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racer.go
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racer.go
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package main
import (
"fmt"
sfml "github.com/manyminds/gosfml"
"math"
"runtime"
"time"
)
//==========================================================
// GAME VARIABLES
//==========================================================
var startPosition = 0
var currentPosition = 0
var currentLap = 1
var camHeight float32
var maxY float32 = 0
var speed float32 = 0.0
var maxSpeed float32 = 300.0
var accelerationRate = maxSpeed / 5
var decelerationRate = -maxSpeed / 5
var speedPercent float32 = 0
var deltaTime float32
var lastDeltaTime float32 = 0
var lastFrameRate = 0
var camX float32 = 0
var camDx float32 = 0.1
var camZ float32 = 0
var playerZ float32 = 0
var camDepth float32 = 0
var pr, playerSegment RoadLine
var roadMap []RoadLine
var carPos, carScale = sfml.Vector2f{X: 0, Y: 0}, sfml.Vector2f{X: 4.0, Y: 4.0}
var carDim = sfml.IntRect{Left: 136, Top: 89, Width: 52, Height: 31}
var carRideDim = sfml.IntRect{Left: 8, Top: 9, Width: 52, Height: 31}
var carDimLeft = sfml.IntRect{Left: 72, Top: 9, Width: 57, Height: 31}
var carDimRight = sfml.IntRect{Left: 879, Top: 9, Width: 57, Height: 31}
var currentGrassColor, currentRumbleColor, currentRoadColor, currentBrokenLineColor sfml.Color
var SkyColor = sfml.Color{R: 132, G: 228, B: 247, A: 255}
var RoadLightColor = sfml.Color{R: 73, G: 73, B: 73, A: 255}
var RoadDarkColor = sfml.Color{R: 70, G: 70, B: 70, A: 255}
var GrassDarkColor = sfml.Color{R: 16, G: 154, B: 16, A: 255}
var GrassLightColor = sfml.Color{R: 16, G: 170, B: 16, A: 255}
var RumbleDarkColor = sfml.Color{R: 192, G: 78, B: 73, A: 255}
var RumblightColor = sfml.Color{R: 210, G: 210, B: 210, A: 255}
var BrokenLineColor = sfml.Color{R: 210, G: 210, B: 210, A: 255}
//==========================================================
// GAME CONSTANTS
//==========================================================
const (
ScreenWidth = 1024
ScreenHeight = 768
BitsPerPixel = 24
Title = "Racer 2.5D"
RoadWidth = 2000
MaxRoadLen = 1600
VisibleRoadLength = 300
SegmentLength = 200
CamInitialHeight = 1000
MaxLaps = 3
PlayerCentrifugalForce = 0.3
)
func RoundtoFloat(num int) float32 {
return float32(num)
}
func RoundtoDec(num float64, dec int) float64 {
return math.Round(num*math.Pow10(dec)) / math.Pow10(dec)
}
type RoadLine struct {
_3dx, _3dy, _3dz float32
camX, camY, camZ float32
x, y, width float32
scale, curve float32
}
func NewRoadLine() *RoadLine {
return &RoadLine{_3dx: 0, _3dy: 0, _3dz: 0, camX: 0, camY: 0, camZ: 0, x: 0, y: 0, width: 0, scale: 0, curve: 0}
}
func handleCam(line RoadLine, camX, camY, camZ, camDepth float32) RoadLine {
line.camX = line._3dx - camX
line.camY = line._3dy - camY
line.camZ = line._3dz - camZ
line.scale = camDepth / line.camZ
line.x = (1 + line.scale*line.camX) * ScreenWidth / 2
line.y = (1 - line.scale*line.camY) * ScreenHeight / 2
line.width = line.scale * RoadWidth * ScreenWidth / 2
return line
}
func generateRoadMap(maxLength int) []RoadLine {
for count := 0; count < maxLength; count++ {
roadLine := NewRoadLine()
roadLine._3dz = float32(count * SegmentLength)
if count > 350 && count < 550 {
roadLine.curve = 0.3
}
if count > 600 && count < 950 {
roadLine.curve = -0.5
}
roadMap = append(roadMap, *roadLine)
}
return roadMap
}
func DrawPolygon(app *sfml.RenderWindow, color sfml.Color, bottomX, bottomY, bottomWidth, topX, topY, topWidth int) {
