Esempio n. 1
0
func (this *Game) KilledStateInit() {
	this.EndTime = time.Now().Unix()
	this.EndingText, _ = sf.NewText(this.Font)
	this.EndingText.SetString(fmt.Sprintf("You were killed by a Father who had a weapon."))
	this.EndingText.SetCharacterSize(36)
	this.EndingText.SetColor(sf.Color{0, 0, 0, 255})
	EndingTextRect := this.EndingText.GetLocalBounds()
	x := (float32(this.Width) - EndingTextRect.Width) / 2
	this.EndingText.SetPosition(sf.Vector2f{x, 250})

	this.EndingPointsText, _ = sf.NewText(this.Font)
	this.EndingPointsText.SetString(fmt.Sprintf("You collected %v children in %v seconds.", this.ChildsCollected, this.EndTime-this.StartTime))
	this.EndingPointsText.SetCharacterSize(36)
	this.EndingPointsText.SetColor(sf.Color{0, 0, 0, 255})
	EndingPointsTextRect := this.EndingPointsText.GetLocalBounds()
	x = (float32(this.Width) - EndingPointsTextRect.Width) / 2
	this.EndingPointsText.SetPosition(sf.Vector2f{x, 350})

	this.RestartText, _ = sf.NewText(this.Font)
	this.RestartText.SetString(fmt.Sprintf("Press Enter to restart the game!"))
	this.RestartText.SetCharacterSize(42)
	this.RestartText.SetColor(sf.Color{0, 0, 0, 255})
	RestartTextRect := this.RestartText.GetLocalBounds()
	x = (float32(this.Width) - RestartTextRect.Width) / 2
	this.RestartText.SetPosition(sf.Vector2f{x, 450})

	this.CreditsText, _ = sf.NewText(this.Font)
	this.CreditsText.SetString(fmt.Sprintf("Created for Ludum Dare 33 Compo by Toni Korpela!"))
	this.CreditsText.SetCharacterSize(42)
	this.CreditsText.SetColor(sf.Color{0, 0, 0, 255})
	CreditsTextRect := this.CreditsText.GetLocalBounds()
	x = (float32(this.Width) - CreditsTextRect.Width) / 2
	this.CreditsText.SetPosition(sf.Vector2f{x, 550})
}
Esempio n. 2
0
func (this *Game) GameStateInit() {
	this.Player = NewPlayer(int(this.Width), int(this.Height), this.Textures)
	this.EnemyList = make([]*Enemy, 0)
	this.EnemyList = append(this.EnemyList, NewEnemy(int(this.Width), this.Textures))
	this.LastEnemyGenerated = time.Now().UnixNano()
	this.EnemyGenerationSpeed = 500000000
	this.ChildsCollected = 0
	this.ChildsCollectedText, _ = sf.NewText(this.Font)
	this.ChildsCollectedText.SetString(fmt.Sprintf("Childs Collected: %v", this.ChildsCollected))
	this.ChildsCollectedText.SetCharacterSize(24)
	this.ChildsCollectedText.SetColor(sf.Color{0, 0, 0, 255})
	this.ChildsCollectedText.SetPosition(sf.Vector2f{20, 20})
	this.StartTime = time.Now().Unix()
	this.TimeText, _ = sf.NewText(this.Font)
	this.TimeText.SetString(fmt.Sprintf("Collection time: %v", time.Now().Unix()-this.StartTime))
	TimeTextRect := this.TimeText.GetLocalBounds()
	this.TimeText.SetOrigin(sf.Vector2f{float32(TimeTextRect.Width), 0.0})
	this.TimeText.SetCharacterSize(24)
	this.TimeText.SetColor(sf.Color{0, 0, 0, 255})
	this.TimeText.SetPosition(sf.Vector2f{float32(int(this.Width) - 20), 20})
	this.Music, _ = sf.NewMusicFromFile("res/audio/Child_Service_-_Going_to_steal_your_Kids.ogg")
	this.Music.SetLoop(true)
	this.Music.Play()
	this.ChildStolen, _ = sf.NewMusicFromFile("res/audio/childstolen.wav")
}
Esempio n. 3
0
func (this *Game) StartStateInit() {
	this.WelcomeText, _ = sf.NewText(this.Font)
	this.WelcomeText.SetString(fmt.Sprintf("You work now in Child Service and you must collect every child who has no mother!"))
	this.WelcomeText.SetCharacterSize(36)
	this.WelcomeText.SetColor(sf.Color{0, 0, 0, 255})
	WelcomeTextRect := this.WelcomeText.GetLocalBounds()
	x := (float32(this.Width) - WelcomeTextRect.Width) / 2
	this.WelcomeText.SetPosition(sf.Vector2f{x, 250})

