raylib-go/examples/games/floppy/main.go
2018-10-09 12:36:54 +02:00

452 lines
11 KiB
Go

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", rl.GetScreenWidth()/2-rl.MeasureText("Floppy Gopher", 40)/2, rl.GetScreenHeight()/2-150, 40, rl.RayWhite)
if runtime.GOOS == "android" {
rl.DrawText("[TAP] TO PLAY", rl.GetScreenWidth()/2-rl.MeasureText("[TAP] TO PLAY", 20)/2, rl.GetScreenHeight()/2-50, 20, rl.Black)
} else {
rl.DrawText("[ENTER] TO PLAY", rl.GetScreenWidth()/2-rl.MeasureText("[ENTER] TO PLAY", 20)/2, 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()
}