/
game.go
262 lines (215 loc) · 6.32 KB
/
game.go
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
package main
import (
"fmt"
"image/color"
_ "image/jpeg"
_ "image/png"
"log"
"time"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/spf13/viper"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/text"
)
type Game struct {
state GameState
deck *Deck
graveyard *Graveyard
players []Player
currentPlayer int
emptyHand bool
// Configuration
screenWidth, screenHeight int
handSize int
// Graphics
background *ebiten.Image
op *ebiten.DrawImageOptions
}
func NewGame(input InputHandler, screenWidth, screenHeight, handSize int) *Game {
var g Game
g.screenWidth = screenWidth
g.screenHeight = screenHeight
g.handSize = handSize
g.state = StateIntro
hp := NewHumanPlayer(&g, input, 1)
ap := NewAIPlayer(&g, 2)
g.players = append(g.players, hp, ap)
img, _, err := ebitenutil.NewImageFromFile(viper.GetString("field.background"))
if err != nil {
log.Fatal(err)
}
g.background = img
g.op = ResizeTo(img, nil, screenWidth, screenHeight)
return &g
}
func (g *Game) NextPlayer() int {
return (g.currentPlayer + 1) % 2
}
func (g *Game) Update() error {
switch g.state {
case StateIntro:
time.Sleep(time.Millisecond * 200)
g.state = StateTitle
case StateTitle:
time.Sleep(time.Millisecond * 200)
g.state = StateGameStart
case StateGameStart:
g.deck = NewDeck()
g.deck.Shuffle(time.Now().UnixNano())
g.graveyard = NewGraveyard()
g.currentPlayer = 0
g.state = StateDealHand
case StateDealHand:
for i := 0; i < g.handSize; i++ {
for _, p := range g.players {
c, err := g.deck.DrawCard()
if err != nil {
log.Fatal(err)
}
p.Hand().Put(c)
}
}
g.state = StateTurnStart
case StateTurnStart:
time.Sleep(time.Millisecond * 200)
g.state = StateDrawPhase
case StateDrawPhase:
switch key := g.players[g.currentPlayer].Input().Read(); key {
case KeyDefaultOrGraveyard:
card, err := g.deck.DrawCard()
if err != nil {
// deck is empty, but we allow the game to continue until we have no cards left on hand
log.Println(err)
g.state = StateDiscardPhase
return nil
}
g.players[g.currentPlayer].Hand().Put(card)
g.state = StateDiscardPhase
}
case StateDiscardPhase:
switch key := g.players[g.currentPlayer].Input().Read(); key {
case KeyDefaultOrGraveyard:
card, err := g.players[g.currentPlayer].Hand().Discard()
if err != nil {
log.Println(err)
// no cards left in hand, is it over?
if g.emptyHand {
// both players have no cards left, wrap it up
g.state = StateGameOver
}
g.emptyHand = true
g.state = StateTurnEnd
return nil
}
if card.Rules.Target == "opponent" {
g.Play(g.players[g.currentPlayer], g.players[g.NextPlayer()], card)
} else {
// self or any
g.Play(g.players[g.currentPlayer], g.players[g.currentPlayer], card)
}
g.state = StateTurnEnd
case KeyOpponentOrGraveyard:
card, err := g.players[g.currentPlayer].Hand().Discard()
if err != nil {
log.Println(err)
// no cards left in hand, is it over?
if g.emptyHand {
// both players have no cards left, wrap it up
g.state = StateGameOver
}
g.emptyHand = true
g.state = StateTurnEnd
return nil
}
if card.Rules.Target == "self" {
g.graveyard.Put(card)
} else {
g.Play(g.players[g.currentPlayer], g.players[g.NextPlayer()], card)
}
g.state = StateTurnEnd
case KeyGraveyard:
card, err := g.players[g.currentPlayer].Hand().Discard()
if err != nil {
log.Println(err)
// no cards left in hand, is it over?
if g.emptyHand {
// both players have no cards left, wrap it up
g.state = StateGameOver
}
g.emptyHand = true
g.state = StateTurnEnd
return nil
}
g.graveyard.Put(card)
g.state = StateTurnEnd
case KeyLeft:
if viper.GetBool("reverse_left_right") {
g.players[g.currentPlayer].Hand().Right()
} else {
g.players[g.currentPlayer].Hand().Left()
}
case KeyRight:
if viper.GetBool("reverse_left_right") {
g.players[g.currentPlayer].Hand().Left()
} else {
g.players[g.currentPlayer].Hand().Right()
}
}
case StateTurnEnd:
if g.players[g.currentPlayer].Distance() == viper.GetInt("rules.max_distance") {
log.Printf("player %d cleared the game!", g.currentPlayer)
time.Sleep(time.Second)
g.state = StateGameOver
return nil
}
g.currentPlayer = g.NextPlayer()
g.state = StateTurnStart
case StateGameOver:
}
return nil
}
func (g *Game) Play(from, to Player, card Card) {
if to == nil {
g.graveyard.Put(card)
return
}
err := to.Receive(card)
if err != nil {
log.Println(err)
g.graveyard.Put(card)
}
}
func (g *Game) Draw(screen *ebiten.Image) {
switch g.state {
case StateIntro:
g.PrintCentered(screen, "intro state", color.White)
case StateTitle:
g.PrintCentered(screen, "title screen", color.White)
case StateGameStart:
g.PrintCentered(screen, "game start", color.White)
case StateTurnStart, StateDealHand, StateDrawPhase, StateDiscardPhase, StateTurnEnd:
screen.DrawImage(g.background, g.op)
score1 := fmt.Sprintf("Travel distance: %d Km", g.players[0].Distance())
score2 := fmt.Sprintf("Travel distance: %d Km", g.players[1].Distance())
text.Draw(screen, score1, ttfRoboto, viper.GetInt("layout.player1.score.startX"), viper.GetInt("layout.player1.score.startY"), color.Black)
text.Draw(screen, score2, ttfRoboto, viper.GetInt("layout.player2.score.startX"), viper.GetInt("layout.player2.score.startY"), color.Black)
g.deck.DrawImage(screen)
g.graveyard.DrawImage(screen)
for _, p := range g.players {
p.DrawField(screen)
}
if g.currentPlayer == 0 || !viper.GetBool("hide_cpu_hand") {
g.players[g.currentPlayer].Hand().DrawImage(screen)
}
text.Draw(screen, fmt.Sprintf("Current Phase: Player %d - %s", g.currentPlayer+1, g.state), ttfRoboto, viper.GetInt("layout.info.startX"), viper.GetInt("layout.info.startY"), color.RGBA{R: 0xFF, G: 0x00, B: 0x00, A: 0xFF})
case StateGameOver:
g.PrintCentered(screen, "GAME OVER", color.White)
}
}
func (g *Game) Layout(width, height int) (int, int) {
return g.screenWidth, g.screenHeight
}
func (g *Game) PrintCentered(screen *ebiten.Image, msg string, clr color.Color) {
bounds := text.BoundString(ttfRobotoLarge, msg)
text.Draw(screen, msg, ttfRobotoLarge, g.screenWidth/2-bounds.Dx()/2, g.screenHeight/2-bounds.Dy()/2, clr)
}