	this.PlayText, _ = sf.NewText(this.Font)
	this.PlayText.SetString(fmt.Sprintf("Press Enter to play!"))
	this.PlayText.SetCharacterSize(42)
	this.PlayText.SetColor(sf.Color{0, 0, 0, 255})
	PlayTextRect := this.PlayText.GetLocalBounds()
	x = (float32(this.Width) - PlayTextRect.Width) / 2
	this.PlayText.SetPosition(sf.Vector2f{x, 350})
}
Esempio n. 4
0
//NewGame initializes a Game struct.
func NewGame() *Game {
	g := new(Game)
	g.Settings = readSettings()
	g.window = sf.NewRenderWindow(sf.VideoMode{uint(g.resW), uint(g.resH), 32}, "GoSFMLike", sf.StyleDefault, sf.DefaultContextSettings())
	g.state = PLAY

	g.area = NewArea()
	g.player = NewEntity("player", 0, 0, 3, 4, g.area)
	g.cursor = NewEntity("cursor", 0, 0, 2, 2, g.area)

	for i := 0; i < 3; i++ {
		g.mobs = append(g.mobs, NewEntityFromFile("orc", 3+i, 1, g.area))
		g.items = append(g.items, NewEntityFromFile("potion", 4, 4, g.area))
	}
	g.mobs = append(g.mobs, g.player)

	g.gameView = sf.NewView()
	g.gameView.SetCenter(g.player.PosVector())
	g.gameView.SetSize(sf.Vector2f{g.resW * 0.75, g.resH * 0.75})
	g.gameView.SetViewport(sf.FloatRect{0, 0, .75, .75})

	g.statusView = sf.NewView()
	g.statusView.SetSize(sf.Vector2f{g.resW * 0.25, g.resH})
	g.statusView.SetCenter(sf.Vector2f{(g.resW * 0.25) / 2, g.resH / 2})
	g.statusView.SetViewport(sf.FloatRect{.77, 0, .25, 1})

	g.hpText, _ = sf.NewText(Font)
	g.hpText.SetCharacterSize(12)

	g.logView = sf.NewView()

	var err error
	g.lookText, err = sf.NewText(Font)
	if err != nil {
		panic(err)
	}
	g.lookText.SetCharacterSize(12)

	g.logText, _ = sf.NewText(Font)
	g.logText.SetCharacterSize(12)

	return g
}
Esempio n. 5
0
func MockNewGame() *Game {
	g := new(Game)
	g.area = NewArea()
	g.player = NewEntity("player", 0, 0, 12, 12, g.area)
	g.cursor = NewEntity("cursor", 0, 0, 12, 12, g.area)
	g.gameView = sf.NewView()

	var err error
	g.lookText, err = sf.NewText(Font)
	if err != nil {
		panic(err)
	}
	return g
}
Esempio n. 6
0
//listUsables lists all the items that have an effect, and prompts the user to use one.
func (g *Game) listUsables() {
	letter := 'a'
	listText, _ := sf.NewText(Font)
	listText.SetCharacterSize(12)
	listText.SetPosition(sf.Vector2f{12, 12})
	usables := make(map[rune]*Item)
	names := make(map[*Item]string)
	for k, i := range g.player.inventory {
		if i.effect != nil {
			appendString(listText, strconv.QuoteRune(letter)+" - "+k+" x"+strconv.Itoa(i.stack))
			usables[letter] = i
			names[i] = k
			letter++
		}
	}

