Example #1
0
// Handles player movement and food spawn rate.
func (player *Player) Update(screen *tl.Screen) {
	player.snakeTime += screen.TimeDelta()
	if player.snakeTime > snakeRate {
		player.snakeTime -= snakeRate

		player.prevX, player.prevY = player.Position()
		switch player.direction {
		case "right":
			player.SetPosition(player.prevX+1, player.prevY)
		case "left":
			player.SetPosition(player.prevX-1, player.prevY)
		case "up":
			player.SetPosition(player.prevX, player.prevY-1)
		case "down":
			player.SetPosition(player.prevX, player.prevY+1)
		}

		player.SnakeMovement()
	}

	player.spawnTime += screen.TimeDelta()
	if player.spawnTime > spawnRate {
		player.spawnTime -= spawnRate

		screenWidth, screenHeight := screen.Size()
		rando := rand.New(rand.NewSource(time.Now().UnixNano()))
		spawnX, spawnY := rando.Intn(screenWidth), rando.Intn(screenHeight)
		screen.Level().AddEntity(tl.NewRectangle(spawnX, spawnY, 1, 1, tl.ColorGreen))

		game.Log("Spawn at (%d,%d)", spawnX, spawnY)
	}

	//Check box boundaries
	playerX, playerY := player.Position()
	screenWidth, screenHeight := game.Screen().Size()

	//<= is used on the upper-boundaries to prevent the player from disappearing offscreen
	//by one square
	//(Funnily enough, when player.snake is more than one unit long, just stopping the player at
	//the boundaries also causes a game over state because the tail slides into the head)
	if playerX < 0 || playerX >= screenWidth {
		GameOver()
	}
	if playerY < 0 || playerY >= screenHeight {
		GameOver()
	}
}
Example #2
0
//Handles auto events
func (player *Player) Update(screen *tl.Screen) {
	//tl.Screen.size() parameters are evidently zero until the game.Start(),
	//So this is a crude solution intended to center the player after the game has begun
	if firstPass {
		screenWidth, screenHeight := screen.Size()
		player.SetPosition(screenWidth/2, screenHeight/2)
		firstPass = false
	}

	snakeTime += screen.TimeDelta()
	if snakeTime > 0.1 {
		snakeTime -= 0.1

		player.prevX, player.prevY = player.Position()
		switch player.direction {
		case "right":
			player.SetPosition(player.prevX+1, player.prevY)
			//player.SnakeMovement(player.prevX+1, player.prevY)
		case "left":
			player.SetPosition(player.prevX-1, player.prevY)
			//player.SnakeMovement(player.prevX-1, player.prevY)
		case "up":
			player.SetPosition(player.prevX, player.prevY-1)
			//player.SnakeMovement(player.prevX, player.prevY-1)
		case "down":
			player.SetPosition(player.prevX, player.prevY+1)
			//player.SnakeMovement(player.prevX, player.prevY+1)
		}

		player.SnakeMovement()
	}

	spawnTime += screen.TimeDelta()
	if spawnTime > 1 {
		spawnTime -= 1

		screenWidth, screenHeight := screen.Size()
		rando := rand.New(rand.NewSource(time.Now().UnixNano()))
		spawnX, spawnY := rando.Intn(screenWidth), rando.Intn(screenHeight)
		screen.Level().AddEntity(tl.NewRectangle(spawnX, spawnY, 1, 1, tl.ColorGreen))

		game.Log("Spawn at (%d,%d)", spawnX, spawnY)
	}

	//Check box boundaries
	playerX, playerY := player.Position()
	screenWidth, screenHeight := game.Screen().Size()

	//<= is used on the upper-boundaries to prevent the player from disappearing offscreen
	//by one square
	//(Funnily enough, when player.snake is more than one unit long, just stopping the player at
	//the boundaries also causes a game over state because the tail slides into the head)
	if playerX < 0 || playerX >= screenWidth {
		GameOver()
		//player.SetPosition(player.prevX, player.prevY)
	}
	if playerY < 0 || playerY >= screenHeight {
		GameOver()
		//player.SetPosition(player.prevX, player.prevY)
	}
}