameY)
if hit && ui.game.CanBuildSettlementAt(corner) {
ui.game.BuildSettlement(corner)
}
} else if ui.game.State == game.BuildingFirstRoad ||
ui.game.State == game.BuildingSecondRoad ||
ui.game.State == game.BuildingNewRoad {
edge, hit := screenToEdge(gameX, gameY)
if hit && ui.game.CanBuildRoadAt(edge) {
ui.game.BuildRoad(edge)
}
} else if ui.game.State == game.BuildingNewCity {
corner, hit := screenToCorner(gameX, gameY)
if hit && ui.game.CanBuildCityAt(corner) {
ui.game.BuildCity(corner)
}
} else if ui.game.State == game.RollingDice {
center := rect{gameW/2 - 100, gameH/2 - 50, 200, 100}
if center.contains(gameX, gameY) {
ui.game.RollTheDice()
}
}
}
func (ui *gameUI) MouseEntered() {}
func (ui *gameUI) MouseExited() { ui.mouseX, ui.mouseY = -10000, -10000 }
func (ui *gameUI) MouseMovedTo(x, y float64) {
gameX, gameY := ui.camera.windowToGame(ui.mouseX, ui.mouseY)
ui.gui.mouseMovedTo(gameX, gameY)
ui.mouseX, ui.mouseY = x, y
}
func (ui *gameUI) RuneTyped(r rune) {
ui.gui.runeTyped(r)
}
func (ui *gameUI) WindowSizeChangedTo(width, height int) {
ui.camera.windowSizeChangedTo(width, height)
}
func (ui *gameUI) Draw() {
ui.drawBaseGame()
if ui.game.State > game.BuildingSecondRoad {
ui.buyMenu.update()
ui.buyMenu.draw()
}
player := ui.game.GetCurrentPlayer()
ui.graphics.drawResources(ui.game.GetCurrentPlayer().Resources, playerColor(player.Color))
color := player.Color
if ui.game.State == game.NotStarted {
color = game.White
}
ui.graphics.showInstruction(ui.stateInstruction(), color)
if ui.game.State != game.RollingDice && ui.game.State > game.BuildingSecondRoad {
ui.graphics.drawDice(ui.game.Dice)
}
gameX, gameY := ui.camera.windowToGame(ui.mouseX, ui.mouseY)
if ui.game.State == game.NotStarted {
ui.gui.draw(ui.graphics)
} else if ui.game.State == game.ChoosingNextAction {
} else if ui.game.State == game.BuildingFirstSettlement ||
ui.game.State == game.BuildingSecondSettlement ||
ui.game.State == game.BuildingNewSettlement {
corner, hit := screenToCorner(gameX, gameY)
canBuild := hit && ui.game.CanBuildSettlementAt(corner)
if canBuild {
x, y := cornerToScreen(corner)
ui.graphics.drawSettlementAt(x, y, player.Color)
} else {
ui.graphics.drawHoveringSettlementAt(gameX, gameY, player.Color)
}
} else if ui.game.State == game.BuildingFirstRoad ||
ui.game.State == game.BuildingSecondRoad ||
ui.game.State == game.BuildingNewRoad {
edge, hit := screenToEdge(gameX, gameY)
canBuild := hit && ui.game.CanBuildRoadAt(edge)
if canBuild {
x, y := edgeToScreen(edge)
ui.graphics.drawRoadAt(x, y, edge, player.Color)
} else {
ui.graphics.drawHoveringRoadAt(gameX, gameY, player.Color)
}
} else if ui.game.State == game.BuildingNewCity {
corner, hit := screenToCorner(gameX, gameY)
canBuild := hit && ui.game.CanBuildCityAt(corner)
if canBuild {
x, y := cornerToScreen(corner)
ui.graphics.drawCityAt(x, y, player.Color)
} else {
ui.graphics.drawHoveringCityAt(gameX, gameY, player.Color)
}
} else if ui.game.State == game.RollingDice {
const d = 100
ui.graphics.rect(gameW/2-2*d, gameH/2-d, 4*d, 2*d, [4]float32{1, 1, 1, 0.8})
ui.graphics.drawImageCenteredAt("dice", gameW/2, gameH/2)
}
}
func (ui *gameUI) stateInstruction() string {
switch ui.game.State {
case game.NotStarted:
return lang.Get(lang.Menu)
case game.BuildingFirstSettlement:
return lang.Get(lang.BuildFirstSettlement)
case game.BuildingFirstRoad:
return lang.Get(lang.BuildFirstRoad)
case game.BuildingSecondSettlement:
return lang.Get(lang.BuildSecondSettlement)
case game.BuildingSecondRoad:
return lang.Get(lang.BuildSecondRoad)
case game.BuildingNewRoad:
return lang.Get(lang.BuildRoad)
case game.BuildingNewSettlement:
return lang.Get(lang.BuildSettlement)
case game.BuildingNewCity:
return lang.Get(lang.BuildCity)
case game.ChoosingNextAction:
return lang.Get(lang.ChooseNextAction)
case game.RollingDice:
return lang.Get(lang.RollDice)
}
return "Unknown State: " + strconv.Itoa(int(ui.game.State))
}
func (ui *gameUI) drawBaseGame() {
gl.Clear(gl.COLOR_BUFFER_BIT)
ui.graphics.drawBackground()
// draw roads first
for _, p := range ui.game.GetPlayers() {
for _, r := range p.GetBuiltRoads() {
x, y := edgeToScreen(r.Position)
ui.graphics.drawRoadAt(x, y, r.Position, p.Color)
}
}
// draw buildings above the roads
for _, p := range ui.game.GetPlayers() {
for _, s := range p.GetBuiltSettlements() {
x, y := cornerToScreen(s.Position)
ui.graphics.drawSettlementAt(x, y, p.Color)
}
for _, c := range p.GetBuiltCities() {
x, y := cornerToScreen(c.Position)
ui.graphics.drawCityAt(x, y, p.Color)
}
}
ui.graphics.drawRobber(tileToScreen(ui.game.Robber.Position))
}
func (ui *gameUI) Finish() {
if err := settings.Settings.Save(); err != nil {
fmt.Println("cannot save settings:", err)
}
}
func (ui *gameUI) DEBUG_initGame() {
ui.game.Players[0].Settlements[0].Position = game.TileCorner{4, 2}
ui.game.Players[0].Settlements[1].Position = game.TileCorner{6, 2}
ui.game.Players[0].Roads[0].Position = game.TileEdge{9, 2}
ui.game.Players[0].Roads[1].Position = game.TileEdge{11, 2}
ui.game.Players[1].Settlements[0].Position = game.TileCorner{4, 3}
ui.game.Players[1].Settlements[1].Position = game.TileCorner{6, 3}
ui.game.Players[1].Roads[0].Position = game.TileEdge{9, 3}
ui.game.Players[1].Roads[1].Position = game.TileEdge{11, 3}
ui.game.Players[2].Settlements[0].Position = game.TileCorner{4, 5}
ui.game.Players[2].Settlements[1].Position = game.TileCorner{6, 5}
ui.game.Players[2].Roads[0].Position = game.TileEdge{9, 5}
ui.game.Players[2].Roads[1].Position = game.TileEdge{11, 5}
ui.game.State = game.RollingDice
ui.game.Players[0].Resources[game.Wool] = 100
ui.game.Players[0].Resources[game.Grain] = 100
ui.game.Players[0].Resources[game.Ore] = 100
ui.game.Players[0].Resources[game.Lumber] = 100
ui.game.Players[0].Resources[game.Brick] = 100
}