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game_scene.go
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package main
type GameScene struct {
Timer
stats map[string]int
GameSceneState
}
type GameSceneState interface {
State(username string) any
}
type Playing struct {
GS *GameScene
}
func (p *Playing) State(username string) any {
opponent := ""
for un := range p.GS.stats {
if un != username {
opponent = un
}
}
return map[string]interface{}{
"you": p.GS.stats[username],
"opponent": p.GS.stats[opponent],
}
}
type Finished struct {
Winner string
}
func (p *Finished) State(username string) any {
if p.Winner == "" {
return "tie"
}
if p.Winner == username {
return "you win"
}
return "you loose"
}
func (gs *GameScene) Tap(username string) {
gs.stats[username] += 1
}
func (gs *GameScene) ChooseWinner() {
x := -1
for username, stats := range gs.stats {
if stats > x {
gs.GameSceneState = &Finished{Winner: username}
return
}
}
}
func (gs *GameScene) Loose(username string) {
for un := range gs.stats {
if un != username {
gs.GameSceneState = &Finished{Winner: un}
return
}
}
}
func NewGameScene(t Timer) *GameScene {
gs := &GameScene{
stats: make(map[string]int, 2),
Timer: t,
}
gs.GameSceneState = &Playing{gs}
return gs
}