middle of the re-work
This commit is contained in:
+17
-102
@@ -4,9 +4,9 @@ import (
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"fmt"
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"os"
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"sshpong/internal/ansii"
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"sshpong/internal/pong"
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"strings"
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"time"
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"unicode/utf8"
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)
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var (
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@@ -19,17 +19,11 @@ var (
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playerY int = 10
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)
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func Render() {
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now := time.Now()
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err := doFpsTest()
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if err != nil {
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fmt.Println("Error ", err)
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return
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}
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then := time.Now()
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total := float64(float64(then.UnixMicro()-now.UnixMicro()) / 1000.0)
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fmt.Printf("\n\nTook %.3f milliseconds\n", total)
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func Render(state pong.GameState) {
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// drawScreen(state)
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fmt.Print("\033c")
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fmt.Println("Player 1", state.Player1.Pos.X, state.Player1.Pos.Y)
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fmt.Println("Player 2", state.Player2.Pos.X, state.Player2.Pos.Y)
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}
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func writeCheckerBoard(height int, width int, builder *strings.Builder) {
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@@ -53,25 +47,22 @@ func writeCheckerBoard(height int, width int, builder *strings.Builder) {
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}
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}
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func drawScreen(frameNum int, startMs float64) (frameTimeMs float64) {
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_ = frameNum
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_, height := ansii.GetTermSize()
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func drawScreen(state pong.GameState) {
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// width := 100
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// height := 50
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var builder = strings.Builder{}
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builder.WriteString(string(ansii.Screen.ClearScreen))
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// writeCheckerBoard(height, width, &builder)
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// var xOffset = frameNum % width
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// ansii.DrawBox(&builder, ansii.Offset{X: 0, Y: 0}, 5, 8, ansii.Colors.Purple)
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ansii.DrawBox(&builder, ansii.Offset{X: playerX, Y: playerY}, 5, 1, ansii.Colors.Cyan)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: playerX, Y: playerY}, ansii.Colors.Purple)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: playerX, Y: playerY + 5}, ansii.Colors.Purple)
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ansii.DrawBox(&builder, ansii.Offset{X: int(state.Player1.Pos.X), Y: int(state.Player1.Pos.Y)}, 5, 1, ansii.Colors.Cyan)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: int(state.Player1.Pos.X), Y: int(state.Player1.Pos.Y)}, ansii.Colors.Purple)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: int(state.Player1.Pos.X), Y: int(state.Player1.Pos.Y) + 5}, ansii.Colors.Purple)
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ansii.DrawBox(&builder, ansii.Offset{X: int(state.Player2.Pos.X), Y: int(state.Player2.Pos.Y)}, 5, 1, ansii.Colors.Cyan)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: int(state.Player2.Pos.X), Y: int(state.Player2.Pos.Y)}, ansii.Colors.Purple)
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ansii.DrawPixelStyle(&builder, ansii.Offset{X: int(state.Player2.Pos.X), Y: int(state.Player2.Pos.Y) + 5}, ansii.Colors.Purple)
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// Quit instructions
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builder.WriteString(string(ansii.Screen.PlaceCursor(ansii.Offset{X: 0, Y: height})))
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builder.WriteString("q to quit")
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// builder.WriteString(string(ansii.Screen.PlaceCursor(ansii.Offset{X: 0, Y: height})))
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// builder.WriteString("q to quit")
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os.Stdout.WriteString(builder.String())
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var frameTimeMilli = (float64(time.Now().UnixNano()) / 1_000_000.0) - startMs
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// builder.WriteString(string(ansii.Screen.Coordinate(0, 0)))
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return frameTimeMilli
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}
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func drawFrameStats(frameNum int, frameTimeMs float64) {
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@@ -117,79 +108,3 @@ func waitForFpsLock(startMs float64) {
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}
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}
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}
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func doFpsTest() error {
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prev, err := ansii.MakeTermRaw()
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if err != nil {
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return err
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}
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defer ansii.RestoreTerm(prev)
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quit = make(chan bool, 1)
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userInput = make(chan rune, 1)
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// User input loop
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go func() {
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for {
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buf := make([]byte, 3)
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n, err := os.Stdin.Read(buf)
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if err != nil {
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fmt.Fprintf(os.Stderr, "Error reading from stdin: %v\n", err)
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continue
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}
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if n > 0 {
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if buf[0] == 0x1b { // ESC
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if n > 1 && buf[1] == '[' { // ESC [
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switch buf[2] {
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case 'A':
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userInput <- '↑' // Up arrow
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case 'B':
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userInput <- '↓' // Down arrow
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case 'C':
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userInput <- '→' // Right arrow
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case 'D':
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userInput <- '←' // Left arrow
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default:
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userInput <- '?'
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}
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} else {
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userInput <- '?'
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}
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} else {
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r, _ := utf8.DecodeRune(buf)
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userInput <- r
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}
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}
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}
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}()
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// Rendering loop
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go func() {
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for i := 0; i <= 10_000; i++ {
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startMs := float64(time.Now().UnixNano()) / 1_000_000.0
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select {
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case <-quit:
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return
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default:
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frameTimeMs := drawScreen(i, startMs)
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drawFrameStats(i, frameTimeMs)
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waitForFpsLock(startMs)
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}
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}
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close(quit)
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}()
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os.Stdout.WriteString(string(ansii.Screen.HideCursor))
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defer os.Stdout.WriteString(string(ansii.Screen.ShowCursor))
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for {
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select {
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case <-quit:
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fmt.Println("Exiting")
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return nil
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// case ui := <-userInput:
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case input := <-userInput:
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handleInput(input)
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// fmt.Println(ui)
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default:
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}
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}
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}
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