listLoop:
	for g.window.IsOpen() {
		for event := g.window.PollEvent(); event != nil; event = g.window.PollEvent() {
			switch et := event.(type) {
			case sf.EventTextEntered:
				done, used := g.inventoryInput(et.Char, usables, names)
				if used != "" {
					usedI := g.player.inventory[used]
					if usedI.stack > 1 {
						usedI.stack--
						break listLoop
					}
					delete(g.player.inventory, used)
					break listLoop
				}
				if done {
					break listLoop
				}
			}
		}
		g.window.Clear(sf.ColorBlack())

		g.window.SetView(g.logView)
		g.drawLog()
		g.window.SetView(g.gameView)
		listText.Draw(g.window, sf.DefaultRenderStates())
		g.window.Display()
	}

	g.state = PLAY
}
Esempio n. 7
0
func main() {
	//Define some variables for the game
	//This block mostly will not change
	paddleMaxSpeed := float32(400.0)
	paddleDefaultSize := sf.Vector2f{25, 100}
	isPlaying := false

	gameWidth := uint(800)
	gameHeight := uint(600)
	bitDepth := uint(32)

	ballMaxSpeed := float32(400.0)
	ballRadius := float32(10.0)

	//These are a little more special... guess what they do!
	ticker := time.NewTicker(time.Second / 60)
	aiTicker := time.NewTicker(time.Second / 10)
	rand.Seed(time.Now().UnixNano())

	//Instantiate the render window for SFML
	renderWindow := sf.NewRenderWindow(sf.VideoMode{gameWidth, gameHeight, bitDepth}, "Pong (Brett's Go test)", sf.StyleDefault, nil)

	//Create the left paddle
	leftPaddle := paddle.NewPaddle(paddleMaxSpeed, paddleMaxSpeed, paddleDefaultSize, sf.Color{100, 100, 200, 255})

	//Create the right paddle
	rightPaddle := paddle.NewPaddle(0, paddleMaxSpeed, paddleDefaultSize, sf.Color{200, 100, 100, 255})

	//Create the ball
	ball := ball.NewBall(ballMaxSpeed, ballMaxSpeed, ballRadius, "resources/ball.wav")

	//Load font
	font, _ := sf.NewFontFromFile("resources/sansation.ttf")

	//Init the pause message
	pauseMessage := sf.NewText(font)
	pauseMessage.SetCharacterSize(40)
	pauseMessage.SetPosition(sf.Vector2f{170, 150})
	pauseMessage.SetColor(sf.ColorWhite())
	pauseMessage.SetString("Welcome to Brett's SFML Pong!\nPress space to start the game.")

	for renderWindow.IsOpen() {
		select {
		case <-ticker.C:
			//poll for events
			for event := renderWindow.PollEvent(); event != nil; event = renderWindow.PollEvent() {
				switch ev := event.(type) {
				case sf.EventKeyReleased:
					switch ev.Code {
					case sf.KeyEscape:
						renderWindow.Close()
					case sf.KeySpace:
						if !isPlaying {
							//restart the game
							isPlaying = true
							leftPaddle.Shape.SetPosition(sf.Vector2f{10 + leftPaddle.Size.X/2, float32(gameHeight) / 2})
							rightPaddle.Shape.SetPosition(sf.Vector2f{float32(gameWidth) - 10 - rightPaddle.Size.X/2, float32(gameHeight) / 2})
							ball.Shape.SetPosition(sf.Vector2f{float32(gameWidth) / 2, float32(gameHeight) / 2})

							//ensure the ball angle isn't too vertical
							for {
								ball.Angle = rand.Float32() * math.Pi * 2

								if math.Abs(math.Cos(float64(ball.Angle))) > 0.7 {
									break
								}
							}
						}
					}
				case sf.EventClosed:
					renderWindow.Close()
				}
			}

			if isPlaying {
				deltaTime := time.Second / 60

				//Move the player's paddle
				if sf.KeyboardIsKeyPressed(sf.KeyUp) && leftPaddle.TopLeft().Y > 5 {
					leftPaddle.Shape.Move(sf.Vector2f{0, -leftPaddle.Speed * float32(deltaTime.Seconds())})
				}
				if sf.KeyboardIsKeyPressed(sf.KeyDown) && leftPaddle.BottomRight().Y < float32(gameHeight)-5 {
					leftPaddle.Shape.Move(sf.Vector2f{0, leftPaddle.Speed * float32(deltaTime.Seconds())})
				}

