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