mirror of
https://github.com/giongto35/cloud-game.git
synced 2026-07-23 01:57:22 +00:00
138 lines
2.9 KiB
Go
138 lines
2.9 KiB
Go
// credit to https://github.com/fogleman/nes
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package ui
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import (
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"image"
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// "strconv"
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"github.com/giongto35/cloud-game/nes"
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)
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const padding = 0
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// List key pressed
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const (
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a1 = iota
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b1
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select1
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start1
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up1
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down1
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left1
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right1
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save1
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load1
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a2
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b2
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select2
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start2
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up2
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down2
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left2
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right2
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save2
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load2
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)
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const NumKeys = 10
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type GameView struct {
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director *Director
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console *nes.Console
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title string
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hash string
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// equivalent to the list key pressed const above
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keyPressed [NumKeys * 2]bool
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imageChannel chan *image.RGBA
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inputChannel chan int
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}
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func NewGameView(director *Director, console *nes.Console, title, hash string, imageChannel chan *image.RGBA, inputChannel chan int) View {
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gameview := &GameView{
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director: director,
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console: console,
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title: title,
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hash: hash,
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keyPressed: [NumKeys * 2]bool{false},
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imageChannel: imageChannel,
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inputChannel: inputChannel,
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}
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go gameview.ListenToInputChannel()
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return gameview
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}
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// ListenToInputChannel listen from input channel streamm, which is exposed to WebRTC session
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func (view *GameView) ListenToInputChannel() {
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for {
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keysInBinary := <-view.inputChannel
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for i := 0; i < NumKeys*2; i++ {
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view.keyPressed[i] = ((keysInBinary & 1) == 1)
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keysInBinary = keysInBinary >> 1
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}
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}
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}
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// Enter enter the game view.
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func (view *GameView) Enter() {
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// Always reset game
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// Legacy Audio code. TODO: Add it back to support audio
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// view.console.SetAudioChannel(view.director.audio.channel)
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// view.console.SetAudioSampleRate(view.director.audio.sampleRate)
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// load state
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view.console.Reset()
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// load sram
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cartridge := view.console.Cartridge
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if cartridge.Battery != 0 {
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if sram, err := readSRAM(sramPath(view.hash)); err == nil {
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cartridge.SRAM = sram
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}
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}
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}
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// Exit ...
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func (view *GameView) Exit() {
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// view.console.SetAudioChannel(nil)
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// view.console.SetAudioSampleRate(0)
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// save sram
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cartridge := view.console.Cartridge
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if cartridge.Battery != 0 {
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writeSRAM(sramPath(view.hash), cartridge.SRAM)
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}
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}
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// Update is called for every period of time, dt is the elapsed time from the last frame
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func (view *GameView) Update(t, dt float64) {
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if dt > 1 {
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dt = 0
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}
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console := view.console
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view.updateControllers()
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console.StepSeconds(dt)
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// fps to set frame
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view.imageChannel <- console.Buffer()
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}
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func (view *GameView) updateControllers() {
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// Divide keyPressed to player 1 and player 2
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// First 10 keys are player 1
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var player1Keys [8]bool
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copy(player1Keys[:], view.keyPressed[:8])
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var player2Keys [8]bool
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copy(player2Keys[:], view.keyPressed[10:18])
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view.console.Controller1.SetButtons(player1Keys)
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view.console.Controller2.SetButtons(player2Keys)
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if view.keyPressed[save1] || view.keyPressed[save2] {
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view.console.SaveState(savePath(view.hash))
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}
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if view.keyPressed[load1] || view.keyPressed[load2] {
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view.console.LoadState(savePath(view.hash))
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}
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}
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