shape, _ := sfml.NewConvexShape()
shape.SetPointCount(4)
shape.SetFillColor(color)
shape.SetPoint(0, sfml.Vector2f{X: RoundtoFloat(bottomX - bottomWidth), Y: RoundtoFloat(bottomY)})
shape.SetPoint(1, sfml.Vector2f{X: RoundtoFloat(topX - topWidth), Y: RoundtoFloat(topY)})
shape.SetPoint(2, sfml.Vector2f{X: RoundtoFloat(topX + topWidth), Y: RoundtoFloat(topY)})
shape.SetPoint(3, sfml.Vector2f{X: RoundtoFloat(bottomX + bottomWidth), Y: RoundtoFloat(bottomY)})
app.Draw(shape, sfml.DefaultRenderStates())
}
func DrawStats(app *sfml.RenderWindow, txt string, fontSize uint, x, y float32) {
font, _ := sfml.NewFontFromFile("assets/fonts/faster_one/regular.ttf")
statsText, _ := sfml.NewText(font)
statsText.SetCharacterSize(fontSize)
statsText.SetPosition(sfml.Vector2f{X: x, Y: y})
statsText.SetColor(sfml.Color{
R: 26,
G: 45,
B: 49,
A: 255,
})
statsText.SetString(txt)
app.Draw(statsText, sfml.DefaultRenderStates())
}
func init() {
runtime.LockOSThread()
}
func main() {
runtime.UnlockOSThread()
musicBuffer, err := sfml.NewSoundBufferFromFile("assets/sounds/boxcat_games_-_tricks.ogg")
music := sfml.NewSound(musicBuffer)
if err != nil {
panic(err)
}
music.SetLoop(true)
music.SetVolume(20)
music.Play()
runtime.LockOSThread()
engineSoundBuffer, err := sfml.NewSoundBufferFromFile("assets/sounds/engine-sound.ogg")
engineSound := sfml.NewSound(engineSoundBuffer)
if err != nil {
panic(err)
}
engineSound.SetVolume(75.0)
drivingSoundBuffer, err := sfml.NewSoundBufferFromFile("assets/sounds/driving.ogg")
drivingSound := sfml.NewSound(drivingSoundBuffer)
if err != nil {
panic(err)
}
drivingSound.SetLoop(true)
drivingSound.SetVolume(40.0)
videoMode := sfml.VideoMode{
Width: ScreenWidth,
Height: ScreenHeight,
BitsPerPixel: BitsPerPixel,
}
style := sfml.StyleClose
contextSettings := sfml.ContextSettings{
DepthBits: BitsPerPixel,
StencilBits: 8,
AntialiasingLevel: 0,
MajorVersion: 0,
MinorVersion: 0,
}
app := sfml.NewRenderWindow(videoMode, Title, style, contextSettings)
app.SetMouseCursorVisible(false)
app.SetVSyncEnabled(true)
app.SetActive(false)
icon, _ := sfml.NewImageFromFile("assets/images/game_icon.png")
err = app.SetIcon(128, 128, icon.GetPixelData())
if err != nil {
panic(err)
}
texture, err := sfml.NewTextureFromFile("assets/images/spritesheet.png", nil)
if err != nil {
panic(err)
}
// Car sprite
carSprite, err := sfml.NewSprite(texture)
if err != nil {
panic(err)
}
carSprite.SetScale(carScale)
carSprite.SetTextureRect(carDim)
carPos.X = ScreenWidth/2 - carSprite.GetGlobalBounds().Width + carSprite.GetGlobalBounds().Width/2
carPos.Y = ScreenHeight - carSprite.GetGlobalBounds().Height - 10
roadMap = generateRoadMap(MaxRoadLen)
lastTime := time.Now()
speed = 0.0
breaking := -maxSpeed
statsUpdateTime := 0
engineSoundPlayed := false
for app.IsOpen() {
app.SetActive(true)
for event := app.PollEvent(); event != nil; event = app.PollEvent() {
switch eventType := event.(type) {
case sfml.EventKeyReleased:
switch eventType.Code {
case sfml.KeyEscape:
app.Close()
case sfml.KeyLeft, sfml.KeyRight, sfml.KeyUp, sfml.KeyDown:
carSprite.SetTextureRect(carDim)
}
case sfml.EventClosed:
app.Close()
}
}
now := time.Now()
deltaTime = float32(time.Since(lastTime).Seconds())
fps := int(1 / deltaTime)
music.GetStatus()
if app.HasFocus() {
if sfml.KeyboardIsKeyPressed(sfml.KeyUp) {
speed += accelerationRate*deltaTime - (speed * .003)
carSprite.SetTextureRect(carRideDim)
if engineSoundPlayed == false {
