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30
README.md
30
README.md
@ -1,2 +1,30 @@
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# autogo
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The silly Raylib cargame I made in C but in Go
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The silly Raylib cargame I made in C but in Go for my champ
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## Installation
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1. Install Go on your system if you haven't already. You can download the latest version from the [official Go website](https://golang.org/dl/).
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2. Clone this repository using Git:
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```bash
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git clone https://gitea.boner.be/bdnugget/autogo.git
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```
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3. Navigate to the project directory:
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```bash
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cd autogo
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```
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4. Run the following command to download and install the required dependencies:
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```
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go mod download
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```
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5. Build and run the game using the following command:
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```
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go run main.go
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```
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This should launch the game window, and you can start playing!
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## Screenshot
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### Note to self garage texture and other ImageMagicks
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changed saturation to 10% to make Raylib tint work well enough, using ImageMagick:
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```convert garage.png -resize 200x200! -channel A -evaluate multiply 0.5 +channel -modulate 100,25,100 garage_200px.png```
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3
go.mod
3
go.mod
@ -2,9 +2,10 @@ module github.com/bdnugget/autogo.git
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go 1.23.0
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require github.com/gen2brain/raylib-go/raylib v0.0.0-20240826113553-b4d0c52dc927
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require (
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github.com/ebitengine/purego v0.7.1 // indirect
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github.com/gen2brain/raylib-go/raylib v0.0.0-20240826113553-b4d0c52dc927 // indirect
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golang.org/x/exp v0.0.0-20240823005443-9b4947da3948 // indirect
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golang.org/x/sys v0.24.0 // indirect
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)
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345
main.go
345
main.go
@ -3,234 +3,183 @@ package main
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import (
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"fmt"
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"math/rand"
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"time"
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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const (
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SQUARE_SIZE int32 = 200
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FPS_TARGET int32 = 60
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GARAGE_COUNT int32 = 5
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screenWidth = 1300
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screenHeight = 800
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numLanes = 5
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laneHeight = screenHeight / numLanes
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garageWidth = 200
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scorePosx = 10
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scorePosy = 10
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scoreFontSize = 32
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gameOverPosx = screenWidth/2 - 150
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gameOverPosy = screenHeight/2 - 20
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gameOverFontSize = 32
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)
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var (
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garageColors = []rl.Color{rl.Red, rl.Blue, rl.Green, rl.Yellow, rl.Purple}
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autoHappy rl.Sound
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autoSad rl.Sound
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autoTexture rl.Texture2D
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garageTexture rl.Texture2D
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asphaltTexture rl.Texture2D
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highScore int
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)
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type Car struct {
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position rl.Vector2
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size rl.Vector2
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color rl.Color
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direction int32
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texture rl.Texture2D
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lane int
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color rl.Color
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xPos int
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speed int
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}
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func NewCar() Car {
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return Car{
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texture: autoTexture,
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lane: rand.Intn(numLanes),
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color: randomColor(),
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xPos: 25,
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speed: 1,
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}
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}
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type Garage struct {
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position rl.Vector2
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size rl.Vector2
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color rl.Color
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lane int
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color rl.Color
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}
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type GameState struct {
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score int32
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car Car
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framesCounter int32
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gameOver bool
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pause bool
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allowMove bool
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garages []Garage
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type Game struct {
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car Car
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garages [numLanes]Garage
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score int
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gameOver bool
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debugMsg string
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}
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var (
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screenWidth int32 = 1600
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screenHeight int32 = 1000
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func NewGame() Game {
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game := Game{
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car: NewCar(),
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score: 0,
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gameOver: false,
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}
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autoTexture rl.Texture2D
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autoHappy rl.Sound
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autoSad rl.Sound
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garageColors = []rl.Color{rl.Red, rl.Green, rl.Blue, rl.Yellow, rl.Purple}
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gameState GameState
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offset rl.Vector2
