452 lines
11 KiB
Go
452 lines
11 KiB
Go
package main
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import (
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"fmt"
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"os"
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"runtime"
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"github.com/gen2brain/raylib-go/raylib"
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)
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const (
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// Screen width
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screenWidth = 504
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// Screen height
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screenHeight = 896
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// Maximum number of pipes
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maxPipes = 100
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// Maximum number of particles
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maxParticles = 50
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// Pipes width
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pipesWidth = 60
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// Sprite size
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spriteSize = 48
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// Pipes speed
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pipesSpeedX = 2.5
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// Clouds speed
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cloudsSpeedX = 1
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// Gravity
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gravity = 1.2
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)
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// Floppy type
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type Floppy struct {
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Position rl.Vector2
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}
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// Pipe type
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type Pipe struct {
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Rec rl.Rectangle
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Color rl.Color
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Active bool
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}
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// Particle type
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type Particle struct {
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Position rl.Vector2
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Color rl.Color
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Alpha float32
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Size float32
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Rotation float32
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Active bool
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}
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// Game type
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type Game struct {
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FxFlap rl.Sound
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FxSlap rl.Sound
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FxPoint rl.Sound
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FxClick rl.Sound
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TxSprites rl.Texture2D
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TxSmoke rl.Texture2D
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TxClouds rl.Texture2D
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CloudRec rl.Rectangle
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FrameRec rl.Rectangle
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GameOver bool
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Dead bool
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Pause bool
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SuperFX bool
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Score int
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HiScore int
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FramesCounter int32
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WindowShouldClose bool
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Floppy Floppy
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Particles []Particle
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Pipes []Pipe
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PipesPos []rl.Vector2
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}
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// NewGame - Start new game
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func NewGame() (g Game) {
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g.Init()
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return
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}
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// On Android this sets callback function to be used for android_main
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func init() {
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rl.SetCallbackFunc(main)
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}
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func main() {
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// Initialize game
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game := NewGame()
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game.GameOver = true
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// Initialize window
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rl.InitWindow(screenWidth, screenHeight, "Floppy Gopher")
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// Initialize audio
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rl.InitAudioDevice()
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// NOTE: Textures and Sounds MUST be loaded after Window/Audio initialization
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game.Load()
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// Limit FPS
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rl.SetTargetFPS(60)
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// Main loop
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for !game.WindowShouldClose {
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// Update game
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game.Update()
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// Draw game
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game.Draw()
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}
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// Free resources
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game.Unload()
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// Close audio
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rl.CloseAudioDevice()
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// Close window
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rl.CloseWindow()
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// Exit
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os.Exit(0)
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}
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// Init - Initialize game
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func (g *Game) Init() {
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// Gopher
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g.Floppy = Floppy{rl.NewVector2(80, float32(screenHeight)/2-spriteSize/2)}
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// Sprite rectangle
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g.FrameRec = rl.NewRectangle(0, 0, spriteSize, spriteSize)
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// Cloud rectangle
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g.CloudRec = rl.NewRectangle(0, 0, float32(screenWidth), float32(g.TxClouds.Height))
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// Initialize particles
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g.Particles = make([]Particle, maxParticles)
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for i := 0; i < maxParticles; i++ {
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g.Particles[i].Position = rl.NewVector2(0, 0)
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g.Particles[i].Color = rl.RayWhite
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g.Particles[i].Alpha = 1.0
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g.Particles[i].Size = float32(rl.GetRandomValue(1, 30)) / 20.0
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g.Particles[i].Rotation = float32(rl.GetRandomValue(0, 360))
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g.Particles[i].Active = false
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}
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// Pipes positions
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g.PipesPos = make([]rl.Vector2, maxPipes)
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for i := 0; i < maxPipes; i++ {
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g.PipesPos[i].X = float32(480 + 360*i)
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g.PipesPos[i].Y = -float32(rl.GetRandomValue(0, 240))
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}
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// Pipes colors
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colors := []rl.Color{
