autogo/main.go
2024-09-23 12:13:51 +02:00

156 lines
3.3 KiB
Go

package main
import (
"fmt"
"math/rand"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
screenWidth = 1600
screenHeight = 800
numLanes = 5
numGarages = 5
carSpeed = 5
laneHeight = screenHeight / numLanes
)
var (
garageColors = [numGarages]rl.Color{rl.Red, rl.Blue, rl.Green, rl.Yellow, rl.Purple}
autoHappy rl.Sound
autoSad rl.Sound
autoTexture rl.Texture2D
garageTexture rl.Texture2D
)
type Car struct {
texture rl.Texture2D
lane int
color rl.Color
xPos int
}
type Garage struct {
lane int
color rl.Color
}
type Game struct {
car Car
garages [numGarages]Garage
score int
gameOver bool
}
func NewCar() Car {
return Car{
texture: autoTexture,
lane: rand.Intn(numLanes),
color: randomColor(),
xPos: 25,
}
}
func NewGame() *Game {
game := &Game{
car: NewCar(),
score: 0,
gameOver: false,
}
// Initialize garages
for i := range game.garages {
game.garages[i] = Garage{
lane: i,
color: garageColors[i],
}
}
return game
}
func randomColor() rl.Color {
return garageColors[rand.Intn(len(garageColors))]
}
func (g *Game) draw() {
// Draw garages
for _, garage := range g.garages {
rl.DrawRectangle(int32(screenWidth-150), int32(garage.lane*laneHeight), 150, int32(laneHeight), garage.color)
rl.DrawTexture(garageTexture, int32(screenWidth-150), int32(garage.lane*laneHeight), garage.color)
}
// Draw car
rl.DrawTexture(g.car.texture, int32(g.car.xPos), int32(g.car.lane*laneHeight), g.car.color)
// Display score or game over
if g.gameOver {
rl.DrawText("You're not an WinRAR :(\nPress Enter to Restart", int32(screenWidth/2-150), int32(screenHeight/2-20), 32, rl.Red)
} else {
rl.DrawText(fmt.Sprintf("Score: %d", g.score), 10, 10, 20, rl.Black)
}
}
func (g *Game) update() {
if g.gameOver {
if rl.IsKeyPressed(rl.KeyEnter) {
*g = *NewGame()
}
return
}
g.car.xPos += carSpeed
// Check if the car has reached the garages
if int32(g.car.xPos)+g.car.texture.Width >= screenWidth-100 {
garage := g.garages[g.car.lane]
if g.car.color == garage.color {
rl.PlaySound(autoHappy)
g.score++
g.car = NewCar()
} else {
rl.PlaySound(autoSad)
g.gameOver = true
}
}
// Move car
if rl.IsKeyPressed(rl.KeyUp) && g.car.lane > 0 {
g.car.lane--
} else if (rl.IsKeyPressed(rl.KeyDown) || rl.IsKeyPressed(rl.KeyLeft) || rl.IsKeyPressed(rl.KeyRight)) && g.car.lane < numLanes-1 {
g.car.lane++
}
}
func main() {
rl.InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo")
rl.InitAudioDevice()
defer rl.CloseAudioDevice()
// Load assets
autoHappy = rl.LoadSound("resources/auto_happy_vob.ogg")
autoSad = rl.LoadSound("resources/auto_sad_vob.ogg")
autoTexture = rl.LoadTexture("resources/car_200px.png")
// changed saturation to 10% to make Raylib tint work well enough, using ImageMagick:
// convert garage.png -resize 200x200! -channel A -evaluate multiply 0.5 +channel -modulate 100,25,100 garage_200px.png
garageTexture = rl.LoadTexture("resources/garage_200px.png")
defer rl.UnloadTexture(autoTexture)
defer rl.UnloadSound(autoHappy)
defer rl.UnloadSound(autoSad)
game := NewGame()
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
game.update()
game.draw()
rl.EndDrawing()
}
}