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)
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// Initialize garages
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for i := range game.garages {
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game.garages[i] = Garage{
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lane: i,
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color: garageColors[i],
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}
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}
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return game
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}
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func randomColor() rl.Color {
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return garageColors[rand.Intn(len(garageColors))]
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}
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func (g Game) draw() {
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for i := 0; i <= screenHeight/laneHeight; i++ {
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for j := 0; j < screenWidth/int(asphaltTexture.Width); j++ {
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rl.DrawTexturePro(asphaltTexture, rl.NewRectangle(0, 0, float32(asphaltTexture.Width), float32(asphaltTexture.Height)), rl.NewRectangle(float32(j)*float32(asphaltTexture.Width), float32(i*laneHeight-laneHeight/2), float32(asphaltTexture.Width), float32(asphaltTexture.Height)), rl.Vector2{}, 0, rl.White)
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}
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}
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// Draw garages
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for _, garage := range g.garages {
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rl.DrawTexture(garageTexture, int32(screenWidth-garageWidth), int32(garage.lane*laneHeight), garage.color)
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}
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// Draw car
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rl.DrawTexture(g.car.texture, int32(g.car.xPos), int32(g.car.lane*laneHeight), g.car.color)
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rl.DrawText(fmt.Sprintf("Score: %d\nHigh Score: %d", g.score, highScore), scorePosx, scorePosy, scoreFontSize, rl.DarkGreen)
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if g.gameOver {
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rl.DrawText("You're not an WinRAR :(\nPress Enter to Restart", gameOverPosx, gameOverPosy, gameOverFontSize, rl.Red)
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}
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}
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func (g *Game) update() {
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if rl.IsKeyPressed(rl.KeyF) {
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rl.ToggleFullscreen()
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}
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if g.gameOver {
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if rl.IsKeyPressed(rl.KeyEnter) || rl.IsKeyPressed(rl.KeyKpEnter) || rl.IsGestureDetected(rl.GestureTap) {
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*g = NewGame()
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}
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return
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}
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g.car.xPos += g.car.speed
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// Check if the car has reached the garages
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if int32(g.car.xPos)+g.car.texture.Width >= screenWidth-garageWidth {
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garage := g.garages[g.car.lane]
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if g.car.color == garage.color {
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rl.PlaySound(autoHappy)
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g.score++
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if g.score > highScore {
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highScore = g.score
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}
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g.car = NewCar()
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} else {
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rl.PlaySound(autoSad)
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g.gameOver = true
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}
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}
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g.car.speed = 3 + g.score/5
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// Move car
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if rl.IsGestureDetected(rl.GestureTap) {
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touchY := int(rl.GetTouchY())
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lane := touchY / (screenHeight / numLanes)
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g.debugMsg = fmt.Sprintf("Y: %d, Lane: %d", touchY, lane)
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g.car.lane = lane
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}
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if rl.IsKeyPressed(rl.KeyUp) && g.car.lane > 0 {
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g.car.lane--
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} else if (rl.IsKeyPressed(rl.KeyDown) || rl.IsKeyPressed(rl.KeyLeft) || rl.IsKeyPressed(rl.KeyRight)) && g.car.lane < numLanes-1 {
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g.car.lane++
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}
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rl.DrawText(g.debugMsg, 20, 100, 32, rl.Red)
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}
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func main() {
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rl.InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo")
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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defer rl.CloseWindow()
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// Load assets
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autoHappy = rl.LoadSound("resources/auto_happy_vob.ogg")
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autoSad = rl.LoadSound("resources/auto_sad_vob.ogg")
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autoTexture = rl.LoadTexture("resources/car_200px.png")
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garageTexture = rl.LoadTexture("resources/garage_200px.png")
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asphaltTexture = rl.LoadTexture("resources/asphalt.png")
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defer rl.UnloadTexture(autoTexture)
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defer rl.UnloadTexture(garageTexture)
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defer rl.UnloadTexture(asphaltTexture)
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defer rl.UnloadSound(autoHappy)
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defer rl.UnloadSound(autoSad)
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defer rl.UnloadTexture(autoTexture)
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offset = rl.Vector2{X: float32(screenWidth % SQUARE_SIZE), Y: float32(screenHeight % SQUARE_SIZE)}
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game := NewGame()
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InitGame()
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rl.SetTargetFPS(FPS_TARGET)
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rl.SetTargetFPS(60)
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for !rl.WindowShouldClose() {
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UpdateDrawFrame()
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rl.BeginDrawing()
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rl.ClearBackground(rl.DarkGray)
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game.update()
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game.draw()
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rl.EndDrawing()
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}
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}
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func InitGame() {
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rand.Seed(time.Now().UnixNano())
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randomIndex := rand.Intn(int(GARAGE_COUNT))
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gameState.framesCounter = 0
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gameState.gameOver = false
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gameState.pause = false
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gameState.allowMove = false
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gameState.car = Car{
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position: rl.Vector2{X: offset.X / 2, Y: offset.Y/2 + 2*float32(SQUARE_SIZE)},
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size: rl.Vector2{X: float32(SQUARE_SIZE), Y: float32(SQUARE_SIZE)},
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color: garageColors[randomIndex],
