This commit is contained in:
Konstantin8105 2022-11-22 18:50:35 +03:00
parent 0bec81c656
commit fe6d2c0ed3
190 changed files with 104835 additions and 5 deletions

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package main
/*******************************************************************************************
*
* raylib - sample game: arkanoid
*
* Sample game Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
* Ported to raylib-go by Nehpe (@nehpe), July 2019
*
********************************************************************************************/
import (
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
PLAYER_MAX_LIFE = 5
LINES_OF_BRICKS = 5
BRICKS_PER_LINE = 20
)
type Player struct {
position rl.Vector2
size rl.Vector2
life int
}
type Ball struct {
position rl.Vector2
speed rl.Vector2
radius float32
active bool
}
type Brick struct {
position rl.Vector2
active bool
}
const (
screenWidth = 800
screenHeight = 450
)
type Game struct {
gameOver bool
pause bool
player Player
ball Ball
brick [LINES_OF_BRICKS][BRICKS_PER_LINE]Brick
brickSize rl.Vector2
}
func main() {
rl.InitWindow(screenWidth, screenHeight, "sample game: arkanoid")
// Init game
game := NewGame()
game.gameOver = true
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
game.Update()
game.Draw()
}
rl.CloseWindow()
}
// For android
func init() {
rl.SetCallbackFunc(main)
}
// NewGame - Create a new game instance
func NewGame() (g Game) {
g.Init()
return
}
// Init - initialize game
func (g *Game) Init() {
g.brickSize = rl.Vector2{float32(rl.GetScreenWidth() / BRICKS_PER_LINE), 40}
// Initialize player
g.player.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight * 7 / 8)}
g.player.size = rl.Vector2{float32(screenWidth / 10), 20}
g.player.life = PLAYER_MAX_LIFE
// Initialize ball
g.ball.position = rl.Vector2{float32(screenWidth / 2), float32(screenHeight*7/8 - 30)}
g.ball.speed = rl.Vector2{0, 0}
g.ball.radius = 7
g.ball.active = false
initialDownPosition := int(50)
for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ {
g.brick[i][j].position = rl.Vector2{float32(j)*g.brickSize.X + g.brickSize.X/2, float32(i)*g.brickSize.Y + float32(initialDownPosition)}
g.brick[i][j].active = true
}
}
}
// Update - update game state
func (g *Game) Update() {
if !g.gameOver {
if rl.IsKeyPressed(rl.KeyP) {
g.pause = !g.pause
}
if !g.pause {
if rl.IsKeyDown(rl.KeyLeft) || rl.IsKeyDown(rl.KeyA) {
g.player.position.X -= 5
}
if (g.player.position.X - g.player.size.X/2) <= 0 {
g.player.position.X = g.player.size.X / 2
}
if rl.IsKeyDown(rl.KeyRight) || rl.IsKeyDown(rl.KeyD) {
g.player.position.X += 5
}
if (g.player.position.X + g.player.size.X/2) >= screenWidth {
g.player.position.X = screenWidth - g.player.size.X/2
}
if !g.ball.active {
if rl.IsKeyPressed(rl.KeySpace) {
g.ball.active = true
g.ball.speed = rl.Vector2{0, -5}
}
}
if g.ball.active {
g.ball.position.X += g.ball.speed.X
g.ball.position.Y += g.ball.speed.Y
} else {
g.ball.position = rl.Vector2{g.player.position.X, screenHeight*7/8 - 30}
}
// Collision logic: ball vs walls
if ((g.ball.position.X + g.ball.radius) >= screenWidth) || ((g.ball.position.X - g.ball.radius) <= 0) {
g.ball.speed.X *= -1
}
if (g.ball.position.Y - g.ball.radius) <= 0 {
g.ball.speed.Y *= -1
}
if (g.ball.position.Y + g.ball.radius) >= screenHeight {
g.ball.speed = rl.Vector2{0, 0}
g.ball.active = false
g.player.life--
}
if (rl.CheckCollisionCircleRec(g.ball.position, g.ball.radius,
rl.Rectangle{g.player.position.X - g.player.size.X/2, g.player.position.Y - g.player.size.Y/2, g.player.size.X, g.player.size.Y})) {
if g.ball.speed.Y > 0 {
