Add scrolling background and particles

This commit is contained in:
Milan Nikolic 2017-02-25 21:54:32 +01:00
parent 37dbc16396
commit d9d26d30f3
4 changed files with 155 additions and 40 deletions

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@ -0,0 +1,3 @@
## Floppy Gopher
![screenshot](https://goo.gl/uwRi60)

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@ -10,12 +10,28 @@ import (
)
const (
// Screen width
screenWidth = 504
// Screen height
screenHeight = 896
// Maximum number of pipes
maxPipes = 100
// Maximum number of particles
maxParticles = 50
// Pipes width
pipesWidth = 60
// Sprite size
spriteSize = 48
// Pipes speed
pipesSpeedX = 2.5
// Clouds speed
cloudsSpeedX = 1
// Gravity
gravity = 1.2
)
// Floppy type
@ -30,17 +46,28 @@ type Pipe struct {
Active bool
}
// Particle type
type Particle struct {
Position raylib.Vector2
Color raylib.Color
Alpha float32
Size float32
Rotation float32
Active bool
}
// Game type
type Game struct {
ScreenWidth int32
ScreenHeight int32
FxFlap raylib.Sound
FxSlap raylib.Sound
FxPoint raylib.Sound
FxClick raylib.Sound
Texture raylib.Texture2D
TxSprites raylib.Texture2D
TxSmoke raylib.Texture2D
TxClouds raylib.Texture2D
CloudRec raylib.Rectangle
FrameRec raylib.Rectangle
GameOver bool
@ -51,13 +78,14 @@ type Game struct {
Score int
HiScore int
FramesCounter int32
WindowShouldClose bool
Floppy Floppy
Particles []Particle
Pipes []Pipe
PipesPos []raylib.Vector2
PipesSpeedX int32
}
// NewGame - Start new game
@ -80,12 +108,13 @@ func main() {
func run(app unsafe.Pointer) {
// Initialize game
game := NewGame()
game.GameOver = true
// Initialize window
if runtime.GOOS != "android" {
raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "Floppy Gopher")
raylib.InitWindow(screenWidth, screenHeight, "Floppy Gopher")
} else {
raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, app)
raylib.InitWindow(screenWidth, screenHeight, app)
}
// Initialize audio
@ -121,17 +150,27 @@ func run(app unsafe.Pointer) {
// Init - Initialize game
func (g *Game) Init() {
// Window resolution
g.ScreenWidth = 504
g.ScreenHeight = 896
g.Floppy = Floppy{}
g.Floppy.Position = raylib.NewVector2(80, float32(g.ScreenHeight)/2-spriteSize/2)
g.PipesSpeedX = 2
// Gopher
g.Floppy = Floppy{raylib.NewVector2(80, float32(screenHeight)/2-spriteSize/2)}
// Sprite rectangle
g.FrameRec = raylib.NewRectangle(0, 0, spriteSize, spriteSize)
// Cloud rectangle
g.CloudRec = raylib.NewRectangle(0, 0, screenWidth, g.TxClouds.Height)
// Initialize particles
g.Particles = make([]Particle, maxParticles)
for i := 0; i < maxParticles; i++ {
g.Particles[i].Position = raylib.NewVector2(0, 0)
g.Particles[i].Color = raylib.RayWhite
g.Particles[i].Alpha = 1.0
g.Particles[i].Size = float32(raylib.GetRandomValue(1, 30)) / 20.0
g.Particles[i].Rotation = float32(raylib.GetRandomValue(0, 360))
g.Particles[i].Active = false
}
// Pipes positions
g.PipesPos = make([]raylib.Vector2, maxPipes)
for i := 0; i < maxPipes; i++ {
@ -179,7 +218,9 @@ func (g *Game) Load() {
g.FxSlap = raylib.LoadSound("sounds/slap.wav")
g.FxPoint = raylib.LoadSound("sounds/point.wav")
g.FxClick = raylib.LoadSound("sounds/click.wav")
