package main import ( "image/color" "sync" "syscall/js" "time" "github.com/llgcode/draw2d/draw2dimg" "github.com/llgcode/draw2d/draw2dkit" "github.com/markfarnan/go-canvas/canvas" "git.jacknet.io/S.D/Chip-8_Go/chip8" ) var done chan struct{} var cvs *canvas.Canvas2d var width, height float64 = 64, 32 var sizeMultiplier = 8 var drawBuf = [64 * 32]byte{} var drawNeeded = false var graphicsLock sync.Mutex var keysLock sync.Mutex var window js.Value var keys [16]byte var gameRunning = true var keyMap = map[int]int{ 88: 0, // x 49: 1, // 1 50: 2, // 2 51: 3, // 3 81: 4, // q 87: 5, // w 69: 6, // e 65: 7, // a 83: 8, // s 68: 9, // d 90: 10, // z 67: 11, // c 52: 12, // 4 82: 13, // r 70: 14, // f 86: 15, // v } func keyEventHandle(event js.Value) { println(event.Get("type").String()) println(event.Get("keyCode").Int()) elem, ok := keyMap[event.Get("keyCode").Int()] if ok { keysLock.Lock() defer keysLock.Unlock() if event.Get("type").String() == "keydown" { keys[elem] = 1 } else if event.Get("type").String() == "keyup" { keys[elem] = 0 } } } func cpuCycle(cpu *chip8.Chip8, c chan int, i int) { cpu.PerformCycle() if cpu.DrawIsNeeded() { drawNeeded = true graphicsLock.Lock() drawBuf = cpu.GetGraphicsBuffer() graphicsLock.Unlock() keysLock.Lock() cpu.UpdateKeys(keys) keysLock.Unlock() } if i > 7 { cpu.TickTimers() //println("here!") } c <- 1 } func timeCycle(c chan int) { time.Sleep(2000 * time.Microsecond) c <- 0 } func runGame(game []byte) { cpu := chip8.NewCHIP8(game) i := 0 for gameRunning { c := make(chan int) go timeCycle(c) i ++ go cpuCycle(cpu, c, i) if i > 7 { i = 0 } x, y := <-c, <-c if x == 0 { println("CPU RUNNING SLOW") println(x, y) } } } func main() { println("CHIP8 IS HERE!") window = js.Global() window.Call("addEventListener", "keydown", js.FuncOf(func(this js.Value, args []js.Value) interface{} { keyEventHandle(args[0]) return nil })) window.Call("addEventListener", "keyup", js.FuncOf(func(this js.Value, args []js.Value) interface{} { keyEventHandle(args[0]) return nil })) cvs, _ = canvas.NewCanvas2d(false) cvs.Create(int(width)*sizeMultiplier, int(height)*sizeMultiplier) height = float64(cvs.Height()) width = float64(cvs.Width()) cvs.Start(60, Render) go runGame(getPong()) never_returns := make(chan int) <-never_returns } func Render(gc *draw2dimg.GraphicContext) bool { if !drawNeeded { return false } drawNeeded = false gc.SetFillColor(color.RGBA{0x00, 0x00, 0x00, 0xff}) gc.Clear() gc.SetFillColor(color.RGBA{0x00, 0xff, 0x00, 0xff}) //gc.SetStrokeColor(color.RGBA{0x00, 0xff, 0x00, 0xff}) gc.BeginPath() //gc.ArcTo(gs.laserX, gs.laserY, gs.laserSize, gs.laserSize, 0, math.Pi*2) graphicsLock.Lock() defer graphicsLock.Unlock() for i, val := range drawBuf { if val != 0 { x := i % 64 y := i / 64 // println("drawing to ", x, y) draw2dkit.Rectangle(gc, float64(x*sizeMultiplier), float64(y*sizeMultiplier), float64((x*sizeMultiplier)+sizeMultiplier), float64((y*sizeMultiplier)+sizeMultiplier)) } } gc.FillStroke() gc.Close() //println("drawing") return true }