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main.go
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package main
import (
"bytes"
_ "embed"
"errors"
"fmt"
"image"
_ "image/png"
"log"
"math/rand"
"time"
"github.com/hajimehoshi/ebiten/v2"
"github.com/hajimehoshi/ebiten/v2/ebitenutil"
"github.com/hajimehoshi/ebiten/v2/inpututil"
)
// GUI
const (
screenWidth = 300
screenHeight = 600
objScale = .33
objHalfWidth = 48 / 2
objHalfHeight = 48 / 2
nbType = 3
nbObjPerType = 50
nbObj = nbObjPerType * nbType
)
// Types
// The order reflect force in the game not the name
// paper > rock > scissors (> paper, etc.)
const (
paper = iota
rock
scissors
)
//go:embed resources/icons8-rock-48.png
var rockPng []byte
var rockImg *ebiten.Image
//go:embed resources/icons8-page-facing-up-48.png
var paperPng []byte
var paperImg *ebiten.Image
//go:embed resources/icons8-scissors-48.png
var scissorsPng []byte
var scissorsImg *ebiten.Image
type NNS interface {
Neighbor([]Obj, int) (int, error)
}
// init loads all the resources
func init() {
rand.Seed(time.Now().Unix())
rockDecoded, _, err := image.Decode(bytes.NewReader(rockPng))
if err != nil {
log.Fatal("decoding rock:", err)
}
rockImg = ebiten.NewImageFromImage(rockDecoded)
paperDecoded, _, err := image.Decode(bytes.NewReader(paperPng))
if err != nil {
log.Fatal("decoding paper:", err)
}
paperImg = ebiten.NewImageFromImage(paperDecoded)
scissorsDecoded, _, err := image.Decode(bytes.NewReader(scissorsPng))
if err != nil {
log.Fatal("decoding scissors:", err)
}
scissorsImg = ebiten.NewImageFromImage(scissorsDecoded)
}
func main() {
ebiten.SetWindowSize(screenWidth, screenHeight)
ebiten.SetWindowTitle("Rock Paper Scissors")
game := &Game{
nns: &Linear{},
}
game.Init()
if err := ebiten.RunGame(game); err != nil {
log.Fatal(err)
}
}
type Obj struct {
t int // type: rock, paper, scissors
x, y int
}
func (o Obj) String() string {
var t string
switch o.t {
case paper:
t = "P"
case rock:
t = "R"
case scissors:
t = "S"
}
return fmt.Sprintf("%s(%d,%d)", t, o.x, o.y)
}
type Game struct {
paused bool
nns NNS
o [nbObj]Obj
}
func (g *Game) Update() error {
// Pause
spacePressed := inpututil.IsKeyJustReleased(ebiten.KeySpace)
if spacePressed {
g.paused = !g.paused
log.Println("paused:", g.paused)
}
if g.paused {
return nil
}
// Create next state by copy
var next [nbObj]Obj
for i := 0; i < nbObj; i++ {
next[i] = Obj{
t: g.o[i].t,
x: g.o[i].x,
y: g.o[i].y,
}
}
// Update next state
for i := 0; i < nbObj; i++ {
// Pass if the Obj has already a new state
if g.o[i].t != next[i].t {
continue
}
n, err := g.nns.Neighbor(g.o[:], i)
if err != nil {
log.Println("searching neighbor:", err)
g.paused = true
log.Println("game paused")
continue
}
// Move
switch g.o[i].t {
case paper:
switch g.o[n].t {
case rock:
next[i].x, next[i].y = pursue(g.o[i], g.o[n])
case scissors:
next[i].x, next[i].y = evade(g.o[i], g.o[n])
}
case rock:
switch g.o[n].t {
case scissors:
next[i].x, next[i].y = pursue(g.o[i], g.o[n])
case paper:
next[i].x, next[i].y = evade(g.o[i], g.o[n])
}
case scissors:
switch g.o[n].t {
case paper:
next[i].x, next[i].y = pursue(g.o[i], g.o[n])
case rock:
next[i].x, next[i].y = evade(g.o[i], g.o[n])
}
}
// Catch
if sqrDist(next[i], g.o[n]) <= 2 {
next[n].t = g.o[i].t
}
}
// Disjoint groups
for i := 0; i < nbObj; i++ {
for j := i + 1; j < nbObj; j++ {
if next[i].t == next[j].t && next[i].x == next[j].x && next[i].y == next[j].y {