g.ball.speed.Y *= -1
g.ball.speed.X = (g.ball.position.X - g.player.position.X) / (g.player.size.X / 2) * 5
}
}
// Collision logic: ball vs bricks
for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active {
if ((g.ball.position.Y - g.ball.radius) <= (g.brick[i][j].position.Y + g.brickSize.Y/2)) &&
((g.ball.position.Y - g.ball.radius) > (g.brick[i][j].position.Y + g.brickSize.Y/2 + g.ball.speed.Y)) &&
((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) &&
(g.ball.speed.Y < 0) {
// Hit below
g.brick[i][j].active = false
g.ball.speed.Y *= -1
} else if ((g.ball.position.Y + g.ball.radius) >= (g.brick[i][j].position.Y - g.brickSize.Y/2)) &&
((g.ball.position.Y + g.ball.radius) < (g.brick[i][j].position.Y - g.brickSize.Y/2 + g.ball.speed.Y)) &&
((float32(math.Abs(float64(g.ball.position.X - g.brick[i][j].position.X)))) < (g.brickSize.X/2 + g.ball.radius*2/3)) &&
(g.ball.speed.Y > 0) {
// Hit above
g.brick[i][j].active = false
g.ball.speed.Y *= -1
} else if ((g.ball.position.X + g.ball.radius) >= (g.brick[i][j].position.X - g.brickSize.X/2)) &&
((g.ball.position.X + g.ball.radius) < (g.brick[i][j].position.X - g.brickSize.X/2 + g.ball.speed.X)) &&
((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) &&
(g.ball.speed.X > 0) {
// Hit left
g.brick[i][j].active = false
g.ball.speed.X *= -1
} else if ((g.ball.position.X - g.ball.radius) <= (g.brick[i][j].position.X + g.brickSize.X/2)) &&
((g.ball.position.X - g.ball.radius) > (g.brick[i][j].position.X + g.brickSize.X/2 + g.ball.speed.X)) &&
((float32(math.Abs(float64(g.ball.position.Y - g.brick[i][j].position.Y)))) < (g.brickSize.Y/2 + g.ball.radius*2/3)) &&
(g.ball.speed.X < 0) {
// Hit right
g.brick[i][j].active = false
g.ball.speed.X *= -1
}
}
}
}
}
// Game over logic
if g.player.life <= 0 {
g.gameOver = true
} else {
g.gameOver = true
for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active {
g.gameOver = false
}
}
}
}
} else {
if rl.IsKeyPressed(rl.KeyEnter) {
g.Init()
g.gameOver = false
}
}
}
// Draw - draw game
func (g *Game) Draw() {
rl.BeginDrawing()
rl.ClearBackground(rl.White)
if !g.gameOver {
// Draw player bar
rl.DrawRectangle(int32(g.player.position.X-g.player.size.X/2), int32(g.player.position.Y-g.player.size.Y/2), int32(g.player.size.X), int32(g.player.size.Y), rl.Black)
// Draw player lives
for i := 0; i < g.player.life; i++ {
rl.DrawRectangle(int32(20+40*i), screenHeight-30, 35, 10, rl.LightGray)
}
// Draw Ball
rl.DrawCircleV(g.ball.position, g.ball.radius, rl.Maroon)
for i := 0; i < LINES_OF_BRICKS; i++ {
for j := 0; j < BRICKS_PER_LINE; j++ {
if g.brick[i][j].active {
if (i+j)%2 == 0 {
rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.Gray)
} else {
rl.DrawRectangle(int32(g.brick[i][j].position.X-g.brickSize.X/2), int32(g.brick[i][j].position.Y-g.brickSize.Y/2), int32(g.brickSize.X), int32(g.brickSize.Y), rl.DarkGray)
}
}
}
}
if g.pause {
rl.DrawText("GAME PAUSED", screenWidth/2-rl.MeasureText("GAME PAUSED", 40)/2, screenHeight/2+screenHeight/4-40, 40, rl.Gray)
}
} else {
str := "PRESS [ENTER] TO PLAY AGAIN"
x := int(rl.GetScreenWidth()/2) - int(rl.MeasureText(str, 20)/2)
y := rl.GetScreenHeight()/2 - 50
rl.DrawText(str, int32(x), int32(y), 20, rl.Gray)
}
rl.EndDrawing()
}

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## Floppy Gopher
![screenshot](https://goo.gl/K2NAJ1)
[Android APK](https://gist.github.com/gen2brain/ae96bc92d2c2e307af35f5583f30ea25)

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The Gopher sprites were created by Renee French and are distributed
under the Creative Commons Attributions 3.0 license.

