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Copy pathupdate.go
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179 lines (148 loc) · 3.96 KB
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Copy pathupdate.go
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179 lines (148 loc) · 3.96 KB
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package main
import (
rl "github.com/gen2brain/raylib-go/raylib"
)
var bigger int = -1
var Start bool = false
var ySpeed float32 = -1
var tube int = -1
var OverTest = false
func tubesCol(Game *Game) {
for i := 0; i < len(Game.TubePos); i++ {
for d := 0; d < 2; d++ {
if Game.Player.CircleCol.Origin.X+Game.Player.CircleCol.Radios >= Game.TubePos[i][d].DestRec.X &&
Game.Player.CircleCol.Origin.X-Game.Player.CircleCol.Radios <= Game.TubePos[i][d].DestRec.X+Game.TubePos[i][d].DestRec.Width &&
Game.Player.CircleCol.Origin.Y+Game.Player.CircleCol.Radios >= Game.TubePos[i][d].DestRec.Y &&
Game.Player.CircleCol.Origin.Y-Game.Player.CircleCol.Radios <= Game.TubePos[i][d].DestRec.Y+Game.TubePos[i][d].DestRec.Height {
rl.PlaySound(Game.Player.FxHit)
Game.Over = true
}
if Game.TubePos[i][d].DestRec.X+Game.TubePos[i][d].DestRec.Width < Game.Player.CircleCol.Origin.X+Game.Player.CircleCol.Radios {
if tube != i {
rl.PlaySound(Game.FxScore)
Game.Score++
tube = i
}
}
if Game.TubePos[i][d].DestRec.X+Game.TubePos[i][d].DestRec.Width < 0 {
if bigger == -1 {
Game.TubePos[i][d].DestRec.X = Game.TubePos[len(Game.TubePos)-1][0].DestRec.X +
Game.TubePos[i][d].DestRec.Width + Xspace
bigger = 0
} else {
Game.TubePos[i][d].DestRec.X = Game.TubePos[bigger][0].DestRec.X +
Game.TubePos[i][d].DestRec.Width + Xspace
Game.TubePos[i][0].DestRec.Y = float32(rl.GetRandomValue(-400, -150))
bigger = i
}
Game.TubePos[i][1].DestRec.Y = Game.TubePos[i][0].DestRec.Y + Game.TubePos[i][0].DestRec.Height + Yspace
}
}
}
}
func restart(Game *Game) {
Game.Over = false
OverTest = false
Game.Player.Rotation = 0
Start = false
Game.Score = 0
tube = -1
bigger = -1
startTubes(&Game.TubePos, &Game.Player)
}
func jump(player *goppy) {
rl.PlaySound(player.FxJump)
player.SpeedY = 0
player.SpeedY -= 5.5
}
func animePlayer(Player *goppy) {
Player.FrameCounter++
if Player.FrameCounter >= 60/Player.FrameSpeed {
Player.FrameCounter = 0
Player.CurrentFrame++
if Player.CurrentFrame > 2 {
Player.CurrentFrame = 0
}
Player.SourceRec.X = float32(Player.CurrentFrame) * Player.SourceRec.Width
}
}
func playerMov(Game *Game) {
if Start {
if Game.Player.CircleCol.Origin.Y+Game.Player.CircleCol.Radios >= Game.Foreground.RecDest.Y {
Game.Player.SpeedY = 0
if !OverTest {
rl.PlaySound(Game.FxOver)
OverTest = true
}
Game.Over = true
} else {
Game.Player.SpeedY += Gravity
}
if Game.Player.SpeedY > 10 {
Game.Player.SpeedY = 10
}
if Game.Player.Rotation >= 85 {
Gravity = 0.3
} else {
Gravity = 0.2
}
if Game.Player.SpeedY > 5 {
if Game.Player.Rotation <= 90 {
Game.Player.Rotation += 7
}
} else {
if Game.Player.Rotation >= -30 {
Game.Player.Rotation -= 10
}
}
Game.Player.DestRec.Y += Game.Player.SpeedY
} else {
Game.Player.DestRec.Y += ySpeed
if Game.Player.DestRec.Y > 330 {
ySpeed = -ySpeed
}
if Game.Player.DestRec.Y < 390 {
ySpeed = -ySpeed
}
}
}
func fisica(Game *Game) {
tubesCol(Game)
if rl.IsMouseButtonPressed(rl.MouseLeftButton) || rl.IsKeyPressed(rl.KeySpace) {
Start = true
if Game.Player.DestRec.Y > 0 {
jump(&Game.Player)
}
}
}
func update(Game *Game) {
animePlayer(&Game.Player)
playerMov(Game)
Game.Player.CircleCol.Origin = rl.Vector2{
X: Game.Player.DestRec.X - 6,
Y: Game.Player.DestRec.Y + 2,
}
if !Game.Over {
Game.Foreground.ScrollF -= 3
if Game.Foreground.ScrollF <= -Game.Foreground.RecDest.Width {
Game.Foreground.ScrollF = 0
}
if Start {
for i := 0; i < len(Game.TubePos); i++ {
Game.TubePos[i][0].DestRec.X -= 3
Game.TubePos[i][1].DestRec.X = Game.TubePos[i][0].DestRec.X
}
}
fisica(Game)
}
if rl.IsKeyDown(rl.KeyR) {
restart(Game)
}
if rl.IsKeyPressed(rl.KeyF) {
if ShowFPS {
ShowFPS = false
} else {
ShowFPS = true
}
}
}