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rl.Orange, rl.Red, rl.Gold, rl.Lime,
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rl.Violet, rl.Brown, rl.LightGray, rl.Blue,
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rl.Yellow, rl.Green, rl.Purple, rl.Beige,
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}
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// Pipes
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g.Pipes = make([]Pipe, maxPipes*2)
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for i := 0; i < maxPipes*2; i += 2 {
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g.Pipes[i].Rec.X = g.PipesPos[i/2].X
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g.Pipes[i].Rec.Y = g.PipesPos[i/2].Y
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g.Pipes[i].Rec.Width = pipesWidth
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g.Pipes[i].Rec.Height = 550
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g.Pipes[i].Color = colors[rl.GetRandomValue(0, int32(len(colors)-1))]
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g.Pipes[i+1].Rec.X = g.PipesPos[i/2].X
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g.Pipes[i+1].Rec.Y = 1200 + g.PipesPos[i/2].Y - 550
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g.Pipes[i+1].Rec.Width = pipesWidth
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g.Pipes[i+1].Rec.Height = 550
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g.Pipes[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.WindowShouldClose = false
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g.GameOver = false
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g.Dead = false
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g.SuperFX = false
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g.Pause = false
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}
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// Load - Load resources
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func (g *Game) Load() {
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g.FxFlap = rl.LoadSound("sounds/flap.wav")
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g.FxSlap = rl.LoadSound("sounds/slap.wav")
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g.FxPoint = rl.LoadSound("sounds/point.wav")
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g.FxClick = rl.LoadSound("sounds/click.wav")
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g.TxSprites = rl.LoadTexture("images/sprite.png")
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g.TxSmoke = rl.LoadTexture("images/smoke.png")
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g.TxClouds = rl.LoadTexture("images/clouds.png")
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}
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// Unload - Unload resources
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func (g *Game) Unload() {
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rl.UnloadSound(g.FxFlap)
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rl.UnloadSound(g.FxSlap)
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rl.UnloadSound(g.FxPoint)
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rl.UnloadSound(g.FxClick)
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rl.UnloadTexture(g.TxSprites)
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rl.UnloadTexture(g.TxSmoke)
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rl.UnloadTexture(g.TxClouds)
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}
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// Update - Update game
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func (g *Game) Update() {
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if rl.WindowShouldClose() {
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g.WindowShouldClose = true
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}
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if !g.GameOver {
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if rl.IsKeyPressed(rl.KeyP) || rl.IsKeyPressed(rl.KeyBack) {
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rl.PlaySound(g.FxClick)
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if runtime.GOOS == "android" && g.Pause {
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g.WindowShouldClose = true
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}
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g.Pause = !g.Pause
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}
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if !g.Pause {
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if !g.Dead {
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// Scroll pipes
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for i := 0; i < maxPipes; i++ {
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g.PipesPos[i].X -= float32(pipesSpeedX)
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}
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for i := 0; i < maxPipes*2; i += 2 {
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g.Pipes[i].Rec.X = g.PipesPos[i/2].X
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g.Pipes[i+1].Rec.X = g.PipesPos[i/2].X
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}
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// Scroll clouds
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g.CloudRec.X += cloudsSpeedX
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if g.CloudRec.X > float32(g.TxClouds.Width) {
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g.CloudRec.X = 0
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}
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// Movement/Controls
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if rl.IsKeyDown(rl.KeySpace) || rl.IsMouseButtonDown(rl.MouseLeftButton) {
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rl.PlaySound(g.FxFlap)
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// Activate one particle every frame
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for i := 0; i < maxParticles; i++ {
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if !g.Particles[i].Active {
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g.Particles[i].Active = true
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g.Particles[i].Alpha = 1.0
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g.Particles[i].Position = g.Floppy.Position
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g.Particles[i].Position.X += spriteSize / 2
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g.Particles[i].Position.Y += spriteSize / 2
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i = maxParticles
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}
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}
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// Switch flap sprites every 8 frames
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g.FramesCounter++
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if g.FramesCounter >= 8 {
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g.FramesCounter = 0
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g.FrameRec.X = spriteSize * 3
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} else {
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g.FrameRec.X = spriteSize * 2
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}
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// Floppy go up
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g.Floppy.Position.Y -= 3
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} else {
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// Switch run sprites every 8 frames
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g.FramesCounter++
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if g.FramesCounter >= 8 {
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g.FramesCounter = 0
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g.FrameRec.X = spriteSize
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} else {
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g.FrameRec.X = 0
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}
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// Floppy fall down
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g.Floppy.Position.Y += gravity
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}
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// Update active particles
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for i := 0; i < maxParticles; i++ {
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if g.Particles[i].Active {
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g.Particles[i].Position.X -= 1.0
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g.Particles[i].Alpha -= 0.05
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if g.Particles[i].Alpha <= 0.0 {
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g.Particles[i].Active = false
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}
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g.Particles[i].Rotation += 3.0
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}
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}
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// Check Collisions
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for i := 0; i < maxPipes*2; i++ {
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if rl.CheckCollisionRecs(rl.NewRectangle(g.Floppy.Position.X, g.Floppy.Position.Y, spriteSize, spriteSize), g.Pipes[i].Rec) {
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// OMG You killed Gopher you bastard!