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package main
import (
"fmt"
"os"
"runtime"
"github.com/gen2brain/raylib-go/raylib"
)
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
type Floppy struct {
Position rl.Vector2
}
// Pipe type
type Pipe struct {
Rec rl.Rectangle
Color rl.Color
Active bool
}
// Particle type
type Particle struct {
Position rl.Vector2
Color rl.Color
Alpha float32
Size float32
Rotation float32
Active bool
}
// Game type
type Game struct {
FxFlap rl.Sound
FxSlap rl.Sound
FxPoint rl.Sound
FxClick rl.Sound
TxSprites rl.Texture2D
TxSmoke rl.Texture2D
TxClouds rl.Texture2D
CloudRec rl.Rectangle
FrameRec rl.Rectangle
GameOver bool
Dead bool
Pause bool
SuperFX bool
Score int
HiScore int
FramesCounter int32
WindowShouldClose bool
Floppy Floppy
Particles []Particle
Pipes []Pipe
PipesPos []rl.Vector2
}
// NewGame - Start new game
func NewGame() (g Game) {
g.Init()
return
}
// On Android this sets callback function to be used for android_main
func init() {
rl.SetCallbackFunc(main)
}
func main() {
// Initialize game
game := NewGame()
game.GameOver = true
// Initialize window
rl.InitWindow(screenWidth, screenHeight, "Floppy Gopher")
// Initialize audio
rl.InitAudioDevice()
// NOTE: Textures and Sounds MUST be loaded after Window/Audio initialization
game.Load()
// Limit FPS
rl.SetTargetFPS(60)
// Main loop
for !game.WindowShouldClose {
// Update game
game.Update()
// Draw game
game.Draw()
}
// Free resources
game.Unload()
// Close audio
rl.CloseAudioDevice()
// Close window
rl.CloseWindow()
// Exit
os.Exit(0)
}
// Init - Initialize game
func (g *Game) Init() {
// Gopher
g.Floppy = Floppy{rl.NewVector2(80, float32(screenHeight)/2-spriteSize/2)}
// Sprite rectangle
g.FrameRec = rl.NewRectangle(0, 0, spriteSize, spriteSize)
// Cloud rectangle
g.CloudRec = rl.NewRectangle(0, 0, float32(screenWidth), float32(g.TxClouds.Height))
// Initialize particles
g.Particles = make([]Particle, maxParticles)
for i := 0; i < maxParticles; i++ {
g.Particles[i].Position = rl.NewVector2(0, 0)
g.Particles[i].Color = rl.RayWhite
g.Particles[i].Alpha = 1.0
g.Particles[i].Size = float32(rl.GetRandomValue(1, 30)) / 20.0
g.Particles[i].Rotation = float32(rl.GetRandomValue(0, 360))
g.Particles[i].Active = false
}
// Pipes positions
g.PipesPos = make([]rl.Vector2, maxPipes)
for i := 0; i < maxPipes; i++ {
g.PipesPos[i].X = float32(480 + 360*i)
g.PipesPos[i].Y = -float32(rl.GetRandomValue(0, 240))
}
// Pipes colors
colors := []rl.Color{
rl.Orange, rl.Red, rl.Gold, rl.Lime,
rl.Violet, rl.Brown, rl.LightGray, rl.Blue,
rl.Yellow, rl.Green, rl.Purple, rl.Beige,
}
// Pipes
