cloud-game/ui/gameview.go
2019-04-10 01:25:11 +08:00

138 lines
2.9 KiB
Go

// credit to https://github.com/fogleman/nes
package ui
import (
"image"
// "strconv"
"github.com/giongto35/cloud-game/nes"
)
const padding = 0
// List key pressed
const (
a1 = iota
b1
select1
start1
up1
down1
left1
right1
save1
load1
a2
b2
select2
start2
up2
down2
left2
right2
save2
load2
)
const NumKeys = 10
type GameView struct {
director *Director
console *nes.Console
title string
hash string
// equivalent to the list key pressed const above
keyPressed [NumKeys * 2]bool
imageChannel chan *image.RGBA
inputChannel chan int
}
func NewGameView(director *Director, console *nes.Console, title, hash string, imageChannel chan *image.RGBA, inputChannel chan int) View {
gameview := &GameView{
director: director,
console: console,
title: title,
hash: hash,
keyPressed: [NumKeys * 2]bool{false},
imageChannel: imageChannel,
inputChannel: inputChannel,
}
go gameview.ListenToInputChannel()
return gameview
}
// ListenToInputChannel listen from input channel streamm, which is exposed to WebRTC session
func (view *GameView) ListenToInputChannel() {
for {
keysInBinary := <-view.inputChannel
for i := 0; i < NumKeys*2; i++ {
view.keyPressed[i] = ((keysInBinary & 1) == 1)
keysInBinary = keysInBinary >> 1
}
}
}
// Enter enter the game view.
func (view *GameView) Enter() {
// Always reset game
// Legacy Audio code. TODO: Add it back to support audio
// view.console.SetAudioChannel(view.director.audio.channel)
// view.console.SetAudioSampleRate(view.director.audio.sampleRate)
// load state
view.console.Reset()
// load sram
cartridge := view.console.Cartridge
if cartridge.Battery != 0 {
if sram, err := readSRAM(sramPath(view.hash)); err == nil {
cartridge.SRAM = sram
}
}
}
// Exit ...
func (view *GameView) Exit() {
// view.console.SetAudioChannel(nil)
// view.console.SetAudioSampleRate(0)
// save sram
cartridge := view.console.Cartridge
if cartridge.Battery != 0 {
writeSRAM(sramPath(view.hash), cartridge.SRAM)
}
}
// Update is called for every period of time, dt is the elapsed time from the last frame
func (view *GameView) Update(t, dt float64) {
if dt > 1 {
dt = 0
}
console := view.console
view.updateControllers()
console.StepSeconds(dt)
// fps to set frame
view.imageChannel <- console.Buffer()
}
func (view *GameView) updateControllers() {
// Divide keyPressed to player 1 and player 2
// First 10 keys are player 1
var player1Keys [8]bool
copy(player1Keys[:], view.keyPressed[:8])
var player2Keys [8]bool
copy(player2Keys[:], view.keyPressed[10:18])
view.console.Controller1.SetButtons(player1Keys)
view.console.Controller2.SetButtons(player2Keys)
if view.keyPressed[save1] || view.keyPressed[save2] {
view.console.SaveState(savePath(view.hash))
}
if view.keyPressed[load1] || view.keyPressed[load2] {
view.console.LoadState(savePath(view.hash))
}
}