Add some games

This commit is contained in:
Milan Nikolic 2017-01-29 16:28:06 +01:00
parent 1fb66e6e4b
commit 4d2ba5a505
2 changed files with 417 additions and 0 deletions

View file

@ -0,0 +1,182 @@
package main
import (
"fmt"
"github.com/gen2brain/raylib-go/raylib"
)
const (
maxTubes = 100
floppyRadius = 24.0
tubesWidth = 80
)
type Floppy struct {
Position raylib.Vector2
Radius float32
Color raylib.Color
}
type Tubes struct {
Rec raylib.Rectangle
Color raylib.Color
Active bool
}
type Game struct {
ScreenWidth int32
ScreenHeight int32
FramesCounter int32
GameOver bool
Pause bool
Score int
HiScore int
Floppy Floppy
Tubes []Tubes
TubesPos []raylib.Vector2
TubesSpeedX int32
SuperFX bool
}
func main() {
game := Game{}
game.Init()
raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "sample game: floppy")
raylib.SetTargetFPS(60)
for !raylib.WindowShouldClose() {
game.Update()
game.Draw()
}
raylib.CloseWindow()
}
// Initialize game
func (g *Game) Init() {
g.ScreenWidth = 800
g.ScreenHeight = 450
g.Floppy = Floppy{}
g.Floppy.Radius = floppyRadius
g.Floppy.Position = raylib.NewVector2(80, float32(g.ScreenHeight)/2-g.Floppy.Radius)
g.TubesSpeedX = 2
g.TubesPos = make([]raylib.Vector2, maxTubes)
for i := 0; i < maxTubes; i++ {
g.TubesPos[i].X = float32(400 + 280*i)
g.TubesPos[i].Y = -float32(raylib.GetRandomValue(0, 120))
}
g.Tubes = make([]Tubes, maxTubes*2)
for i := 0; i < maxTubes*2; i += 2 {
g.Tubes[i].Rec.X = int32(g.TubesPos[i/2].X)
g.Tubes[i].Rec.Y = int32(g.TubesPos[i/2].Y)
g.Tubes[i].Rec.Width = tubesWidth
g.Tubes[i].Rec.Height = 255
g.Tubes[i+1].Rec.X = int32(g.TubesPos[i/2].X)
g.Tubes[i+1].Rec.Y = int32(600 + g.TubesPos[i/2].Y - 255)
g.Tubes[i+1].Rec.Width = tubesWidth
g.Tubes[i+1].Rec.Height = 255
g.Tubes[i/2].Active = true
}
g.Score = 0
g.FramesCounter = 0
g.GameOver = false
g.SuperFX = false
g.Pause = false
}
// Update game
func (g *Game) Update() {
if !g.GameOver {
if raylib.IsKeyPressed(raylib.KeyP) {
g.Pause = !g.Pause
}
if !g.Pause {
for i := 0; i < maxTubes; i++ {
g.TubesPos[i].X -= float32(g.TubesSpeedX)
}
for i := 0; i < maxTubes*2; i += 2 {
g.Tubes[i].Rec.X = int32(g.TubesPos[i/2].X)
g.Tubes[i+1].Rec.X = int32(g.TubesPos[i/2].X)
}
if raylib.IsKeyDown(raylib.KeySpace) && !g.GameOver {
g.Floppy.Position.Y -= 3
} else {
g.Floppy.Position.Y += 1
}
// Check Collisions
for i := 0; i < maxTubes*2; i++ {
if raylib.CheckCollisionCircleRec(g.Floppy.Position, g.Floppy.Radius, g.Tubes[i].Rec) {
g.GameOver = true
g.Pause = false
} else if (g.TubesPos[i/2].X < g.Floppy.Position.X) && g.Tubes[i/2].Active && !g.GameOver {
g.Score += 100
g.Tubes[i/2].Active = false
g.SuperFX = true
if g.Score > g.HiScore {
g.HiScore = g.Score
}
}
}
}
} else {
if raylib.IsKeyPressed(raylib.KeyEnter) {
g.Init()
g.GameOver = false
}
}
}
// Draw game
func (g *Game) Draw() {
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
if !g.GameOver {
raylib.DrawCircle(int32(g.Floppy.Position.X), int32(g.Floppy.Position.Y), g.Floppy.Radius, raylib.DarkGray)
// Draw tubes
for i := 0; i < maxTubes; i++ {
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)
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)
}
// Draw flashing fx (one frame only)
if g.SuperFX {
raylib.DrawRectangle(0, 0, g.ScreenWidth, g.ScreenHeight, raylib.White)
g.SuperFX = false
}
raylib.DrawText(fmt.Sprintf("%04d", g.Score), 20, 20, 40, raylib.Gray)
raylib.DrawText(fmt.Sprintf("HI-SCORE: %04d", g.HiScore), 20, 70, 20, raylib.LightGray)
if g.Pause {
raylib.DrawText("GAME PAUSED", g.ScreenWidth/2-raylib.MeasureText("GAME PAUSED", 40)/2, g.ScreenHeight/2-40, 40, raylib.Gray)
}
} else {
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)
}
raylib.EndDrawing()
}