g.Texture = raylib.LoadTexture("images/sprite.png")
g.TxSprites = raylib.LoadTexture("images/sprite.png")
g.TxSmoke = raylib.LoadTexture("images/smoke.png")
g.TxClouds = raylib.LoadTexture("images/clouds.png")
}
// Unload - Unload resources
@ -188,7 +229,9 @@ func (g *Game) Unload() {
raylib.UnloadSound(g.FxSlap)
raylib.UnloadSound(g.FxPoint)
raylib.UnloadSound(g.FxClick)
raylib.UnloadTexture(g.Texture)
raylib.UnloadTexture(g.TxSprites)
raylib.UnloadTexture(g.TxSmoke)
raylib.UnloadTexture(g.TxClouds)
}
// Update - Update game
@ -210,9 +253,9 @@ func (g *Game) Update() {
if !g.Pause {
if !g.Dead {
// Scroll X
// Scroll pipes
for i := 0; i < maxPipes; i++ {
g.PipesPos[i].X -= float32(g.PipesSpeedX)
g.PipesPos[i].X -= float32(pipesSpeedX)
}
for i := 0; i < maxPipes*2; i += 2 {
@ -220,10 +263,28 @@ func (g *Game) Update() {
g.Pipes[i+1].Rec.X = int32(g.PipesPos[i/2].X)
}
// Scroll clouds
g.CloudRec.X += cloudsSpeedX
if g.CloudRec.X > g.TxClouds.Width {
g.CloudRec.X = 0
}
// Movement/Controls
if raylib.IsKeyDown(raylib.KeySpace) || raylib.IsMouseButtonDown(raylib.MouseLeftButton) && !g.GameOver {
if raylib.IsKeyDown(raylib.KeySpace) || raylib.IsMouseButtonDown(raylib.MouseLeftButton) {
raylib.PlaySound(g.FxFlap)
// Activate one particle every frame
for i := 0; i < maxParticles; i++ {
if !g.Particles[i].Active {
g.Particles[i].Active = true
g.Particles[i].Alpha = 1.0
g.Particles[i].Position = g.Floppy.Position
g.Particles[i].Position.X += spriteSize / 2
g.Particles[i].Position.Y += spriteSize / 2
i = maxParticles
}
}
// Switch flap sprites every 8 frames
g.FramesCounter++
if g.FramesCounter >= 8 {
@ -236,10 +297,7 @@ func (g *Game) Update() {
// Floppy go up
g.Floppy.Position.Y -= 3
} else {
// Default sprite
//g.FrameRec.X = spriteSize
// Switch flap sprites every 8 frames
// Switch run sprites every 8 frames
g.FramesCounter++
if g.FramesCounter >= 8 {
g.FramesCounter = 0
@ -249,11 +307,23 @@ func (g *Game) Update() {
}
// Floppy fall down
g.Floppy.Position.Y += 1
g.Floppy.Position.Y += gravity
}
// Update active particles
for i := 0; i < maxParticles; i++ {
if g.Particles[i].Active {
g.Particles[i].Position.X -= 1.0
g.Particles[i].Alpha -= 0.05
if g.Particles[i].Alpha <= 0.0 {
g.Particles[i].Active = false
}
g.Particles[i].Rotation += 3.0
}
}
if !g.Dead {
// Check Collisions
for i := 0; i < maxPipes*2; i++ {
if raylib.CheckCollisionRecs(raylib.NewRectangle(int32(g.Floppy.Position.X), int32(g.Floppy.Position.Y), spriteSize, spriteSize), g.Pipes[i].Rec) {
@ -284,8 +354,13 @@ func (g *Game) Update() {
g.GameOver = true
}
// Switch dead sprite
if g.FramesCounter >= 8 {
g.FrameRec.X = spriteSize * 5
} else {
g.FrameRec.X = spriteSize * 4
}
}
} else {
if raylib.IsMouseButtonDown(raylib.MouseLeftButton) {
g.Pause = !g.Pause
@ -301,6 +376,15 @@ func (g *Game) Update() {
g.WindowShouldClose = true
}
// Switch flap sprites
g.FramesCounter++
if g.FramesCounter >= 8 {
g.FramesCounter = 0
g.FrameRec.X = spriteSize
} else {
g.FrameRec.X = 0
}
}
}
@ -311,8 +395,31 @@ func (g *Game) Draw() {
raylib.ClearBackground(raylib.SkyBlue)
if !g.GameOver {
// Draw clouds