g.Pipes = make([]Pipe, maxPipes*2)
for i := 0; i < maxPipes*2; i += 2 {
g.Pipes[i].Rec.X = g.PipesPos[i/2].X
g.Pipes[i].Rec.Y = g.PipesPos[i/2].Y
g.Pipes[i].Rec.Width = pipesWidth
g.Pipes[i].Rec.Height = 550
g.Pipes[i].Color = colors[rl.GetRandomValue(0, int32(len(colors)-1))]
g.Pipes[i+1].Rec.X = g.PipesPos[i/2].X
g.Pipes[i+1].Rec.Y = 1200 + g.PipesPos[i/2].Y - 550
g.Pipes[i+1].Rec.Width = pipesWidth
g.Pipes[i+1].Rec.Height = 550
g.Pipes[i/2].Active = true
}
g.Score = 0
g.FramesCounter = 0
g.WindowShouldClose = false
g.GameOver = false
g.Dead = false
g.SuperFX = false
g.Pause = false
}
// Load - Load resources
func (g *Game) Load() {
g.FxFlap = rl.LoadSound("sounds/flap.wav")
g.FxSlap = rl.LoadSound("sounds/slap.wav")
g.FxPoint = rl.LoadSound("sounds/point.wav")
g.FxClick = rl.LoadSound("sounds/click.wav")
g.TxSprites = rl.LoadTexture("images/sprite.png")
g.TxSmoke = rl.LoadTexture("images/smoke.png")
g.TxClouds = rl.LoadTexture("images/clouds.png")
}
// Unload - Unload resources
func (g *Game) Unload() {
rl.UnloadSound(g.FxFlap)
rl.UnloadSound(g.FxSlap)
rl.UnloadSound(g.FxPoint)
rl.UnloadSound(g.FxClick)
rl.UnloadTexture(g.TxSprites)
rl.UnloadTexture(g.TxSmoke)
rl.UnloadTexture(g.TxClouds)
}
// Update - Update game
func (g *Game) Update() {
if rl.WindowShouldClose() {
g.WindowShouldClose = true
}
if !g.GameOver {
if rl.IsKeyPressed(rl.KeyP) || rl.IsKeyPressed(rl.KeyBack) {
rl.PlaySound(g.FxClick)
if runtime.GOOS == "android" && g.Pause {
g.WindowShouldClose = true
}
g.Pause = !g.Pause
}
if !g.Pause {
if !g.Dead {
// Scroll pipes
for i := 0; i < maxPipes; i++ {
g.PipesPos[i].X -= float32(pipesSpeedX)
}
for i := 0; i < maxPipes*2; i += 2 {
g.Pipes[i].Rec.X = g.PipesPos[i/2].X
g.Pipes[i+1].Rec.X = g.PipesPos[i/2].X
}
// Scroll clouds
g.CloudRec.X += cloudsSpeedX
if g.CloudRec.X > float32(g.TxClouds.Width) {
g.CloudRec.X = 0
}
// Movement/Controls
if rl.IsKeyDown(rl.KeySpace) || rl.IsMouseButtonDown(rl.MouseLeftButton) {
rl.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 {
g.FramesCounter = 0
g.FrameRec.X = spriteSize * 3
} else {
g.FrameRec.X = spriteSize * 2
}
// Floppy go up
g.Floppy.Position.Y -= 3
} else {
// Switch run sprites every 8 frames
g.FramesCounter++
if g.FramesCounter >= 8 {
g.FramesCounter = 0
g.FrameRec.X = spriteSize
} else {
g.FrameRec.X = 0
}
// Floppy fall down
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
}
}
// Check Collisions
for i := 0; i < maxPipes*2; i++ {
if rl.CheckCollisionRecs(rl.NewRectangle(g.Floppy.Position.X, g.Floppy.Position.Y, spriteSize, spriteSize), g.Pipes[i].Rec) {
// OMG You killed Gopher you bastard!
