Add some games
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2 changed files with 417 additions and 0 deletions
182
examples/games/floppy/main.go
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182
examples/games/floppy/main.go
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package main
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import (
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"fmt"
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"github.com/gen2brain/raylib-go/raylib"
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)
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const (
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maxTubes = 100
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floppyRadius = 24.0
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tubesWidth = 80
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)
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type Floppy struct {
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Position raylib.Vector2
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Radius float32
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Color raylib.Color
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}
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type Tubes struct {
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Rec raylib.Rectangle
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Color raylib.Color
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Active bool
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}
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type Game struct {
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ScreenWidth int32
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ScreenHeight int32
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FramesCounter int32
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GameOver bool
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Pause bool
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Score int
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HiScore int
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Floppy Floppy
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Tubes []Tubes
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TubesPos []raylib.Vector2
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TubesSpeedX int32
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SuperFX bool
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}
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func main() {
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game := Game{}
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game.Init()
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raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "sample game: floppy")
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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game.Update()
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game.Draw()
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}
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raylib.CloseWindow()
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}
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// Initialize game
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func (g *Game) Init() {
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g.ScreenWidth = 800
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g.ScreenHeight = 450
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g.Floppy = Floppy{}
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g.Floppy.Radius = floppyRadius
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g.Floppy.Position = raylib.NewVector2(80, float32(g.ScreenHeight)/2-g.Floppy.Radius)
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g.TubesSpeedX = 2
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g.TubesPos = make([]raylib.Vector2, maxTubes)
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for i := 0; i < maxTubes; i++ {
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g.TubesPos[i].X = float32(400 + 280*i)
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g.TubesPos[i].Y = -float32(raylib.GetRandomValue(0, 120))
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}
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g.Tubes = make([]Tubes, maxTubes*2)
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for i := 0; i < maxTubes*2; i += 2 {
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g.Tubes[i].Rec.X = int32(g.TubesPos[i/2].X)
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g.Tubes[i].Rec.Y = int32(g.TubesPos[i/2].Y)
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g.Tubes[i].Rec.Width = tubesWidth
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g.Tubes[i].Rec.Height = 255
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g.Tubes[i+1].Rec.X = int32(g.TubesPos[i/2].X)
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g.Tubes[i+1].Rec.Y = int32(600 + g.TubesPos[i/2].Y - 255)
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g.Tubes[i+1].Rec.Width = tubesWidth
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g.Tubes[i+1].Rec.Height = 255
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g.Tubes[i/2].Active = true
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}
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g.Score = 0
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g.FramesCounter = 0
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g.GameOver = false
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g.SuperFX = false
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g.Pause = false
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}
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// Update game
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func (g *Game) Update() {
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if !g.GameOver {
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if raylib.IsKeyPressed(raylib.KeyP) {
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g.Pause = !g.Pause
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}
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if !g.Pause {
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for i := 0; i < maxTubes; i++ {
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g.TubesPos[i].X -= float32(g.TubesSpeedX)
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}
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for i := 0; i < maxTubes*2; i += 2 {
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g.Tubes[i].Rec.X = int32(g.TubesPos[i/2].X)
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g.Tubes[i+1].Rec.X = int32(g.TubesPos[i/2].X)
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}
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if raylib.IsKeyDown(raylib.KeySpace) && !g.GameOver {
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g.Floppy.Position.Y -= 3
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} else {
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g.Floppy.Position.Y += 1
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}
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// Check Collisions
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for i := 0; i < maxTubes*2; i++ {
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if raylib.CheckCollisionCircleRec(g.Floppy.Position, g.Floppy.Radius, g.Tubes[i].Rec) {
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g.GameOver = true
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g.Pause = false
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} else if (g.TubesPos[i/2].X < g.Floppy.Position.X) && g.Tubes[i/2].Active && !g.GameOver {
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g.Score += 100
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g.Tubes[i/2].Active = false
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g.SuperFX = true
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if g.Score > g.HiScore {
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g.HiScore = g.Score
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}
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}
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}
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}
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} else {
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if raylib.IsKeyPressed(raylib.KeyEnter) {
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g.Init()
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g.GameOver = false
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}
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}
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}
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// Draw game
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func (g *Game) Draw() {
