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https://github.com/rjNemo/breakout
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code improvements
This commit is contained in:
parent
ce648b3fdf
commit
04eb14c01f
1 changed files with 24 additions and 17 deletions
39
main.go
39
main.go
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@ -21,6 +21,11 @@ const (
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brickRows = 5
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brickRows = 5
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brickCols = 10
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brickCols = 10
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brickGap = 4
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brickGap = 4
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paddleSpeed = 5
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ballSpeed = 3
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paddleY = screenHeight - 40
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ballStartY = screenHeight - 60
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brickOffset = 40
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)
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)
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type Game struct {
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type Game struct {
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@ -42,16 +47,16 @@ type ball struct {
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type brick struct {
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type brick struct {
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x, y, width, height float64
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x, y, width, height float64
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active bool
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active bool
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color color.Color
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color color.Color
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score int
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score int
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}
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}
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func (g *Game) init() {
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func (g *Game) init() {
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// Initialize paddle
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// Initialize paddle
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g.paddle = paddle{
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g.paddle = paddle{
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x: screenWidth/2 - paddleWidth/2,
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x: screenWidth/2 - paddleWidth/2,
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y: screenHeight - 40,
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y: paddleY,
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width: paddleWidth,
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width: paddleWidth,
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height: paddleHeight,
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height: paddleHeight,
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}
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}
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@ -59,31 +64,35 @@ func (g *Game) init() {
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// Initialize ball
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// Initialize ball
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g.ball = ball{
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g.ball = ball{
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x: screenWidth / 2,
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x: screenWidth / 2,
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y: screenHeight - 60,
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y: ballStartY,
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dx: 3,
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dx: ballSpeed,
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dy: -3,
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dy: -ballSpeed,
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size: ballSize,
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size: ballSize,
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}
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}
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// Rainbow colors and scores for the bricks
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// Initialize bricks
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g.initBricks()
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g.initialized = true
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}
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func (g *Game) initBricks() {
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brickConfig := []struct {
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brickConfig := []struct {
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color color.Color
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color color.Color
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score int
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score int
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}{
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}{
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{color.RGBA{0xff, 0x00, 0x00, 0xff}, 50}, // Red (top row) - highest score
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{color.RGBA{0xff, 0x00, 0x00, 0xff}, 50}, // Red
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{color.RGBA{0xff, 0x7f, 0x00, 0xff}, 40}, // Orange
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{color.RGBA{0xff, 0x7f, 0x00, 0xff}, 40}, // Orange
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{color.RGBA{0xff, 0xff, 0x00, 0xff}, 30}, // Yellow
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{color.RGBA{0xff, 0xff, 0x00, 0xff}, 30}, // Yellow
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{color.RGBA{0x00, 0xff, 0x00, 0xff}, 20}, // Green
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{color.RGBA{0x00, 0xff, 0x00, 0xff}, 20}, // Green
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{color.RGBA{0x00, 0x00, 0xff, 0xff}, 10}, // Blue (bottom row) - lowest score
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{color.RGBA{0x00, 0x00, 0xff, 0xff}, 10}, // Blue
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}
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}
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// Initialize bricks
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g.bricks = make([]brick, 0, brickRows*brickCols)
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g.bricks = make([]brick, 0, brickRows*brickCols)
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for row := 0; row < brickRows; row++ {
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for row := 0; row < brickRows; row++ {
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for col := 0; col < brickCols; col++ {
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for col := 0; col < brickCols; col++ {
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g.bricks = append(g.bricks, brick{
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g.bricks = append(g.bricks, brick{
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x: float64(col*(brickWidth+brickGap) + brickGap),
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x: float64(col*(brickWidth+brickGap) + brickGap),
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y: float64(row*(brickHeight+brickGap) + brickGap + 40),
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y: float64(row*(brickHeight+brickGap) + brickGap + brickOffset),
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width: brickWidth,
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width: brickWidth,
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height: brickHeight,
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height: brickHeight,
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active: true,
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active: true,
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@ -92,8 +101,6 @@ func (g *Game) init() {
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})
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})
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}
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}
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}
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}
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g.initialized = true
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}
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}
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func (g *Game) Update() error {
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func (g *Game) Update() error {
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@ -112,10 +119,10 @@ func (g *Game) Update() error {
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// Update paddle position based on input
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// Update paddle position based on input
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if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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g.paddle.x -= 5
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g.paddle.x -= paddleSpeed
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}
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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g.paddle.x += 5
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g.paddle.x += paddleSpeed
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}
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}
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// Keep paddle within screen bounds
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// Keep paddle within screen bounds
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