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No commits in common. "c9d3d0c65fd160f168959471278d35aa0660f321" and "3229941ab25b3524b6cbedbdb07a9ef3699c97e7" have entirely different histories.
c9d3d0c65f
...
3229941ab2
10
README.md
10
README.md
@ -1,10 +1,2 @@
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# autogo
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# autogo
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The silly Raylib cargame I made in C but in Go for my champ
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The silly Raylib cargame I made in C but in Go
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## Screenshot
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### note Garage texture
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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
@ -2,10 +2,9 @@ module github.com/bdnugget/autogo.git
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go 1.23.0
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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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require (
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github.com/ebitengine/purego v0.7.1 // indirect
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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/exp v0.0.0-20240823005443-9b4947da3948 // indirect
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golang.org/x/sys v0.24.0 // indirect
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golang.org/x/sys v0.24.0 // indirect
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)
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)
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302
main.go
302
main.go
@ -3,158 +3,234 @@ package main
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import (
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import (
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"fmt"
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"fmt"
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"math/rand"
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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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rl "github.com/gen2brain/raylib-go/raylib"
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)
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)
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const (
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const (
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screenWidth = 1600
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SQUARE_SIZE int32 = 200
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screenHeight = 800
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FPS_TARGET int32 = 60
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numLanes = 5
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GARAGE_COUNT int32 = 5
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numGarages = 5
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carSpeed = 5
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laneHeight = screenHeight / numLanes
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)
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var (
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garageColors = [numGarages]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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highScore int
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)
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)
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type Car struct {
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type Car struct {
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texture rl.Texture2D
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position rl.Vector2
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lane int
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size rl.Vector2
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color rl.Color
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color rl.Color
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xPos int
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direction int32
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}
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}
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type Garage struct {
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type Garage struct {
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lane int
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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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color rl.Color
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}
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}
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type Game struct {
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type GameState struct {
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score int32
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car Car
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car Car
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garages [numGarages]Garage
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framesCounter int32
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score int
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gameOver bool
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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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}
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}
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func NewCar() Car {
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var (
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return Car{
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screenWidth int32 = 1600
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texture: autoTexture,
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screenHeight int32 = 1000
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lane: rand.Intn(numLanes),
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color: randomColor(),
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xPos: 25,
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}
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}
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func NewGame() *Game {
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autoTexture rl.Texture2D
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game := &Game{
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autoHappy rl.Sound
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car: NewCar(),
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autoSad rl.Sound
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score: 0,
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garageColors = []rl.Color{rl.Red, rl.Green, rl.Blue, rl.Yellow, rl.Purple}
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gameOver: false,
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gameState GameState
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}
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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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// Draw stripes on the road
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for i := 0; i < numLanes; i++ {
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rl.DrawRectangle(0, int32(i*laneHeight), screenWidth, 2, rl.White)
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}
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// Draw garages
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for _, garage := range g.garages {
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rl.DrawRectangle(int32(screenWidth-150), int32(garage.lane*laneHeight), 150, int32(laneHeight), garage.color)
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rl.DrawTexture(garageTexture, int32(screenWidth-150), 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), 10, 10, 32, rl.DarkGreen)
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if g.gameOver {
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rl.DrawText("You're not an WinRAR :(\nPress Enter to Restart", int32(screenWidth/2-150), int32(screenHeight/2-20), 32, rl.Red)
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}
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}
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func (g *Game) update() {
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if g.gameOver {
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if rl.IsKeyPressed(rl.KeyEnter) {
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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 += carSpeed
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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-100 {
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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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// Move car
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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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}
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func main() {
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func main() {
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rl.InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo")
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rl.InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo")
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rl.InitAudioDevice()
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rl.InitAudioDevice()
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defer rl.CloseAudioDevice()
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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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autoHappy = rl.LoadSound("resources/auto_happy_vob.ogg")
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autoSad = rl.LoadSound("resources/auto_sad_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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autoTexture = rl.LoadTexture("resources/car_200px.png")
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garageTexture = rl.LoadTexture("resources/garage_200px.png")
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defer rl.UnloadTexture(autoTexture)
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defer rl.UnloadSound(autoHappy)
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defer rl.UnloadSound(autoHappy)
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defer rl.UnloadSound(autoSad)
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defer rl.UnloadSound(autoSad)
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defer rl.UnloadTexture(autoTexture)
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game := NewGame()
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offset = rl.Vector2{X: float32(screenWidth % SQUARE_SIZE), Y: float32(screenHeight % SQUARE_SIZE)}
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rl.SetTargetFPS(60)
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InitGame()
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rl.SetTargetFPS(FPS_TARGET)
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for !rl.WindowShouldClose() {
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for !rl.WindowShouldClose() {
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UpdateDrawFrame()
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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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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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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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|
func DrawGame() {
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rl.BeginDrawing()
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rl.BeginDrawing()
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|
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rl.ClearBackground(rl.DarkGray)
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rl.ClearBackground(rl.DarkGray)
|
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|
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game.update()
|
if !gameState.gameOver {
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game.draw()
|
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),
|
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|
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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|
)
|
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|
}
|
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|
}
|
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|
|
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|
// Draw garages
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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,
|
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|
)
|
||||||
|
}
|
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|
|
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|
rl.DrawTextureV(autoTexture, gameState.car.position, gameState.car.color)
|
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|
|
||||||
|
// 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()
|
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]
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
Binary file not shown.
Before Width: | Height: | Size: 58 KiB |
Binary file not shown.
Before Width: | Height: | Size: 11 KiB |
Binary file not shown.
Before Width: | Height: | Size: 43 KiB |
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Reference in New Issue
Block a user