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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if !g.GameOver {
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raylib.DrawCircle(int32(g.Floppy.Position.X), int32(g.Floppy.Position.Y), g.Floppy.Radius, raylib.DarkGray)
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// Draw tubes
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for i := 0; i < maxTubes; i++ {
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raylib.DrawRectangle(g.Tubes[i*2].Rec.X, g.Tubes[i*2].Rec.Y, g.Tubes[i*2].Rec.Width, g.Tubes[i*2].Rec.Height, raylib.Gray)
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raylib.DrawRectangle(g.Tubes[i*2+1].Rec.X, g.Tubes[i*2+1].Rec.Y, g.Tubes[i*2+1].Rec.Width, g.Tubes[i*2+1].Rec.Height, raylib.Gray)
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}
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// Draw flashing fx (one frame only)
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if g.SuperFX {
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raylib.DrawRectangle(0, 0, g.ScreenWidth, g.ScreenHeight, raylib.White)
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g.SuperFX = false
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}
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raylib.DrawText(fmt.Sprintf("%04d", g.Score), 20, 20, 40, raylib.Gray)
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raylib.DrawText(fmt.Sprintf("HI-SCORE: %04d", g.HiScore), 20, 70, 20, raylib.LightGray)
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if g.Pause {
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raylib.DrawText("GAME PAUSED", g.ScreenWidth/2-raylib.MeasureText("GAME PAUSED", 40)/2, g.ScreenHeight/2-40, 40, raylib.Gray)
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}
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} else {
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raylib.DrawText("PRESS [ENTER] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.Gray)
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}
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raylib.EndDrawing()
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}
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235
examples/games/snake/main.go
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235
examples/games/snake/main.go
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package main
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import (
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"github.com/gen2brain/raylib-go/raylib"
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)
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const (
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snakeLength = 256
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squareSize = 31
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)
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type Snake struct {
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Position raylib.Vector2
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Size raylib.Vector2
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Speed raylib.Vector2
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Color raylib.Color
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}
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type Food struct {
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Position raylib.Vector2
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Size raylib.Vector2
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Active bool
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Color raylib.Color
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}
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type Game struct {
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ScreenWidth int32
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ScreenHeight int32
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FramesCounter int32
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GameOver bool
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Pause bool
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Fruit Food
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Snake []Snake
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SnakePosition []raylib.Vector2
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AllowMove bool
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Offset raylib.Vector2
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CounterTail int
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}
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func main() {
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game := Game{}
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game.Init()
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raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "sample game: snake")
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raylib.SetTargetFPS(60)
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for !raylib.WindowShouldClose() {
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game.Update()
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game.Draw()
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}
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raylib.CloseWindow()
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}
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// Initialize game
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func (g *Game) Init() {
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g.ScreenWidth = 800
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g.ScreenHeight = 450
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g.FramesCounter = 0
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g.GameOver = false
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g.Pause = false
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g.CounterTail = 1
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g.AllowMove = false
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g.Offset = raylib.Vector2{}
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g.Offset.X = float32(g.ScreenWidth % squareSize)
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g.Offset.Y = float32(g.ScreenHeight % squareSize)
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g.Snake = make([]Snake, snakeLength)
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for i := 0; i < snakeLength; i++ {
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g.Snake[i].Position = raylib.NewVector2(g.Offset.X/2, g.Offset.Y/2)
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g.Snake[i].Size = raylib.NewVector2(squareSize, squareSize)
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g.Snake[i].Speed = raylib.NewVector2(squareSize, 0)
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if i == 0 {
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g.Snake[i].Color = raylib.DarkBlue
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} else {
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g.Snake[i].Color = raylib.Blue
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}
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}
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g.SnakePosition = make([]raylib.Vector2, snakeLength)
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for i := 0; i < snakeLength; i++ {
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g.SnakePosition[i] = raylib.NewVector2(0.0, 0.0)
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}
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g.Fruit.Size = raylib.NewVector2(squareSize, squareSize)
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g.Fruit.Color = raylib.SkyBlue
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g.Fruit.Active = false
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}
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// Update game
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func (g *Game) Update() {
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if !g.GameOver {
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if raylib.IsKeyPressed('P') {
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g.Pause = !g.Pause
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}
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if !g.Pause {
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// control
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if raylib.IsKeyPressed(raylib.KeyRight) && g.Snake[0].Speed.X == 0 && g.AllowMove {
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g.Snake[0].Speed = raylib.NewVector2(squareSize, 0)
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g.AllowMove = false
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}
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if raylib.IsKeyPressed(raylib.KeyLeft) && g.Snake[0].Speed.X == 0 && g.AllowMove {