drivingSound.Stop()
engineSound.Play()
engineSoundPlayed = true
} else {
if drivingSound.GetStatus() != sfml.SoundStatusPlaying && engineSound.GetStatus() == sfml.SoundStatusStopped {
drivingSound.Play()
}
}
} else if sfml.KeyboardIsKeyPressed(sfml.KeyDown) {
speed += breaking * deltaTime
carSprite.SetTextureRect(carRideDim)
} else {
speed += decelerationRate * deltaTime
}
if speed > 0 && speed < 10 && engineSoundPlayed {
engineSoundPlayed = false
drivingSound.Stop()
}
speedPercent = speed / maxSpeed
camDx = deltaTime * speedPercent * 2.0
if sfml.KeyboardIsKeyPressed(sfml.KeyRight) {
camX += camDx
carSprite.SetTextureRect(carDimRight)
}
if sfml.KeyboardIsKeyPressed(sfml.KeyLeft) {
camX -= camDx
carSprite.SetTextureRect(carDimLeft)
}
}
// Speed limit
speed = float32(math.Max(0, math.Min(float64(speed), float64(maxSpeed))))
maxY = ScreenHeight
var diff, curveX, curveDx float32 = 0, 0.0, 0.0
currentPosition += int(speed)
for currentPosition >= MaxRoadLen*SegmentLength {
currentPosition -= MaxRoadLen * SegmentLength
currentLap += 1
}
for currentPosition < 0 {
currentPosition = startPosition
}
camDepth = float32(1 / math.Tan((50)*math.Pi/180))
startPosition = currentPosition / SegmentLength
camHeight = roadMap[startPosition]._3dy + CamInitialHeight
playerZ = camHeight * camDepth
if speed > 0 {
playerSegment = roadMap[(startPosition+int(playerZ/SegmentLength))%len(roadMap)]
if speed > 0 {
camX -= camDx * speedPercent * playerSegment.curve * PlayerCentrifugalForce
} else {
camX -= -camDx * speedPercent * playerSegment.curve * PlayerCentrifugalForce
}
}
app.Clear(SkyColor)
for count := startPosition; count < startPosition+VisibleRoadLength; count++ {
if count >= MaxRoadLen {
diff = MaxRoadLen*SegmentLength - SegmentLength
} else {
diff = 0
}
camZ = float32(startPosition*SegmentLength) - diff
line := handleCam(roadMap[count%MaxRoadLen], camX*RoadWidth-curveX, camHeight, camZ, camDepth)
if line.y >= maxY {
continue
}
maxY = line.y
currentGrassColor = GrassDarkColor
currentRumbleColor = RumbleDarkColor
currentRoadColor = RoadDarkColor
currentBrokenLineColor = sfml.Color{}
if (count/6)%2 == 0 {
currentGrassColor = GrassLightColor
currentBrokenLineColor = BrokenLineColor
}
if (count/3)%2 == 0 {
currentRumbleColor = RumblightColor
currentRoadColor = RoadLightColor
}
if count == 0 {
pr = line
} else {
currentIdx := (count - 1) % MaxRoadLen
pr = handleCam(roadMap[currentIdx], camX*RoadWidth-curveX, camHeight, camZ, camDepth)
}
DrawPolygon(app, currentGrassColor, 0, int(pr.y), ScreenWidth, 0, int(line.y), ScreenWidth)
DrawPolygon(app, currentRumbleColor, int(pr.x), int(pr.y), int(pr.width*1.2), int(line.x), int(line.y), int(line.width*1.2))
DrawPolygon(app, currentRoadColor, int(pr.x), int(pr.y), int(pr.width), int(line.x), int(line.y), int(line.width))
DrawPolygon(app, currentBrokenLineColor, int(pr.x), int(pr.y), int(pr.width*0.03), int(line.x), int(line.y), int(line.width*0.03))
curveX += curveDx
curveDx += line.curve
}
lastTime = now
carSprite.SetPosition(carPos)
app.Draw(carSprite, sfml.DefaultRenderStates())
statsUpdateTime--
if statsUpdateTime <= 0 {
lastDeltaTime = deltaTime
lastFrameRate = fps
statsUpdateTime = 20
}
DrawStats(app, fmt.Sprintf("FPS: %v\nDELTA: %v", lastFrameRate, int(lastDeltaTime*1000)), 24, 20, 12)
DrawStats(app, fmt.Sprintf("LAP: %d/%d\nSPEED: %03d", currentLap, MaxLaps, int(speed)), 24, 780, 12)
DrawStats(app, fmt.Sprintf("KM/H"), 16, 950, 42)
app.Display()
app.SetActive(false)
}
}