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g.Dead = true
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rl.PlaySound(g.FxSlap)
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} else if (g.PipesPos[i/2].X < g.Floppy.Position.X-spriteSize) && g.Pipes[i/2].Active && !g.GameOver {
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// Score point
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g.Score += 1
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g.Pipes[i/2].Active = false
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// Flash screen
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g.SuperFX = true
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// Update HiScore
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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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rl.PlaySound(g.FxPoint)
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}
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}
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} else {
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// Wait 60 frames before GameOver
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g.FramesCounter++
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if g.FramesCounter >= 60 {
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g.GameOver = true
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}
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// Switch dead sprite
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if g.FramesCounter >= 8 {
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g.FrameRec.X = spriteSize * 5
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} else {
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g.FrameRec.X = spriteSize * 4
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}
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}
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} else {
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if rl.IsMouseButtonDown(rl.MouseLeftButton) {
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g.Pause = !g.Pause
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}
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}
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} else {
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if rl.IsKeyPressed(rl.KeyEnter) || rl.IsMouseButtonDown(rl.MouseLeftButton) {
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rl.PlaySound(g.FxClick)
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// Return of the Gopher!
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g.Init()
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} else if runtime.GOOS == "android" && rl.IsKeyDown(rl.KeyBack) {
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g.WindowShouldClose = true
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}
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// Switch flap sprites
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g.FramesCounter++
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if g.FramesCounter >= 8 {
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g.FramesCounter = 0
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g.FrameRec.X = spriteSize
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} else {
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g.FrameRec.X = 0
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}
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}
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}
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// Draw - Draw game
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func (g *Game) Draw() {
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rl.BeginDrawing()
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rl.ClearBackground(rl.SkyBlue)
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if !g.GameOver {
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// Draw clouds
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rl.DrawTextureRec(g.TxClouds, g.CloudRec, rl.NewVector2(0, float32(screenHeight-g.TxClouds.Height)), rl.RayWhite)
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// Draw rotated clouds
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rl.DrawTexturePro(g.TxClouds, rl.NewRectangle(-g.CloudRec.X, 0, float32(g.TxClouds.Width), float32(g.TxClouds.Height)),
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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)
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// Draw Gopher
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rl.DrawTextureRec(g.TxSprites, g.FrameRec, g.Floppy.Position, rl.RayWhite)
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// Draw active particles
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if !g.Dead {
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for i := 0; i < maxParticles; i++ {
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if g.Particles[i].Active {
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rl.DrawTexturePro(
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g.TxSmoke,
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rl.NewRectangle(0, 0, float32(g.TxSmoke.Width), float32(g.TxSmoke.Height)),
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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),
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rl.NewVector2(float32(g.TxSmoke.Width)*g.Particles[i].Size/2, float32(g.TxSmoke.Height)*g.Particles[i].Size/2),
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g.Particles[i].Rotation,
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rl.Fade(g.Particles[i].Color, g.Particles[i].Alpha),
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)
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}
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}
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}
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// Draw pipes
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for i := 0; i < maxPipes; i++ {
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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)
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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)
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// Draw borders
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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)
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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)
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}
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// Draw Super Flashing FX (one frame only)
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if g.SuperFX {
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rl.DrawRectangle(0, 0, screenWidth, screenHeight, rl.White)
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g.SuperFX = false
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}
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// Draw HI-SCORE
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rl.DrawText(fmt.Sprintf("%02d", g.Score), 20, 20, 32, rl.Black)
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rl.DrawText(fmt.Sprintf("HI-SCORE: %02d", g.HiScore), 20, 64, 20, rl.Black)
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if g.Pause {
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// Draw PAUSED text
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rl.DrawText("PAUSED", screenWidth/2-rl.MeasureText("PAUSED", 24)/2, screenHeight/2-50, 20, rl.Black)
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}
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} else {
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// Draw text
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rl.DrawText("Floppy Gopher", rl.GetScreenWidth()/2-rl.MeasureText("Floppy Gopher", 40)/2, rl.GetScreenHeight()/2-150, 40, rl.RayWhite)
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if runtime.GOOS == "android" {
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rl.DrawText("[TAP] TO PLAY", rl.GetScreenWidth()/2-rl.MeasureText("[TAP] TO PLAY", 20)/2, rl.GetScreenHeight()/2-50, 20, rl.Black)
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} else {
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rl.DrawText("[ENTER] TO PLAY", rl.GetScreenWidth()/2-rl.MeasureText("[ENTER] TO PLAY", 20)/2, rl.GetScreenHeight()/2-50, 20, rl.Black)
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}
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// Draw Gopher
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rl.DrawTextureRec(g.TxSprites, g.FrameRec, rl.NewVector2(float32(rl.GetScreenWidth()/2-spriteSize/2), float32(rl.GetScreenHeight()/2)), rl.RayWhite)
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}
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rl.EndDrawing()
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}
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