mirror of
https://github.com/rjNemo/breakout
synced 2026-06-06 00:26:39 +00:00
Upgrade Go version to 1.25.3 and bump Ebiten to v2.9.3. Update related dependencies to their latest versions, including purego, xgb, image, sync, and sys. Add new indirect dependencies: gomobile and hideconsole.
129 lines
2.5 KiB
Go
129 lines
2.5 KiB
Go
package main
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import (
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"image/color"
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"log"
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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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"github.com/hajimehoshi/ebiten/v2/vector"
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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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)
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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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victory bool
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}
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func (g *Game) init() {
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g.paddle = newPaddle()
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g.ball = newBall()
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g.bricks = initBricks()
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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.moveLeft()
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}
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if ebiten.IsKeyPressed(ebiten.KeyRight) {
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g.paddle.moveRight()
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}
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g.paddle.keepWithinBounds()
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g.ball.updatePosition()
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g.ball.checkWallCollision()
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g.ball.checkPaddleCollision(g.paddle)
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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 += g.bricks[i].score
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}
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}
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if g.ball.y > screenHeight {
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g.gameOver = true
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}
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// Check for victory condition
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victory := true
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for _, brick := range g.bricks {
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if brick.active {
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victory = false
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break
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}
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}
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g.victory = victory
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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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vector.FillRect(screen, g.paddle.x, g.paddle.y, g.paddle.width, g.paddle.height, color.White, true)
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vector.FillRect(screen, g.ball.x, g.ball.y, g.ball.size, g.ball.size, color.White, true)
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for _, brick := range g.bricks {
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if brick.active {
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vector.FillRect(screen, brick.x, brick.y, brick.width, brick.height, brick.color, true)
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}
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}
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// Draw score and game over text
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if g.victory {
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ebitenutil.DebugPrint(screen, "Victory! Press SPACE to restart")
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} else if g.gameOver {
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ebitenutil.DebugPrint(screen, "Game Over! Press SPACE to restart")
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} else {
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ebitenutil.DebugPrint(screen, "Score: "+strconv.Itoa(g.score))
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}
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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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