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snake.go
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package main
import (
"fmt"
rl "github.com/gen2brain/raylib-go/raylib"
"math"
"math/rand"
"time"
)
type Scene struct {
width int
height int
scale int
snake []rl.Vector2
snakeAbs []rl.Vector2
velocity rl.Vector2
apple rl.Vector2
textures struct {
apple rl.Texture2D
head rl.Texture2D
body rl.Texture2D
corner rl.Texture2D
tail rl.Texture2D
}
}
func NewScene(width, height, scale int) Scene {
var s Scene
s.width = width
s.height = height
s.scale = scale
// textures
s.textures.apple = rl.LoadTexture("assets/apple.png")
s.textures.head = rl.LoadTexture("assets/head_right.png")
s.textures.body = rl.LoadTexture("assets/body_horizontal.png")
s.textures.corner = rl.LoadTexture("assets/body_bottomright.png")
s.textures.tail = rl.LoadTexture("assets/tail_right.png")
s.init()
return s
}
func (s *Scene) init() {
s.snake = []rl.Vector2{{X: 10, Y: 10}, {X: 9, Y: 10}}
s.snakeAbs = []rl.Vector2{{X: 10, Y: 10}, {X: 9, Y: 10}}
s.velocity = rl.Vector2{X: 1, Y: 0}
s.placeApple()
rl.SetTargetFPS(16)
}
func (s *Scene) placeApple() {
for found := false; !found; {
random := rand.Intn(s.width * s.height)
s.apple.X = float32(random % s.width)
s.apple.Y = float32(random / s.width)
found = true
for _, v := range s.snake {
if v == s.apple {
found = false
}
}
}
}
func (s *Scene) Update() {
// key presses
velocity := s.velocity
for {
key := rl.GetKeyPressed()
if key == 0 {
break
}
if velocity.X == 0 {
if key == rl.KeyA || key == rl.KeyLeft {
s.velocity = rl.Vector2{X: -1, Y: 0}
}
if key == rl.KeyD || key == rl.KeyRight {
s.velocity = rl.Vector2{X: 1, Y: 0}
}
}
if velocity.Y == 0 {
if key == rl.KeyW || key == rl.KeyUp {
s.velocity = rl.Vector2{X: 0, Y: -1}
}
if key == rl.KeyS || key == rl.KeyDown {
s.velocity = rl.Vector2{X: 0, Y: 1}
}
}
}
// move snake
for i := len(s.snake) - 1; i >= 1; i-- {
s.snake[i] = s.snake[i-1]
s.snakeAbs[i] = s.snakeAbs[i-1]
}
s.snake[0].X += s.velocity.X
s.snake[0].Y += s.velocity.Y
s.snakeAbs[0].X += s.velocity.X
s.snakeAbs[0].Y += s.velocity.Y
// wrap around sides
width := float32(s.width)
height := float32(s.height)
if s.snake[0].X == width {
s.snake[0].X = 0
}
if s.snake[0].X == -1 {
s.snake[0].X = width - 1
}
if s.snake[0].Y == height {
s.snake[0].Y = 0
}
if s.snake[0].Y == -1 {
s.snake[0].Y = height - 1
}
// snake eats the apple
if rl.Vector2Equals(s.snake[0], s.apple) {
s.snake = append(s.snake, s.snake[len(s.snake)-1])
s.snakeAbs = append(s.snakeAbs, s.snake[len(s.snake)-1])
s.placeApple()
rl.SetTargetFPS(int32(16 + len(s.snake)/4))
}
// snake bumps into itself
for i := 1; i < len(s.snake); i++ {
if rl.Vector2Equals(s.snake[0], s.snake[i]) {
// restart game
s.gameOver()
s.init()
}
}
}
func RenderRotated(t rl.Texture2D, position rl.Vector2, direction rl.Vector2) {
angle := rl.Vector2Angle(rl.Vector2{X: 1, Y: 0}, direction) / math.Pi * 180
offset := rl.Vector2Scale(rl.Vector2Subtract(rl.Vector2One(), rl.Vector2Rotate(rl.Vector2One(), angle*math.Pi/180)), 0.5)
position = rl.Vector2Add(position, rl.Vector2Scale(offset, float32(t.Width)))
rl.DrawTextureEx(t, position, angle, 1, rl.White)
}
func (s *Scene) Render() {
scale := int32(s.scale)
// background pattern
rl.ClearBackground(rl.Color{173, 214, 68, 255})
for y := 0; y < s.height; y += 1 {
x := 0
if y%2 == 1 {
x = 1
}
for ; x < s.width; x += 2 {
rl.DrawRectangle(int32(x)*scale, int32(y)*scale, scale, scale, rl.Color{166, 209, 60, 255})
}
}
// render snake head
direction := rl.Vector2Subtract(s.snakeAbs[0], s.snakeAbs[1])
RenderRotated(s.textures.head, rl.Vector2Scale(s.snake[0], float32(scale)), direction)
// render snake body
for i := 1; i < len(s.snake)-1; i++ {
//x := int32(s.snake[i].X) * scale
//y := int32(s.snake[i].Y) * scale
//rl.DrawRectangle(x, y, scale, scale, rl.Color{0, 255, 0, 255})
if s.snake[i-1].X == s.snake[i+1].X || s.snake[i-1].Y == s.snake[i+1].Y {
direction := rl.Vector2Subtract(s.snakeAbs[i-1], s.snakeAbs[i])
RenderRotated(s.textures.body, rl.Vector2Scale(s.snake[i], float32(scale)), direction)
} else {
direction := rl.Vector2Subtract(s.snakeAbs[i-1], s.snakeAbs[i])
if !rl.Vector2Equals(rl.Vector2Add(s.snakeAbs[i], rl.Vector2Rotate(direction, math.Pi/2)), s.snakeAbs[i+1]) {
direction = rl.Vector2Subtract(s.snakeAbs[i+1], s.snakeAbs[i])
}
RenderRotated(s.textures.corner, rl.Vector2Scale(s.snake[i], float32(scale)), direction)
}
//rl.DrawTexture(s.textures.body, x, y, rl.White)
}
// render snake tail
last := len(s.snake) - 1
direction = rl.Vector2Subtract(s.snakeAbs[last], s.snakeAbs[last-1])
RenderRotated(s.textures.tail, rl.Vector2Scale(s.snake[last], float32(scale)), direction)
// render apple
x := int32(s.apple.X) * scale
y := int32(s.apple.Y) * scale
//rl.DrawRectangle(x, y, scale, scale, rl.Color{255, 0, 0, 255})
rl.DrawTexture(s.textures.apple, x, y, rl.White)
// score
rl.DrawText(fmt.Sprint("Score: ", len(s.snake)), 5, 5, 20, rl.RayWhite)
//rl.DrawFPS(920, 5)
rl.DrawText(fmt.Sprintf("%.0f FPS", 1/rl.GetFrameTime()), 1200, 5, 20, rl.Color{80, 80, 80, 255})
}
func (s Scene) gameOver() {
rl.BeginDrawing()
centerX := s.width * s.scale / 2
centerY := s.height * s.scale / 2
rl.DrawText("GAME OVER!", int32(centerX-120), int32(centerY-20), 40, rl.White)
rl.EndDrawing()
time.Sleep(2 * time.Second)
}
func main() {
rl.InitWindow(1280, 720, "Snake Game")
s := NewScene(32, 18, 40)
for !rl.WindowShouldClose() {
// update
s.Update()
// draw
rl.BeginDrawing()
s.Render()
rl.EndDrawing()
}
}