raylib-go/examples/games/life/main.go
Milan Nikolic 041fa24e1f Fix games
2018-05-06 14:42:17 +02:00

200 lines
4.2 KiB
Go

package main
import (
"math/rand"
"time"
"github.com/gen2brain/raylib-go/raylib"
)
const (
squareSize = 8
)
// Cell type
type Cell struct {
Position raylib.Vector2
Size raylib.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)
raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "Conway's Game of Life")
raylib.SetTargetFPS(20)
for !raylib.WindowShouldClose() {
if game.Playing {
game.Update()
}
game.Input()
game.Draw()
}
raylib.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 = raylib.NewVector2((float32(x) * squareSize), (float32(y)*squareSize)+1)
g.Cells[x][y].Size = raylib.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 raylib.IsKeyPressed(raylib.KeyR) {
g.Init(false)
}
if raylib.IsKeyPressed(raylib.KeyC) {
g.Init(true)
}
if raylib.IsKeyDown(raylib.KeyRight) && !g.Playing {
g.Update()
}
if raylib.IsMouseButtonPressed(raylib.MouseLeftButton) {
g.Click(raylib.GetMouseX(), raylib.GetMouseY())
}
if raylib.IsKeyPressed(raylib.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() {
raylib.BeginDrawing()
raylib.ClearBackground(raylib.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 {
raylib.DrawRectangleV(g.Cells[x][y].Position, g.Cells[x][y].Size, raylib.Blue)
} else if g.Cells[x][y].Visited {
raylib.DrawRectangleV(g.Cells[x][y].Position, g.Cells[x][y].Size, raylib.Color{R: 128, G: 177, B: 136, A: 255})
}
}
}
// Draw grid lines
for i := int32(0); i < g.Cols+1; i++ {
raylib.DrawLineV(
raylib.NewVector2(float32(squareSize*i), 0),
raylib.NewVector2(float32(squareSize*i), float32(g.ScreenHeight)),
raylib.LightGray,
)
}
for i := int32(0); i < g.Rows+1; i++ {
raylib.DrawLineV(
raylib.NewVector2(0, float32(squareSize*i)),
raylib.NewVector2(float32(g.ScreenWidth), float32(squareSize*i)),
raylib.LightGray,
)
}
raylib.EndDrawing()
}