				//Move the ai's paddle
				if (rightPaddle.Speed < 0 && rightPaddle.TopLeft().Y > 5) || (rightPaddle.Speed > 0 && rightPaddle.BottomRight().Y < float32(gameHeight)-5) {
					rightPaddle.Shape.Move(sf.Vector2f{0, rightPaddle.Speed * float32(deltaTime.Seconds())})
				}

				//Move ze ball
				factor := ball.Speed * float32(deltaTime.Seconds())
				ball.Shape.Move(sf.Vector2f{float32(math.Cos(float64(ball.Angle))) * factor, float32(math.Sin(float64(ball.Angle))) * factor})

				//Check collisions between ball and screen edge
				if ball.TopLeft().X < 0 {
					isPlaying = false
					pauseMessage.SetString("You lost!\nPress space to restart or\nescape to quit")
				}

				if ball.BottomRight().X > float32(gameWidth) {
					isPlaying = false
					pauseMessage.SetString("You won!\nPress space to play again or\nescape to quit")
				}

				if ball.TopLeft().Y < 0 {
					ball.Angle = -ball.Angle
					ball.Shape.SetPosition(sf.Vector2f{ball.Center().X, ball.Radius + 0.1})
					ball.Sound.Play()
				}

				if ball.BottomRight().Y > float32(gameHeight) {
					ball.Angle = -ball.Angle
					ball.Shape.SetPosition(sf.Vector2f{ball.Center().X, float32(gameHeight) - ball.Radius - 0.1})
					ball.Sound.Play()
				}

				//Check collisions between the ball and the left paddle
				if leftPaddle.CollideRight(ball) {

					if ball.Center().Y > leftPaddle.Center().Y {
						ball.Angle = math.Pi - ball.Angle + rand.Float32()*math.Pi*0.2
					} else {
						ball.Angle = math.Pi - ball.Angle - rand.Float32()*math.Pi*0.2
					}

					ball.Shape.SetPosition(sf.Vector2f{leftPaddle.Center().X + ball.Radius + leftPaddle.Size.X/2 + 0.1, ball.Center().Y})
					ball.Sound.Play()
				}

				//Check collisions between the ball and the right paddle
				if rightPaddle.CollideLeft(ball) {

					if ball.Center().Y > rightPaddle.Center().Y {
						ball.Angle = math.Pi - ball.Angle + rand.Float32()*math.Pi*0.2
					} else {
						ball.Angle = math.Pi - ball.Angle - rand.Float32()*math.Pi*0.2
					}

					ball.Shape.SetPosition(sf.Vector2f{rightPaddle.Center().X - ball.Radius - rightPaddle.Size.X/2 - 0.1, ball.Center().Y})
					ball.Sound.Play()
				}
			}

			//Clear the window
			renderWindow.Clear(sf.Color{50, 200, 50, 0})

			//Draw some shit
			if isPlaying {
				renderWindow.Draw(leftPaddle.Shape, nil)
				renderWindow.Draw(rightPaddle.Shape, nil)
				renderWindow.Draw(ball.Shape, nil)
			} else {
				renderWindow.Draw(pauseMessage, nil)
			}

			//Draw everything to the screen
			renderWindow.Display()

		case <-aiTicker.C:
			if ball.BottomRight().Y > rightPaddle.BottomRight().Y {
				rightPaddle.Speed = rightPaddle.MaxSpeed
			} else if ball.TopLeft().Y < rightPaddle.TopLeft().Y {
				rightPaddle.Speed = -rightPaddle.MaxSpeed
			} else {
				rightPaddle.Speed = 0
			}
		}
	}

}