g.Dead = true
rl.PlaySound(g.FxSlap)
} else if (g.PipesPos[i/2].X < g.Floppy.Position.X-spriteSize) && g.Pipes[i/2].Active && !g.GameOver {
// Score point
g.Score += 1
g.Pipes[i/2].Active = false
// Flash screen
g.SuperFX = true
// Update HiScore
if g.Score > g.HiScore {
g.HiScore = g.Score
}
rl.PlaySound(g.FxPoint)
}
}
} else {
// Wait 60 frames before GameOver
g.FramesCounter++
if g.FramesCounter >= 60 {
g.GameOver = true
}
// Switch dead sprite
if g.FramesCounter >= 8 {
g.FrameRec.X = spriteSize * 5
} else {
g.FrameRec.X = spriteSize * 4
}
}
} else {
if rl.IsMouseButtonDown(rl.MouseLeftButton) {
g.Pause = !g.Pause
}
}
} else {
if rl.IsKeyPressed(rl.KeyEnter) || rl.IsMouseButtonDown(rl.MouseLeftButton) {
rl.PlaySound(g.FxClick)
// Return of the Gopher!
g.Init()
} else if runtime.GOOS == "android" && rl.IsKeyDown(rl.KeyBack) {
g.WindowShouldClose = true
}
// Switch flap sprites
g.FramesCounter++
if g.FramesCounter >= 8 {
g.FramesCounter = 0
g.FrameRec.X = spriteSize
} else {
g.FrameRec.X = 0
}
}
}
// Draw - Draw game
func (g *Game) Draw() {
rl.BeginDrawing()
rl.ClearBackground(rl.SkyBlue)
if !g.GameOver {
// Draw clouds
rl.DrawTextureRec(g.TxClouds, g.CloudRec, rl.NewVector2(0, float32(screenHeight-g.TxClouds.Height)), rl.RayWhite)
// Draw rotated clouds
rl.DrawTexturePro(g.TxClouds, rl.NewRectangle(-g.CloudRec.X, 0, float32(g.TxClouds.Width), float32(g.TxClouds.Height)),
rl.NewRectangle(0, 0, float32(g.TxClouds.Width), float32(g.TxClouds.Height)), rl.NewVector2(float32(g.TxClouds.Width), float32(g.TxClouds.Height)), 180, rl.White)
// Draw Gopher
rl.DrawTextureRec(g.TxSprites, g.FrameRec, g.Floppy.Position, rl.RayWhite)
// Draw active particles
if !g.Dead {
for i := 0; i < maxParticles; i++ {
if g.Particles[i].Active {
rl.DrawTexturePro(
g.TxSmoke,
rl.NewRectangle(0, 0, float32(g.TxSmoke.Width), float32(g.TxSmoke.Height)),
rl.NewRectangle(g.Particles[i].Position.X, g.Particles[i].Position.Y, float32(g.TxSmoke.Width)*g.Particles[i].Size, float32(g.TxSmoke.Height)*g.Particles[i].Size),
rl.NewVector2(float32(g.TxSmoke.Width)*g.Particles[i].Size/2, float32(g.TxSmoke.Height)*g.Particles[i].Size/2),
g.Particles[i].Rotation,
rl.Fade(g.Particles[i].Color, g.Particles[i].Alpha),
)
}
}
}
// Draw pipes
for i := 0; i < maxPipes; i++ {
rl.DrawRectangle(int32(g.Pipes[i*2].Rec.X), int32(g.Pipes[i*2].Rec.Y), int32(g.Pipes[i*2].Rec.Width), int32(g.Pipes[i*2].Rec.Height), g.Pipes[i*2].Color)
rl.DrawRectangle(int32(g.Pipes[i*2+1].Rec.X), int32(g.Pipes[i*2+1].Rec.Y), int32(g.Pipes[i*2+1].Rec.Width), int32(g.Pipes[i*2+1].Rec.Height), g.Pipes[i*2].Color)
// Draw borders
rl.DrawRectangleLines(int32(g.Pipes[i*2].Rec.X), int32(g.Pipes[i*2].Rec.Y), int32(g.Pipes[i*2].Rec.Width), int32(g.Pipes[i*2].Rec.Height), rl.Black)
rl.DrawRectangleLines(int32(g.Pipes[i*2+1].Rec.X), int32(g.Pipes[i*2+1].Rec.Y), int32(g.Pipes[i*2+1].Rec.Width), int32(g.Pipes[i*2+1].Rec.Height), rl.Black)
}
// Draw Super Flashing FX (one frame only)
if g.SuperFX {
