autogo/main.go

175 lines
3.6 KiB
Go

package main
import (
"fmt"
"math/rand"
rl "github.com/gen2brain/raylib-go/raylib"
)
const (
screenWidth = 1300
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
highScore int
)
type Car struct {
texture rl.Texture2D
lane int
color rl.Color
xPos int
}
func NewCar() Car {
return Car{
texture: autoTexture,
lane: rand.Intn(numLanes),
color: randomColor(),
xPos: 25,
}
}
type Garage struct {
lane int
color rl.Color
}
type Game struct {
car Car
garages [numGarages]Garage
score int
gameOver bool
debugMsg string
}
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 stripes on the road
for i := 0; i < numLanes; i++ {
rl.DrawRectangle(0, int32(i*laneHeight), screenWidth, 2, rl.White)
}
// 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)
rl.DrawText(fmt.Sprintf("Score: %d\nHigh Score: %d", g.score, highScore), 10, 10, 32, rl.DarkGreen)
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)
}
}
func (g *Game) update() {
if rl.IsKeyPressed(rl.KeyF) {
rl.ToggleFullscreen()
}
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++
if g.score > highScore {
highScore = g.score
}
g.car = NewCar()
} else {
rl.PlaySound(autoSad)
g.gameOver = true
}
}
// Move car
if rl.IsGestureDetected(rl.GestureTap) {
touchY := int(rl.GetTouchY())
lane := touchY / (screenHeight / numLanes)
g.debugMsg = fmt.Sprintf("Y: %d, Lane: %d", touchY, lane)
g.car.lane = lane
}
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++
}
rl.DrawText(g.debugMsg, 20, 100, 32, rl.Red)
}
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")
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.DarkGray)
game.update()
game.draw()
rl.EndDrawing()
}
}