351 lines
8.2 KiB
Go
351 lines
8.2 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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"unsafe"
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"github.com/gen2brain/raylib-go/raylib"
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)
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const (
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// Maximum number of pipes
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maxPipes = 100
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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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)
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// Floppy type
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type Floppy struct {
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Position raylib.Vector2
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}
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// Pipe type
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type Pipe 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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// Game type
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type Game struct {
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ScreenWidth int32
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ScreenHeight int32
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FxFlap raylib.Sound
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FxSlap raylib.Sound
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FxPoint raylib.Sound
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FxClick raylib.Sound
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Texture raylib.Texture2D
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FrameRec raylib.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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Pipes []Pipe
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PipesPos []raylib.Vector2
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PipesSpeedX int32
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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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raylib.SetCallbackFunc(run)
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}
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// Main function, not used on Android, used on desktop platform
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func main() {
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run(nil)
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}
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// Callback function on Android, not needed on desktop platform
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func run(app unsafe.Pointer) {
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// Initialize game
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game := NewGame()
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// Initialize window
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if runtime.GOOS != "android" {
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raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, "Floppy Gopher")
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} else {
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raylib.InitWindow(game.ScreenWidth, game.ScreenHeight, app)
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}
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// Initialize audio
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raylib.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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raylib.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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raylib.CloseAudioDevice()
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// Close window
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raylib.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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// Window resolution
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g.ScreenWidth = 504
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g.ScreenHeight = 896
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g.Floppy = Floppy{}
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g.Floppy.Position = raylib.NewVector2(80, float32(g.ScreenHeight)/2-spriteSize/2)
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g.PipesSpeedX = 2
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// Sprite rectangle
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g.FrameRec = raylib.NewRectangle(0, 0, spriteSize, spriteSize)
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// Pipes positions
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g.PipesPos = make([]raylib.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(raylib.GetRandomValue(0, 240))
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}
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// Pipes colors
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colors := []raylib.Color{
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raylib.Orange, raylib.Red, raylib.Gold, raylib.Lime,
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raylib.Violet, raylib.Brown, raylib.LightGray, raylib.Blue,
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raylib.Yellow, raylib.Green, raylib.Purple, raylib.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 = int32(g.PipesPos[i/2].X)
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g.Pipes[i].Rec.Y = int32(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[raylib.GetRandomValue(0, int32(len(colors)-1))]
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g.Pipes[i+1].Rec.X = int32(g.PipesPos[i/2].X)
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g.Pipes[i+1].Rec.Y = int32(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 = raylib.LoadSound("sounds/flap.wav")
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g.FxSlap = raylib.LoadSound("sounds/slap.wav")
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g.FxPoint = raylib.LoadSound("sounds/point.wav")
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g.FxClick = raylib.LoadSound("sounds/click.wav")
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g.Texture = raylib.LoadTexture("images/sprite.png")
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}
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// Unload - Unload resources
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func (g *Game) Unload() {
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raylib.UnloadSound(g.FxFlap)
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raylib.UnloadSound(g.FxSlap)
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raylib.UnloadSound(g.FxPoint)
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raylib.UnloadSound(g.FxClick)
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raylib.UnloadTexture(g.Texture)
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}
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// Update - Update game
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func (g *Game) Update() {
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if raylib.WindowShouldClose() {
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g.WindowShouldClose = true
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}
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if !g.GameOver {
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if raylib.IsKeyPressed(raylib.KeyP) || raylib.IsKeyPressed(raylib.KeyBack) {
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raylib.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 X
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for i := 0; i < maxPipes; i++ {
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g.PipesPos[i].X -= float32(g.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 = int32(g.PipesPos[i/2].X)
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g.Pipes[i+1].Rec.X = int32(g.PipesPos[i/2].X)
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}
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// Movement/Controls
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if raylib.IsKeyDown(raylib.KeySpace) || raylib.IsMouseButtonDown(raylib.MouseLeftButton) && !g.GameOver {
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raylib.PlaySound(g.FxFlap)
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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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// Default sprite
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//g.FrameRec.X = spriteSize
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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
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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 += 1
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}
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}
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if !g.Dead {
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// Check Collisions
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for i := 0; i < maxPipes*2; i++ {
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if raylib.CheckCollisionRecs(raylib.NewRectangle(int32(g.Floppy.Position.X), int32(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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raylib.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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raylib.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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g.FrameRec.X = spriteSize * 4
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}
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} else {
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if raylib.IsMouseButtonDown(raylib.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 raylib.IsKeyPressed(raylib.KeyEnter) || raylib.IsMouseButtonDown(raylib.MouseLeftButton) {
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raylib.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" && raylib.IsKeyDown(raylib.KeyBack) {
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g.WindowShouldClose = true
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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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raylib.BeginDrawing()
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raylib.ClearBackground(raylib.SkyBlue)
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if !g.GameOver {
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// Draw Gopher
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raylib.DrawTextureRec(g.Texture, g.FrameRec, g.Floppy.Position, raylib.RayWhite) // Draw part of the texture
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// Draw pipes
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for i := 0; i < maxPipes; i++ {
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raylib.DrawRectangle(g.Pipes[i*2].Rec.X, g.Pipes[i*2].Rec.Y, g.Pipes[i*2].Rec.Width, g.Pipes[i*2].Rec.Height, g.Pipes[i*2].Color)
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raylib.DrawRectangle(g.Pipes[i*2+1].Rec.X, g.Pipes[i*2+1].Rec.Y, g.Pipes[i*2+1].Rec.Width, g.Pipes[i*2+1].Rec.Height, g.Pipes[i*2].Color)
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// Draw borders
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raylib.DrawRectangleLines(g.Pipes[i*2].Rec.X, g.Pipes[i*2].Rec.Y, g.Pipes[i*2].Rec.Width, g.Pipes[i*2].Rec.Height, raylib.Black)
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raylib.DrawRectangleLines(g.Pipes[i*2+1].Rec.X, g.Pipes[i*2+1].Rec.Y, g.Pipes[i*2+1].Rec.Width, g.Pipes[i*2+1].Rec.Height, raylib.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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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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// Draw HI-SCORE
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raylib.DrawText(fmt.Sprintf("%02d", g.Score), 20, 20, 32, raylib.RayWhite)
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raylib.DrawText(fmt.Sprintf("HI-SCORE: %02d", g.HiScore), 20, 64, 20, raylib.RayWhite)
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if g.Pause {
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// Draw PAUSED text
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raylib.DrawText("PAUSED", g.ScreenWidth/2-raylib.MeasureText("PAUSED", 24)/2, g.ScreenHeight/2-50, 20, raylib.RayWhite)
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}
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} else {
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// Draw PLAY AGAIN text
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if runtime.GOOS == "android" {
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raylib.DrawText("[TAP] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("[TAP] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.RayWhite)
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} else {
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raylib.DrawText("[ENTER] TO PLAY AGAIN", raylib.GetScreenWidth()/2-raylib.MeasureText("[ENTER] TO PLAY AGAIN", 20)/2, raylib.GetScreenHeight()/2-50, 20, raylib.RayWhite)
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}
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}
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raylib.EndDrawing()
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}
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