Esempio n. 1
0
func playGame(screen *sdl.Surface, bg *glh.Texture, font *gltext.Font) (int, bool) {
	movingUp := false
	b := bird.NewBird(240, 380)
	score := 0
	var pipes []*pipe.Pipe
	ticker := 0
	for {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		quit := manageEvents(screen, &movingUp)
		if quit {
			return score, true
		}

		renderBackground(screen, bg)
		ticker++
		if ticker > 100 {
			pipes = append(pipes, pipe.NewPipe(int(screen.W), int(screen.H)))
			ticker = 0
		}

		if movingUp {
			b.MoveUp()
		} else {
			b.MoveDown()
		}

		for _, p := range pipes {
			if p.X < 0 {
				p.Destroy()
				pipes = pipes[1:]
			}
			if p.CollidesWith(b.X, b.Y, b.Width, b.Height) {
				return score, false
			}
			if p.GonePast(b.X, b.Y) {
				score++
			}
			p.Tick()
			p.Render()
		}
		b.Render()

		font.Printf(240, 50, strconv.Itoa(score))
		screen.Flip()
		time.Sleep((1 / 30) * time.Second)
		sdl.GL_SwapBuffers()
	}
}
Esempio n. 2
0
func gameOverScreen(
	screen *sdl.Surface,
	score string,
	bg *glh.Texture,
	font *gltext.Font) bool {

	for {
		gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
		for e := sdl.PollEvent(); e != nil; e = sdl.PollEvent() {
			switch e.(type) {
			case *sdl.ResizeEvent:
				resize(screen, e.(*sdl.ResizeEvent))
			case *sdl.QuitEvent:
				return true
			case *sdl.MouseButtonEvent:
				return false
			}
		}
		renderBackground(screen, bg)
		font.Printf(110, 50, "Game Over")
		font.Printf(110, 100, "Your score: "+score)
		font.Printf(110, 150, "Click to play again")
		sdl.GL_SwapBuffers()
		time.Sleep((1 / 30) * time.Second)
	}
	return false
}