rl.DrawRectangle(0, 0, screenWidth, screenHeight, rl.White)
g.SuperFX = false
}
// Draw HI-SCORE
rl.DrawText(fmt.Sprintf("%02d", g.Score), 20, 20, 32, rl.Black)
rl.DrawText(fmt.Sprintf("HI-SCORE: %02d", g.HiScore), 20, 64, 20, rl.Black)
if g.Pause {
// Draw PAUSED text
rl.DrawText("PAUSED", screenWidth/2-rl.MeasureText("PAUSED", 24)/2, screenHeight/2-50, 20, rl.Black)
}
} else {
// Draw text
rl.DrawText("Floppy Gopher", int32(rl.GetScreenWidth())/2-rl.MeasureText("Floppy Gopher", 40)/2, int32(rl.GetScreenHeight())/2-150, 40, rl.RayWhite)
if runtime.GOOS == "android" {
rl.DrawText("[TAP] TO PLAY", int32(rl.GetScreenWidth())/2-rl.MeasureText("[TAP] TO PLAY", 20)/2, int32(rl.GetScreenHeight())/2-50, 20, rl.Black)
} else {
rl.DrawText("[ENTER] TO PLAY", int32(rl.GetScreenWidth())/2-rl.MeasureText("[ENTER] TO PLAY", 20)/2, int32(rl.GetScreenHeight())/2-50, 20, rl.Black)
}
// Draw Gopher
rl.DrawTextureRec(g.TxSprites, g.FrameRec, rl.NewVector2(float32(rl.GetScreenWidth()/2-spriteSize/2), float32(rl.GetScreenHeight()/2)), rl.RayWhite)
}
rl.EndDrawing()
}

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examples/games/life/main.go Normal file
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package main
import (
"math/rand"
"time"
"github.com/gen2brain/raylib-go/raylib"
)
const (
squareSize = 8
)
// Cell type
type Cell struct {
Position rl.Vector2
Size rl.Vector2
Alive bool
Next bool
Visited bool
}
// Game type
type Game struct {
ScreenWidth int32
ScreenHeight int32
Cols int32
Rows int32
FramesCounter int32
Playing bool
Cells [][]*Cell
}
func main() {
rand.Seed(time.Now().UnixNano())
game := Game{}
game.Init(false)
rl.InitWindow(game.ScreenWidth, game.ScreenHeight, "Conway's Game of Life")
rl.SetTargetFPS(20)
for !rl.WindowShouldClose() {
if game.Playing {
game.Update()
}
game.Input()
game.Draw()
}
rl.CloseWindow()
}
// Init - Initialize game
func (g *Game) Init(clear bool) {
g.ScreenWidth = 800
g.ScreenHeight = 450
g.FramesCounter = 0
g.Cols = g.ScreenWidth / squareSize
g.Rows = g.ScreenHeight / squareSize
g.Cells = make([][]*Cell, g.Cols+1)
for i := int32(0); i <= g.Cols; i++ {
g.Cells[i] = make([]*Cell, g.Rows+1)
}
for x := int32(0); x <= g.Cols; x++ {
for y := int32(0); y <= g.Rows; y++ {
g.Cells[x][y] = &Cell{}
g.Cells[x][y].Position = rl.NewVector2((float32(x) * squareSize), (float32(y)*squareSize)+1)
g.Cells[x][y].Size = rl.NewVector2(squareSize-1, squareSize-1)
if rand.Float64() < 0.1 && clear == false {
g.Cells[x][y].Alive = true
}
}
}
}
// Input - Game input
func (g *Game) Input() {
// control
if rl.IsKeyPressed(rl.KeyR) {
g.Init(false)
}
if rl.IsKeyPressed(rl.KeyC) {
g.Init(true)
}
if rl.IsKeyDown(rl.KeyRight) && !g.Playing {
g.Update()
}
if rl.IsMouseButtonPressed(rl.MouseLeftButton) {
g.Click(rl.GetMouseX(), rl.GetMouseY())
}
if rl.IsKeyPressed(rl.KeySpace) {
g.Playing = !g.Playing
}
g.FramesCounter++
}
// Click - Toggle if a cell is alive or dead on click
func (g *Game) Click(x, y int32) {
for i := int32(0); i <= g.Cols; i++ {