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direction: 0,
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}
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gameState.garages = make([]Garage, GARAGE_COUNT)
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InitGarages()
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}
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func UpdateDrawFrame() {
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UpdateGame()
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DrawGame()
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}
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func UpdateGame() {
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if !gameState.gameOver {
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HandlePause()
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HandleMovement()
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CheckCollisions()
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IncrementFrameCounter()
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} else {
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HandleRestart()
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}
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}
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func HandlePause() {
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if rl.IsKeyPressed(int32('P')) {
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gameState.pause = !gameState.pause
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}
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}
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func HandleMovement() {
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if !gameState.pause {
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if rl.IsKeyPressed(rl.KeyUp) && gameState.allowMove && gameState.car.position.Y > 0 {
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gameState.car.direction = -1
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gameState.allowMove = false
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}
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if (rl.IsKeyPressed(rl.KeyDown) || rl.IsKeyPressed(rl.KeyLeft) || rl.IsKeyPressed(rl.KeyRight)) &&
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gameState.allowMove &&
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gameState.car.position.Y < float32(screenHeight-SQUARE_SIZE) {
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gameState.car.direction = 1
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gameState.allowMove = false
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}
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if gameState.framesCounter%(FPS_TARGET/60) == 0 {
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MoveCar()
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}
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}
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}
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func MoveCar() {
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gameState.car.position.X += float32(SQUARE_SIZE) / float32(FPS_TARGET)
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gameState.car.position.Y += float32(gameState.car.direction * SQUARE_SIZE)
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gameState.allowMove = true
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gameState.car.direction = 0
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}
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func CheckCollisions() {
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for i := int32(0); i < GARAGE_COUNT; i++ {
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if rl.CheckCollisionRecs(
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rl.Rectangle{X: gameState.car.position.X, Y: gameState.car.position.Y, Width: gameState.car.size.X, Height: gameState.car.size.Y},
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rl.Rectangle{X: gameState.garages[i].position.X, Y: gameState.garages[i].position.Y, Width: gameState.garages[i].size.X, Height: gameState.garages[i].size.Y},
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) {
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HandleCollision(i)
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}
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}
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}
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|
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func HandleCollision(index int32) {
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if rl.ColorToInt(gameState.car.color) == rl.ColorToInt(gameState.garages[index].color) {
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rl.PlaySound(autoHappy)
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gameState.score++
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InitGame()
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} else {
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rl.PlaySound(autoSad)
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gameState.gameOver = true
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}
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}
|
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|
||||
func IncrementFrameCounter() {
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gameState.framesCounter++
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}
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|
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func HandleRestart() {
|
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if rl.IsKeyPressed(rl.KeyEnter) {
|
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gameState.score = 0
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InitGame()
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}
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}
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|
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func DrawGame() {
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rl.BeginDrawing()
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|
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rl.ClearBackground(rl.DarkGray)
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|
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if !gameState.gameOver {
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for i := int32(1); i < screenHeight/SQUARE_SIZE+1; i++ {
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for j := int32(0); j < screenWidth/(SQUARE_SIZE/2); j += 2 {
|
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rl.DrawRectangle(
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int32(j)*((SQUARE_SIZE/2)+int32(offset.X)/2),
|
||||
int32(i*SQUARE_SIZE+int32(offset.Y)/2),
|
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SQUARE_SIZE/2,
|
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SQUARE_SIZE/8,
|
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rl.RayWhite,
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||||
)
|
||||
}
|
||||
}
|
||||
|
||||
// Draw garages
|
||||
for i := int32(0); i < GARAGE_COUNT; i++ {
|
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rl.DrawRectangleRec(
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||||
rl.Rectangle{X: gameState.garages[i].position.X, Y: gameState.garages[i].position.Y, Width: gameState.garages[i].size.X, Height: gameState.garages[i].size.Y},
|
||||
gameState.garages[i].color,
|
||||
)
|
||||
}
|
||||
|
||||
rl.DrawTextureV(autoTexture, gameState.car.position, gameState.car.color)
|
||||
|
||||
// Draw score
|
||||
rl.DrawText(fmt.Sprintf("Score: %d", gameState.score), 20, 20, 20, rl.RayWhite)
|
||||
|
||||
if gameState.pause {
|
||||
rl.DrawText(
|
||||
"GAME PAUSED",
|
||||
screenWidth/2-rl.MeasureText("GAME PAUSED", 40)/2,
|
||||
screenHeight/2-40,
|
||||
40,
|
||||
rl.Gray,
|
||||
)
|
||||
}
|
||||
} else {
|
||||
rl.DrawText(
|
||||
"A WINRAR IS NOT YOU :(\nPRESS [ENTER] TO PLAY AGAIN",
|
||||
screenWidth/2-rl.MeasureText("A WINRAR IS NOT YOU :(\nPRESS [ENTER] TO PLAY AGAIN", 20)/2,
|
||||
screenHeight/2-50,
|
||||
20,
|
||||
rl.Gray,
|
||||
)
|
||||
}
|
||||
|
||||
rl.EndDrawing()
|
||||
}
|
||||
|
||||
func InitGarages() {
|
||||
for i := int32(0); i < GARAGE_COUNT; i++ {
|
||||
gameState.garages[i].size = rl.Vector2{X: float32(SQUARE_SIZE), Y: float32(SQUARE_SIZE)}
|
||||
gameState.garages[i].position = rl.Vector2{X: float32(screenWidth - SQUARE_SIZE), Y: float32(i * SQUARE_SIZE)}
|
||||
gameState.garages[i].color = garageColors[i]
|
||||
}
|
||||
}
|
||||
|
||||
|
BIN
resources/asphalt.png
Normal file
BIN
resources/asphalt.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 57 KiB |
BIN
resources/garage.png
Normal file
BIN
resources/garage.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 58 KiB |
BIN
resources/garage_200px.png
Normal file
BIN
resources/garage_200px.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 11 KiB |
BIN
resources/ground_asphalt_synth_12.png
Normal file
BIN
resources/ground_asphalt_synth_12.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 633 KiB |
BIN
resources/screenshot.png
Normal file
BIN
resources/screenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 429 KiB |
Reference in New Issue
Block a user