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g.Snake[0].Speed = raylib.NewVector2(-squareSize, 0)
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g.AllowMove = false
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}
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if raylib.IsKeyPressed(raylib.KeyUp) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
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g.Snake[0].Speed = raylib.NewVector2(0, -squareSize)
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g.AllowMove = false
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}
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if raylib.IsKeyPressed(raylib.KeyDown) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
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g.Snake[0].Speed = raylib.NewVector2(0, squareSize)
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g.AllowMove = false
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}
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// movement
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for i := 0; i < g.CounterTail; i++ {
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g.SnakePosition[i] = g.Snake[i].Position
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}
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if g.FramesCounter%5 == 0 {
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for i := 0; i < g.CounterTail; i++ {
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if i == 0 {
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g.Snake[0].Position.X += g.Snake[0].Speed.X
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g.Snake[0].Position.Y += g.Snake[0].Speed.Y
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g.AllowMove = true
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} else {
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g.Snake[i].Position = g.SnakePosition[i-1]
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}
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}
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}
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// wall behaviour
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if ((g.Snake[0].Position.X) > (float32(g.ScreenWidth) - g.Offset.X)) ||
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((g.Snake[0].Position.Y) > (float32(g.ScreenHeight) - g.Offset.Y)) ||
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(g.Snake[0].Position.X < 0) || (g.Snake[0].Position.Y < 0) {
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g.GameOver = true
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}
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// collision with yourself
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for i := 1; i < g.CounterTail; i++ {
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if (g.Snake[0].Position.X == g.Snake[i].Position.X) && (g.Snake[0].Position.Y == g.Snake[i].Position.Y) {
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g.GameOver = true
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}
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}
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if !g.Fruit.Active {
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g.Fruit.Active = true
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g.Fruit.Position = raylib.NewVector2(
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float32(raylib.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize+int32(g.Offset.X)/2),
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float32(raylib.GetRandomValue(0, (g.ScreenHeight/squareSize)-1)*squareSize+int32(g.Offset.Y)/2),
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)
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for i := 0; i < g.CounterTail; i++ {
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for (g.Fruit.Position.X == g.Snake[i].Position.X) && (g.Fruit.Position.Y == g.Snake[i].Position.Y) {
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g.Fruit.Position = raylib.NewVector2(
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float32(raylib.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize),
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float32(raylib.GetRandomValue(0, (g.ScreenHeight/squareSize)-1)*squareSize),
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)
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i = 0
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}
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}
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}
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// collision
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if raylib.CheckCollisionRecs(
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raylib.NewRectangle(int32(g.Snake[0].Position.X), int32(g.Snake[0].Position.Y), int32(g.Snake[0].Size.X), int32(g.Snake[0].Size.Y)),
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raylib.NewRectangle(int32(g.Fruit.Position.X), int32(g.Fruit.Position.Y), int32(g.Fruit.Size.X), int32(g.Fruit.Size.Y)),
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) {
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g.Snake[g.CounterTail].Position = g.SnakePosition[g.CounterTail-1]
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g.CounterTail += 1
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g.Fruit.Active = false
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}
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g.FramesCounter++
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}
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} else {
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if raylib.IsKeyPressed(raylib.KeyEnter) {
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g.Init()
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g.GameOver = false
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}
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}
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}
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// Draw game
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func (g *Game) Draw() {
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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.RayWhite)
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if !g.GameOver {
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// Draw grid lines
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for i := int32(0); i < g.ScreenWidth/squareSize+1; i++ {
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raylib.DrawLineV(
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raylib.NewVector2(float32(squareSize*i)+g.Offset.X/2, g.Offset.Y/2),
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raylib.NewVector2(float32(squareSize*i)+g.Offset.X/2, float32(g.ScreenHeight)-g.Offset.Y/2),
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raylib.LightGray,
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)
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}
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for i := int32(0); i < g.ScreenHeight/squareSize+1; i++ {
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raylib.DrawLineV(
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raylib.NewVector2(g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
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raylib.NewVector2(float32(g.ScreenWidth)-g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
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raylib.LightGray,
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)
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}
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// Draw snake
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for i := 0; i < g.CounterTail; i++ {
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raylib.DrawRectangleV(g.Snake[i].Position, g.Snake[i].Size, g.Snake[i].Color)
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}
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// Draw fruit to pick
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raylib.DrawRectangleV(g.Fruit.Position, g.Fruit.Size, g.Fruit.Color)
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if g.Pause {
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raylib.DrawText("GAME PAUSED", g.ScreenWidth/2-raylib.MeasureText("GAME PAUSED", 40)/2, g.ScreenHeight/2-40, 40, raylib.Gray)
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}
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} else {
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raylib.DrawText("PRESS [ENTER] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.Gray)
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}
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raylib.EndDrawing()
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}
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