raylib.DrawTextureRec(g.TxClouds, g.CloudRec, raylib.NewVector2(0, float32(screenHeight-g.TxClouds.Height)), raylib.RayWhite)
// Draw rotated clouds
raylib.DrawTexturePro(g.TxClouds, raylib.NewRectangle(-g.CloudRec.X, 0, g.TxClouds.Width, g.TxClouds.Height),
raylib.NewRectangle(0, 0, g.TxClouds.Width, g.TxClouds.Height), raylib.NewVector2(float32(g.TxClouds.Width), float32(g.TxClouds.Height)), 180, raylib.White)
// Draw Gopher
raylib.DrawTextureRec(g.Texture, g.FrameRec, g.Floppy.Position, raylib.RayWhite) // Draw part of the texture
raylib.DrawTextureRec(g.TxSprites, g.FrameRec, g.Floppy.Position, raylib.RayWhite)
// Draw active particles
if !g.Dead {
for i := 0; i < maxParticles; i++ {
if g.Particles[i].Active {
raylib.DrawTexturePro(
g.TxSmoke,
raylib.NewRectangle(0, 0, g.TxSmoke.Width, g.TxSmoke.Height),
raylib.NewRectangle(int32(g.Particles[i].Position.X), int32(g.Particles[i].Position.Y), g.TxSmoke.Width*int32(g.Particles[i].Size), g.TxSmoke.Height*int32(g.Particles[i].Size)),
raylib.NewVector2(float32(g.TxSmoke.Width)*g.Particles[i].Size/2, float32(g.TxSmoke.Height)*g.Particles[i].Size/2),
g.Particles[i].Rotation,
raylib.Fade(g.Particles[i].Color, g.Particles[i].Alpha),
)
}
}
}
// Draw pipes
for i := 0; i < maxPipes; i++ {
@ -326,25 +433,30 @@ func (g *Game) Draw() {
// Draw Super Flashing FX (one frame only)
if g.SuperFX {
raylib.DrawRectangle(0, 0, g.ScreenWidth, g.ScreenHeight, raylib.White)
raylib.DrawRectangle(0, 0, screenWidth, screenHeight, raylib.White)
g.SuperFX = false
}
// Draw HI-SCORE
raylib.DrawText(fmt.Sprintf("%02d", g.Score), 20, 20, 32, raylib.RayWhite)
raylib.DrawText(fmt.Sprintf("HI-SCORE: %02d", g.HiScore), 20, 64, 20, raylib.RayWhite)
raylib.DrawText(fmt.Sprintf("%02d", g.Score), 20, 20, 32, raylib.Black)
raylib.DrawText(fmt.Sprintf("HI-SCORE: %02d", g.HiScore), 20, 64, 20, raylib.Black)
if g.Pause {
// Draw PAUSED text
raylib.DrawText("PAUSED", g.ScreenWidth/2-raylib.MeasureText("PAUSED", 24)/2, g.ScreenHeight/2-50, 20, raylib.RayWhite)
raylib.DrawText("PAUSED", screenWidth/2-raylib.MeasureText("PAUSED", 24)/2, screenHeight/2-50, 20, raylib.Black)
}
} else {
// Draw PLAY AGAIN text
// Draw text
raylib.DrawText("Floppy Gopher", raylib.GetScreenWidth()/2-raylib.MeasureText("Floppy Gopher", 40)/2, raylib.GetScreenHeight()/2-150, 40, raylib.RayWhite)
if runtime.GOOS == "android" {
raylib.DrawText("[TAP] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("[TAP] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.RayWhite)
raylib.DrawText("[TAP] TO PLAY", raylib.GetScreenWidth()/2-raylib.MeasureText("[TAP] TO PLAY", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.Black)
} else {
raylib.DrawText("[ENTER] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("[ENTER] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.RayWhite)
raylib.DrawText("[ENTER] TO PLAY", raylib.GetScreenWidth()/2-raylib.MeasureText("[ENTER] TO PLAY", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.Black)
}
// Draw Gopher
raylib.DrawTextureRec(g.TxSprites, g.FrameRec, raylib.NewVector2(float32(raylib.GetScreenWidth()/2-spriteSize/2), float32(raylib.GetScreenHeight()/2)), raylib.RayWhite)
}
raylib.EndDrawing()