for j := int32(0); j <= g.Rows; j++ {
cell := g.Cells[i][j].Position
if int32(cell.X) < x && int32(cell.X)+squareSize > x && int32(cell.Y) < y && int32(cell.Y)+squareSize > y {
g.Cells[i][j].Alive = !g.Cells[i][j].Alive
g.Cells[i][j].Next = g.Cells[i][j].Alive
}
}
}
}
// Update - Update game
func (g *Game) Update() {
for i := int32(0); i <= g.Cols; i++ {
for j := int32(0); j <= g.Rows; j++ {
NeighborCount := g.CountNeighbors(i, j)
if g.Cells[i][j].Alive {
if NeighborCount < 2 {
g.Cells[i][j].Next = false
} else if NeighborCount > 3 {
g.Cells[i][j].Next = false
} else {
g.Cells[i][j].Next = true
}
} else {
if NeighborCount == 3 {
g.Cells[i][j].Next = true
g.Cells[i][j].Visited = true
}
}
}
}
for i := int32(0); i <= g.Cols; i++ {
for j := int32(0); j < g.Rows; j++ {
g.Cells[i][j].Alive = g.Cells[i][j].Next
}
}
}
// CountNeighbors - Counts how many neighbous a cell has
func (g *Game) CountNeighbors(x, y int32) int {
count := 0
for i := int32(-1); i < 2; i++ {
for j := int32(-1); j < 2; j++ {
col := (x + i + (g.Cols)) % (g.Cols)
row := (y + j + (g.Rows)) % (g.Rows)
if g.Cells[col][row].Alive {
count++
}
}
}
if g.Cells[x][y].Alive {
count--
}
return count
}
// Draw - Draw game
func (g *Game) Draw() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
// Draw cells
for x := int32(0); x <= g.Cols; x++ {
for y := int32(0); y <= g.Rows; y++ {
if g.Cells[x][y].Alive {
rl.DrawRectangleV(g.Cells[x][y].Position, g.Cells[x][y].Size, rl.Blue)
} else if g.Cells[x][y].Visited {
rl.DrawRectangleV(g.Cells[x][y].Position, g.Cells[x][y].Size, rl.Color{R: 128, G: 177, B: 136, A: 255})
}
}
}
// Draw grid lines
for i := int32(0); i < g.Cols+1; i++ {
rl.DrawLineV(
rl.NewVector2(float32(squareSize*i), 0),
rl.NewVector2(float32(squareSize*i), float32(g.ScreenHeight)),
rl.LightGray,
)
}
for i := int32(0); i < g.Rows+1; i++ {
rl.DrawLineV(
rl.NewVector2(0, float32(squareSize*i)),
rl.NewVector2(float32(g.ScreenWidth), float32(squareSize*i)),
rl.LightGray,
)
}
rl.EndDrawing()
}

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@ -0,0 +1,238 @@
package main
import (
"github.com/gen2brain/raylib-go/raylib"
)
const (
snakeLength = 256
squareSize = 31
)
// Snake type
type Snake struct {
Position rl.Vector2
Size rl.Vector2
Speed rl.Vector2
Color rl.Color
}
// Food type
type Food struct {
Position rl.Vector2
Size rl.Vector2
Active bool
Color rl.Color
}
// Game type
type Game struct {
ScreenWidth int32
ScreenHeight int32
FramesCounter int32
GameOver bool
Pause bool
Fruit Food
Snake []Snake
SnakePosition []rl.Vector2
AllowMove bool
Offset rl.Vector2
CounterTail int
}
func main() {
game := Game{}
game.Init()
rl.InitWindow(game.ScreenWidth, game.ScreenHeight, "sample game: snake")
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
game.Update()
game.Draw()
}
rl.CloseWindow()
}
// Init - 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 = rl.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 = rl.NewVector2(g.Offset.X/2, g.Offset.Y/2)
g.Snake[i].Size = rl.NewVector2(squareSize, squareSize)