View file

@ -0,0 +1,235 @@
package main
import (
"github.com/gen2brain/raylib-go/raylib"
)
const (
snakeLength = 256
squareSize = 31
)
type Snake struct {
Position raylib.Vector2
Size raylib.Vector2
Speed raylib.Vector2
Color raylib.Color
}
type Food struct {
Position raylib.Vector2
Size raylib.Vector2
Active bool
Color raylib.Color
}
type Game struct {
ScreenWidth int32
ScreenHeight int32
FramesCounter int32
GameOver bool
Pause bool
Fruit Food
Snake []Snake
SnakePosition []raylib.Vector2
AllowMove bool
Offset raylib.Vector2
CounterTail int
}
func main() {
game := Game{}
game.Init()
raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "sample game: snake")
raylib.SetTargetFPS(60)
for !raylib.WindowShouldClose() {
game.Update()
game.Draw()
}
raylib.CloseWindow()
}
// Initialize game
func (g *Game) Init() {
g.ScreenWidth = 800
g.ScreenHeight = 450
g.FramesCounter = 0
g.GameOver = false
g.Pause = false
g.CounterTail = 1
g.AllowMove = false
g.Offset = raylib.Vector2{}
g.Offset.X = float32(g.ScreenWidth % squareSize)
g.Offset.Y = float32(g.ScreenHeight % squareSize)
g.Snake = make([]Snake, snakeLength)
for i := 0; i < snakeLength; i++ {
g.Snake[i].Position = raylib.NewVector2(g.Offset.X/2, g.Offset.Y/2)
g.Snake[i].Size = raylib.NewVector2(squareSize, squareSize)
g.Snake[i].Speed = raylib.NewVector2(squareSize, 0)
if i == 0 {
g.Snake[i].Color = raylib.DarkBlue
} else {
g.Snake[i].Color = raylib.Blue
}
}
g.SnakePosition = make([]raylib.Vector2, snakeLength)
for i := 0; i < snakeLength; i++ {
g.SnakePosition[i] = raylib.NewVector2(0.0, 0.0)
}
g.Fruit.Size = raylib.NewVector2(squareSize, squareSize)
g.Fruit.Color = raylib.SkyBlue
g.Fruit.Active = false
}
// Update game
func (g *Game) Update() {
if !g.GameOver {
if raylib.IsKeyPressed('P') {
g.Pause = !g.Pause
}
if !g.Pause {
// control
if raylib.IsKeyPressed(raylib.KeyRight) && g.Snake[0].Speed.X == 0 && g.AllowMove {
g.Snake[0].Speed = raylib.NewVector2(squareSize, 0)
g.AllowMove = false
}
if raylib.IsKeyPressed(raylib.KeyLeft) && g.Snake[0].Speed.X == 0 && g.AllowMove {
g.Snake[0].Speed = raylib.NewVector2(-squareSize, 0)
g.AllowMove = false
}
if raylib.IsKeyPressed(raylib.KeyUp) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
g.Snake[0].Speed = raylib.NewVector2(0, -squareSize)
g.AllowMove = false
}
if raylib.IsKeyPressed(raylib.KeyDown) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
g.Snake[0].Speed = raylib.NewVector2(0, squareSize)
g.AllowMove = false
}
// movement
for i := 0; i < g.CounterTail; i++ {
g.SnakePosition[i] = g.Snake[i].Position
}
if g.FramesCounter%5 == 0 {
for i := 0; i < g.CounterTail; i++ {
if i == 0 {
g.Snake[0].Position.X += g.Snake[0].Speed.X
g.Snake[0].Position.Y += g.Snake[0].Speed.Y
