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main.go
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main.go
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package main
import (
"fmt"
"image/color"
"time"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
rocketPlayer = initRocket()
rocketAlpha = 255
lastHit = time.Now().Unix()
rockTexture2D rl.Texture2D
ufoTexture2D rl.Texture2D
backgroundTexture2D rl.Texture2D
rocketTexture2D rl.Texture2D
rockSmall rl.Texture2D
ufoSmall rl.Texture2D
missleSmall rl.Texture2D
heartTexture2D rl.Texture2D
explosionTexture2D rl.Texture2D
laserTexture2D rl.Texture2D
clusterBombTexture2D rl.Texture2D
missleTexture2D rl.Texture2D
minigunTexture2D rl.Texture2D
explosionSFX rl.Sound
laserSFX rl.Sound
hitSFX rl.Sound
gameOver bool
)
func drawHud() {
rl.DrawRectangle(0, 0, 80, 122, rl.Black)
rl.DrawTexture(heartTexture2D, 0, 0, rl.White)
rl.DrawText(fmt.Sprintf("%d", rocketPlayer.hearts), 42, 0, 32, rl.White)
rl.DrawTexture(rockSmall, 0, 42, rl.White)
rl.DrawText(fmt.Sprintf("%d", rocketPlayer.destroyedObj[rock]), 42, 42, 32, rl.White)
rl.DrawTexture(ufoSmall, 0, 84, rl.White)
rl.DrawText(fmt.Sprintf("%d", rocketPlayer.destroyedObj[ufo]), 42, 82, 32, rl.White)
}
func drawScreen(text ...string) {
rl.DrawRectangle(0, 0, windowWidth, windowHeight, color.RGBA{R: 0, G: 0, B: 0, A: 187})
offset := int32(0)
for !rl.WindowShouldClose() && !rl.IsKeyPressed(rl.KeySpace) {
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
drawHud()
for _, v := range text {
rl.DrawText(v, windowWidth/2-int32((len(v)/2)*35), windowHeight/2+offset, 64, rl.White)
offset += 64
}
offset = 0
rl.EndDrawing()
}
}
func handleInput() {
if rl.IsKeyDown(rl.KeyA) {
if rocketPlayer.x > 10 {
rocketPlayer.x -= rocketMoveSpeed
}
} else if rl.IsKeyDown(rl.KeyD) {
if rocketPlayer.x < windowWidth-10-rocketRes {
rocketPlayer.x += rocketMoveSpeed
}
}
if rl.IsKeyPressed(rl.KeyS) || rocketPlayer.powerUps["minigun"].active {
if !rocketPlayer.powerUps["minigun"].active {
rl.PlaySound(laserSFX)
}
t := laser
if rocketPlayer.powerUps["missle"].active {
t = missle
}
spawnProjectile(rocketPlayer.x+(rocketRes/2)-(projectileRes/2), rocketYConst-rocketRes, t)
}
}
func draw() {
drawProjectiles()
drawEnemies()
drawPowerUps()
rl.DrawTexture(rocketTexture2D, rocketPlayer.x, rocketYConst, color.RGBA{
R: 255,
G: 255,
B: 255,
A: uint8(rocketAlpha),
})
}
func main() {
rl.InitWindow(windowWidth, windowHeight, "RocketBoom")
rl.InitAudioDevice()
loadRessources()
defer rl.CloseAudioDevice()
defer rl.CloseWindow()
defer unloadRessources()
rl.SetTargetFPS(60)
defer func() {
drawScreen("Game Over", "Press space to exit")
}()
drawScreen("RocketBoom", "Press Space to start")
for !rl.WindowShouldClose() && !gameOver {
rl.BeginDrawing()
rl.ClearBackground(rl.Black)
rl.DrawTexture(backgroundTexture2D, 0, 0, rl.White)
spawnEnemyWave()
updateEnemyPos()
spawnPowerUp()
updatePowerUpPos()
updateProjectilePos()
checkForProjectileHit()
checkForEnemyHit()
checkForPowerUpHit()
updatePowerUps()
handleInput()
draw()
drawHud()
rl.EndDrawing()
}
}
func unloadRessources() {
rl.UnloadSound(laserSFX)
rl.UnloadSound(explosionSFX)
rl.UnloadSound(hitSFX)
rl.UnloadTexture(explosionTexture2D)
rl.UnloadTexture(heartTexture2D)
rl.UnloadTexture(backgroundTexture2D)
rl.UnloadTexture(ufoTexture2D)
rl.UnloadTexture(rockTexture2D)
rl.UnloadTexture(rocketTexture2D)
rl.UnloadTexture(laserTexture2D)
rl.UnloadTexture(missleTexture2D)
rl.UnloadTexture(clusterBombTexture2D)
}
func loadRessources() {
explosionWave := rl.LoadWave(explosionSound)
explosionSFX = rl.LoadSoundFromWave(explosionWave)
hitWave := rl.LoadWave(hitSound)
hitSFX = rl.LoadSoundFromWave(hitWave)
laserWave := rl.LoadWave(laserSound)
laserSFX = rl.LoadSoundFromWave(laserWave)
rl.UnloadWave(hitWave)
rl.UnloadWave(laserWave)
rl.UnloadWave(explosionWave)
missleImg := rl.LoadImage(missleTexture)
missleTexture2D = rl.LoadTextureFromImage(missleImg)
rl.ImageResize(missleImg, 16, 16)
missleSmall = rl.LoadTextureFromImage(missleImg)
rl.UnloadImage(missleImg)
laserImg := rl.LoadImage(laserTexture)
laserTexture2D = rl.LoadTextureFromImage(laserImg)
rl.ImageResize(laserImg, 32, 32)
minigunTexture2D = rl.LoadTextureFromImage(laserImg)
rl.UnloadImage(laserImg)
clusterBombImg := rl.LoadImage(clusterBombTexture)
clusterBombTexture2D = rl.LoadTextureFromImage(clusterBombImg)
rl.UnloadImage(clusterBombImg)
rocketImg := rl.LoadImage(rocketTexture)
rocketTexture2D = rl.LoadTextureFromImage(rocketImg)
rockImg := rl.LoadImage(rockTexture)
rockTexture2D = rl.LoadTextureFromImage(rockImg)
ufoImg := rl.LoadImage(ufoTexture)
ufoTexture2D = rl.LoadTextureFromImage(ufoImg)
backImg := rl.LoadImage(backgroundTexture)
backgroundTexture2D = rl.LoadTextureFromImage(backImg)
rl.ImageResize(ufoImg, 32, 32)
ufoSmall = rl.LoadTextureFromImage(ufoImg)
rl.ImageResize(rockImg, 32, 32)
rockSmall = rl.LoadTextureFromImage(rockImg)
heartImg := rl.LoadImage(heartTexture)
heartTexture2D = rl.LoadTextureFromImage(heartImg)
explosionImg := rl.LoadImage(explosionTexture)
explosionTexture2D = rl.LoadTextureFromImage(explosionImg)
rl.UnloadImage(explosionImg)
rl.UnloadImage(heartImg)
rl.UnloadImage(backImg)
rl.UnloadImage(ufoImg)
rl.UnloadImage(rockImg)
rl.UnloadImage(rocketImg)
}