g.Snake[i].Speed = rl.NewVector2(squareSize, 0)
if i == 0 {
g.Snake[i].Color = rl.DarkBlue
} else {
g.Snake[i].Color = rl.Blue
}
}
g.SnakePosition = make([]rl.Vector2, snakeLength)
for i := 0; i < snakeLength; i++ {
g.SnakePosition[i] = rl.NewVector2(0.0, 0.0)
}
g.Fruit.Size = rl.NewVector2(squareSize, squareSize)
g.Fruit.Color = rl.SkyBlue
g.Fruit.Active = false
}
// Update - Update game
func (g *Game) Update() {
if !g.GameOver {
if rl.IsKeyPressed(rl.KeyP) {
g.Pause = !g.Pause
}
if !g.Pause {
// control
if rl.IsKeyPressed(rl.KeyRight) && g.Snake[0].Speed.X == 0 && g.AllowMove {
g.Snake[0].Speed = rl.NewVector2(squareSize, 0)
g.AllowMove = false
}
if rl.IsKeyPressed(rl.KeyLeft) && g.Snake[0].Speed.X == 0 && g.AllowMove {
g.Snake[0].Speed = rl.NewVector2(-squareSize, 0)
g.AllowMove = false
}
if rl.IsKeyPressed(rl.KeyUp) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
g.Snake[0].Speed = rl.NewVector2(0, -squareSize)
g.AllowMove = false
}
if rl.IsKeyPressed(rl.KeyDown) && g.Snake[0].Speed.Y == 0 && g.AllowMove {
g.Snake[0].Speed = rl.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 = rl.NewVector2(
float32(rl.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize+int32(g.Offset.X)/2),
float32(rl.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 = rl.NewVector2(
float32(rl.GetRandomValue(0, (g.ScreenWidth/squareSize)-1)*squareSize),
float32(rl.GetRandomValue(0, (g.ScreenHeight/squareSize)-1)*squareSize),
)
i = 0
}
}
}
// collision
if rl.CheckCollisionRecs(
rl.NewRectangle(g.Snake[0].Position.X, g.Snake[0].Position.Y, g.Snake[0].Size.X, g.Snake[0].Size.Y),
rl.NewRectangle(g.Fruit.Position.X, g.Fruit.Position.Y, g.Fruit.Size.X, 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 rl.IsKeyPressed(rl.KeyEnter) {
g.Init()
g.GameOver = false
}
}
}
// Draw - Draw game
func (g *Game) Draw() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
if !g.GameOver {
// Draw grid lines
for i := int32(0); i < g.ScreenWidth/squareSize+1; i++ {
rl.DrawLineV(
rl.NewVector2(float32(squareSize*i)+g.Offset.X/2, g.Offset.Y/2),
rl.NewVector2(float32(squareSize*i)+g.Offset.X/2, float32(g.ScreenHeight)-g.Offset.Y/2),
rl.LightGray,
)
}
for i := int32(0); i < g.ScreenHeight/squareSize+1; i++ {
rl.DrawLineV(
rl.NewVector2(g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
rl.NewVector2(float32(g.ScreenWidth)-g.Offset.X/2, float32(squareSize*i)+g.Offset.Y/2),
rl.LightGray,
)
}
// Draw snake
for i := 0; i < g.CounterTail; i++ {
rl.DrawRectangleV(g.Snake[i].Position, g.Snake[i].Size, g.Snake[i].Color)
}
// Draw fruit to pick
rl.DrawRectangleV(g.Fruit.Position, g.Fruit.Size, g.Fruit.Color)
if g.Pause {
rl.DrawText("GAME PAUSED", g.ScreenWidth/2-rl.MeasureText("GAME PAUSED", 40)/2, g.ScreenHeight/2-40, 40, rl.Gray)
}
} else {
rl.DrawText("PRESS [ENTER] TO PLAY AGAIN", int32(rl.GetScreenWidth())/2-rl.MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, int32(rl.GetScreenHeight())/2-50, 20, rl.Gray)
}
rl.EndDrawing()
}