autogo/main.go
2024-09-02 20:32:40 +02:00

237 lines
5.4 KiB
Go

package main
import (
"fmt"
"math/rand"
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
SQUARE_SIZE int32 = 200
FPS_TARGET int32 = 60
GARAGE_COUNT int32 = 5
)
type Car struct {
position rl.Vector2
size rl.Vector2
color rl.Color
direction int32
}
type Garage struct {
position rl.Vector2
size rl.Vector2
color rl.Color
}
type GameState struct {
score int32
car Car
framesCounter int32
gameOver bool
pause bool
allowMove bool
garages []Garage
}
var (
screenWidth int32 = 1600
screenHeight int32 = 1000
autoTexture rl.Texture2D
autoHappy rl.Sound
autoSad rl.Sound
garageColors = []rl.Color{rl.Red, rl.Green, rl.Blue, rl.Yellow, rl.Purple}
gameState GameState
offset rl.Vector2
)
func main() {
rl.InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo")
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
defer rl.CloseWindow()
autoHappy = rl.LoadSound("resources/auto_happy_vob.ogg")
autoSad = rl.LoadSound("resources/auto_sad_vob.ogg")
autoTexture = rl.LoadTexture("resources/car_200px.png")
defer rl.UnloadSound(autoHappy)
defer rl.UnloadSound(autoSad)
defer rl.UnloadTexture(autoTexture)
offset = rl.Vector2{X: float32(screenWidth % SQUARE_SIZE), Y: float32(screenHeight % SQUARE_SIZE)}
InitGame()
rl.SetTargetFPS(FPS_TARGET)
for !rl.WindowShouldClose() {
UpdateDrawFrame()
}
}
func InitGame() {
rand.Seed(time.Now().UnixNano())
randomIndex := rand.Intn(int(GARAGE_COUNT))
gameState.framesCounter = 0
gameState.gameOver = false
gameState.pause = false
gameState.allowMove = false
gameState.car = Car{
position: rl.Vector2{X: offset.X / 2, Y: offset.Y/2 + 2*float32(SQUARE_SIZE)},
size: rl.Vector2{X: float32(SQUARE_SIZE), Y: float32(SQUARE_SIZE)},
color: garageColors[randomIndex],
direction: 0,
}
gameState.garages = make([]Garage, GARAGE_COUNT)
InitGarages()
}
func UpdateDrawFrame() {
UpdateGame()
DrawGame()
}
func UpdateGame() {
if !gameState.gameOver {
HandlePause()
HandleMovement()
CheckCollisions()
IncrementFrameCounter()
} else {
HandleRestart()
}
}
func HandlePause() {
if rl.IsKeyPressed(int32('P')) {
gameState.pause = !gameState.pause
}
}
func HandleMovement() {
if !gameState.pause {
if rl.IsKeyPressed(rl.KeyUp) && gameState.allowMove && gameState.car.position.Y > 0 {
gameState.car.direction = -1
gameState.allowMove = false
}
if (rl.IsKeyPressed(rl.KeyDown) || rl.IsKeyPressed(rl.KeyLeft) || rl.IsKeyPressed(rl.KeyRight)) &&
gameState.allowMove &&
gameState.car.position.Y < float32(screenHeight-SQUARE_SIZE) {
gameState.car.direction = 1
gameState.allowMove = false
}
if gameState.framesCounter%(FPS_TARGET/60) == 0 {
MoveCar()
}
}
}
func MoveCar() {
gameState.car.position.X += float32(SQUARE_SIZE) / float32(FPS_TARGET)
gameState.car.position.Y += float32(gameState.car.direction * SQUARE_SIZE)
gameState.allowMove = true
gameState.car.direction = 0
}
func CheckCollisions() {
for i := int32(0); i < GARAGE_COUNT; i++ {
if rl.CheckCollisionRecs(
rl.Rectangle{X: gameState.car.position.X, Y: gameState.car.position.Y, Width: gameState.car.size.X, Height: gameState.car.size.Y},
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},
) {
HandleCollision(i)
}
}
}
func HandleCollision(index int32) {
if rl.ColorToInt(gameState.car.color) == rl.ColorToInt(gameState.garages[index].color) {
rl.PlaySound(autoHappy)
gameState.score++
InitGame()
} else {
rl.PlaySound(autoSad)
gameState.gameOver = true
}
}
func IncrementFrameCounter() {
gameState.framesCounter++
}
func HandleRestart() {
if rl.IsKeyPressed(rl.KeyEnter) {
gameState.score = 0
InitGame()
}
}
func DrawGame() {
rl.BeginDrawing()
rl.ClearBackground(rl.DarkGray)
if !gameState.gameOver {
for i := int32(1); i < screenHeight/SQUARE_SIZE+1; i++ {
for j := int32(0); j < screenWidth/(SQUARE_SIZE/2); j += 2 {
rl.DrawRectangle(
int32(j)*((SQUARE_SIZE/2)+int32(offset.X)/2),
int32(i*SQUARE_SIZE+int32(offset.Y)/2),
SQUARE_SIZE/2,
SQUARE_SIZE/8,
rl.RayWhite,
)
}
}
// Draw garages
for i := int32(0); i < GARAGE_COUNT; i++ {
rl.DrawRectangleRec(
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]
}
}