mirror of
https://github.com/rjNemo/breakout
synced 2026-06-06 08:36:39 +00:00
191 lines
No EOL
3.8 KiB
Go
191 lines
No EOL
3.8 KiB
Go
package main
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import (
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"image/color"
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"log"
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"math/rand"
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"strconv"
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"github.com/hajimehoshi/ebiten/v2"
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"github.com/hajimehoshi/ebiten/v2/ebitenutil"
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)
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const (
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screenWidth = 640
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screenHeight = 480
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paddleHeight = 12
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paddleWidth = 60
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ballSize = 8
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brickWidth = 60
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brickHeight = 20
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brickRows = 5
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brickCols = 10
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brickGap = 4
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)
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type Game struct {
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paddle paddle
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ball ball
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bricks []brick
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score int
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gameOver bool
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initialized bool
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}
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type paddle struct {
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x, y, width, height float64
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}
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type ball struct {
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x, y, dx, dy, size float64
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}
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type brick struct {
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x, y, width, height float64
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active bool
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}
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func (g *Game) init() {
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// Initialize paddle
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g.paddle = paddle{
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x: screenWidth/2 - paddleWidth/2,
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y: screenHeight - 40,
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width: paddleWidth,
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height: paddleHeight,
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}
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// Initialize ball
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g.ball = ball{
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x: screenWidth / 2,
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y: screenHeight - 60,
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dx: 3,
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dy: -3,
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size: ballSize,
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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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for row := 0; row < brickRows; row++ {
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for col := 0; col < brickCols; col++ {
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g.bricks = append(g.bricks, brick{
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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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width: brickWidth,
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height: brickHeight,
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active: true,
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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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func (g *Game) Update() error {
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if !g.initialized {
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g.init()
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}
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if g.gameOver {
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if ebiten.IsKeyPressed(ebiten.KeySpace) {
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g.init()
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g.gameOver = false
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g.score = 0
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}
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return nil
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}
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// Update paddle position based on input
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if ebiten.IsKeyPressed(ebiten.KeyLeft) {
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g.paddle.x -= 5
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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g.paddle.x += 5
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}
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// Keep paddle within screen bounds
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if g.paddle.x < 0 {
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g.paddle.x = 0
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}
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if g.paddle.x > screenWidth-g.paddle.width {
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g.paddle.x = screenWidth - g.paddle.width
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}
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// Update ball position
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g.ball.x += g.ball.dx
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g.ball.y += g.ball.dy
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// Ball collision with walls
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if g.ball.x <= 0 || g.ball.x >= screenWidth-g.ball.size {
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g.ball.dx = -g.ball.dx
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}
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if g.ball.y <= 0 {
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g.ball.dy = -g.ball.dy
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}
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// Ball collision with paddle
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if g.ball.y+g.ball.size >= g.paddle.y &&
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g.ball.x+g.ball.size >= g.paddle.x &&
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g.ball.x <= g.paddle.x+g.paddle.width &&
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g.ball.y <= g.paddle.y+g.paddle.height {
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g.ball.dy = -g.ball.dy
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// Add some randomness to the ball direction
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g.ball.dx += (rand.Float64()*2 - 1) * 0.5
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}
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// Ball collision with bricks
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for i := range g.bricks {
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if !g.bricks[i].active {
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continue
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}
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if g.ball.x+g.ball.size >= g.bricks[i].x &&
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g.ball.x <= g.bricks[i].x+g.bricks[i].width &&
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g.ball.y+g.ball.size >= g.bricks[i].y &&
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g.ball.y <= g.bricks[i].y+g.bricks[i].height {
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g.bricks[i].active = false
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g.ball.dy = -g.ball.dy
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g.score += 10
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}
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}
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// Check for game over
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if g.ball.y > screenHeight {
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g.gameOver = true
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}
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return nil
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}
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func (g *Game) Draw(screen *ebiten.Image) {
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// Draw paddle
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ebitenutil.DrawRect(screen, g.paddle.x, g.paddle.y, g.paddle.width, g.paddle.height, color.White)
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// Draw ball
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ebitenutil.DrawRect(screen, g.ball.x, g.ball.y, g.ball.size, g.ball.size, color.White)
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// Draw bricks
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for _, brick := range g.bricks {
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if brick.active {
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ebitenutil.DrawRect(screen, brick.x, brick.y, brick.width, brick.height, color.RGBA{0xff, 0x40, 0x40, 0xff})
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}
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}
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// Draw score and game over text
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if g.gameOver {
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ebitenutil.DebugPrint(screen, "Game Over! Press SPACE to restart")
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}
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ebitenutil.DebugPrint(screen, "Score: "+strconv.Itoa(g.score))
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}
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func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) {
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return screenWidth, screenHeight
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}
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func main() {
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ebiten.SetWindowSize(screenWidth, screenHeight)
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ebiten.SetWindowTitle("Breakout")
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game := &Game{}
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if err := ebiten.RunGame(game); err != nil {
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log.Fatal(err)
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}
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}
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