g.AllowMove = true
} else {
g.Snake[i].Position = g.SnakePosition[i-1]
}
}
}
// wall behaviour
if ((g.Snake[0].Position.X) > (float32(g.ScreenWidth) - g.Offset.X)) ||
((g.Snake[0].Position.Y) > (float32(g.ScreenHeight) - g.Offset.Y)) ||
(g.Snake[0].Position.X < 0) || (g.Snake[0].Position.Y < 0) {
g.GameOver = true
}
// collision with yourself
for i := 1; i < g.CounterTail; i++ {
if (g.Snake[0].Position.X == g.Snake[i].Position.X) && (g.Snake[0].Position.Y == g.Snake[i].Position.Y) {
g.GameOver = true
}
}
if !g.Fruit.Active {
g.Fruit.Active = true
g.Fruit.Position = raylib.NewVector2(
float32(raylib.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize+int32(g.Offset.X)/2),
float32(raylib.GetRandomValue(0, (g.ScreenHeight/squareSize)-1)*squareSize+int32(g.Offset.Y)/2),
)
for i := 0; i < g.CounterTail; i++ {
for (g.Fruit.Position.X == g.Snake[i].Position.X) && (g.Fruit.Position.Y == g.Snake[i].Position.Y) {
g.Fruit.Position = raylib.NewVector2(
float32(raylib.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize),
float32(raylib.GetRandomValue(0, (g.ScreenHeight/squareSize)-1)*squareSize),
)
i = 0
}
}
}
// collision
if raylib.CheckCollisionRecs(
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)),
raylib.NewRectangle(int32(g.Fruit.Position.X), int32(g.Fruit.Position.Y), int32(g.Fruit.Size.X), int32(g.Fruit.Size.Y)),
) {
g.Snake[g.CounterTail].Position = g.SnakePosition[g.CounterTail-1]
g.CounterTail += 1
g.Fruit.Active = false
}
g.FramesCounter++
}
} else {
if raylib.IsKeyPressed(raylib.KeyEnter) {
g.Init()
g.GameOver = false
}
}
}
// Draw game
func (g *Game) Draw() {
raylib.BeginDrawing()
raylib.ClearBackground(raylib.RayWhite)
if !g.GameOver {
// Draw grid lines
for i := int32(0); i < g.ScreenWidth/squareSize+1; i++ {
raylib.DrawLineV(
raylib.NewVector2(float32(squareSize*i)+g.Offset.X/2, g.Offset.Y/2),
raylib.NewVector2(float32(squareSize*i)+g.Offset.X/2, float32(g.ScreenHeight)-g.Offset.Y/2),
raylib.LightGray,
)
}
for i := int32(0); i < g.ScreenHeight/squareSize+1; i++ {
raylib.DrawLineV(
raylib.NewVector2(g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
raylib.NewVector2(float32(g.ScreenWidth)-g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
raylib.LightGray,
)
}
// Draw snake
for i := 0; i < g.CounterTail; i++ {
raylib.DrawRectangleV(g.Snake[i].Position, g.Snake[i].Size, g.Snake[i].Color)
}
// Draw fruit to pick
raylib.DrawRectangleV(g.Fruit.Position, g.Fruit.Size, g.Fruit.Color)
if g.Pause {
raylib.DrawText("GAME PAUSED", g.ScreenWidth/2-raylib.MeasureText("GAME PAUSED", 40)/2, g.ScreenHeight/2-40, 40, raylib.Gray)
}
} else {
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)
}
raylib.EndDrawing()
}