next[i].x += rand.Intn(3) - 1
next[i].x = clamp(next[i].x, 0, screenWidth)
next[i].y += rand.Intn(3) - 1
next[i].y = clamp(next[i].y, 0, screenHeight)
}
}
}
g.o = next
return nil
}
func pursue(me Obj, prey Obj) (int, int) {
var newX = me.x
var newY = me.y
if me.x < prey.x {
newX++
}
if me.x > prey.x {
newX--
}
if me.y < prey.y {
newY++
}
if me.y > prey.y {
newY--
}
newX = clamp(newX, 0, screenWidth)
newY = clamp(newY, 0, screenHeight)
return newX, newY
}
func evade(me Obj, predator Obj) (int, int) {
var newX = me.x
var newY = me.y
if me.x < predator.x {
newX--
}
if me.x > predator.x {
newX++
}
if me.y < predator.y {
newY--
}
if me.y > predator.y {
newY++
}
newX = clamp(newX, 0, screenWidth)
newY = clamp(newY, 0, screenHeight)
// If cornered, move randomly
if newX == me.x && newY == me.y {
if newX == predator.x {
newX += rand.Intn(3) - 1
newX = clamp(newX, 0, screenWidth)
} else {
newY += rand.Intn(3) - 1
newY = clamp(newY, 0, screenHeight)
}
}
return newX, newY
}
func clamp(val int, min int, max int) int {
if val < min {
return min
}
if val > max {
return max
}
return val
}
func (g *Game) Draw(screen *ebiten.Image) {
// ebitenutil.DebugPrint(screen, "Rock Paper Scissors")
for _, o := range g.o {
op := &ebiten.DrawImageOptions{}
op.GeoM.Scale(objScale, objScale)
op.GeoM.Translate(float64(o.x)-objHalfWidth*objScale, float64(o.y)-objHalfHeight*objScale)
switch o.t {
case rock:
screen.DrawImage(rockImg, op)
case paper:
screen.DrawImage(paperImg, op)
case scissors:
screen.DrawImage(scissorsImg, op)
}
}
// Status
s := [3]int{0, 0, 0}
for _, o := range g.o {
s[o.t]++
}
// Draw the message.
tutorial := "Space: Pause"
msg := fmt.Sprintf("TPS: %0.2f\nFPS: %0.2f\n%s\n\nRock : %3d\nPaper : %3d\nScissors: %3d", ebiten.ActualTPS(), ebiten.ActualFPS(),
tutorial,
s[rock], s[paper], s[scissors])
ebitenutil.DebugPrint(screen, msg)
}
func (g *Game) Layout(_, _ int) (int, int) {
return screenWidth, screenHeight
}
func (g *Game) Init() {
log.Println("Initiating game")
for i := 0; i < nbObj; i++ {
g.o[i] = Obj{
t: i % 3,
x: rand.Intn(screenWidth),
y: rand.Intn(screenHeight),
}
}
}
// Beware,
// the following code search the nearest neighbor but from a different type
// than object given in parameter (index).
// Circular implements an index neighbor search.
// It is for testing purpose only.
type Circular struct{}
func (l *Circular) Neighbor(objs []Obj, i int) (int, error) {
for j := 1; j < len(objs)-1; j++ {
n := (i + j) % len(objs)
if objs[i].t != objs[n].t {
return n, nil
}
}
return 0, errors.New("no neighbor found")
}
// Linear implements a linear search of the nearest neighbor.
// https://en.wikipedia.org/wiki/Nearest_neighbor_search#Linear_search
type Linear struct{}
func (l *Linear) Neighbor(objs []Obj, i int) (int, error) {
bestIndex := -1
bestDist := screenWidth * screenWidth * screenHeight * screenHeight
for j := 1; j < len(objs)-1; j++ {
n := (i + j) % len(objs)
if objs[i].t != objs[n].t {
dist := sqrDist(objs[i], objs[n])
if dist < bestDist {
bestIndex = n
bestDist = dist
}
}
}
if bestIndex == -1 {
return 0, errors.New("no neighbor found")
}
return bestIndex, nil
}
// sqrDist returns the square of the distance between two objects.
// To avoid a square root, we compare the square of the distance.
func sqrDist(o1 Obj, o2 Obj) int {
return (o1.x-o2.x)*(o1.x-o2.x) + (o1.y-o2.y)*(o1.y-o2.y)
}