// Copyright 2020 The Ebiten Authors // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. // +build example jsgo package main import ( "fmt" "image/color" "log" "math/rand" "time" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/ebitenutil" "github.com/hajimehoshi/ebiten/v2/inpututil" ) const ( screenWidth = 640 screenHeight = 480 gridSize = 10 xNumInScreen = screenWidth / gridSize yNumInScreen = screenHeight / gridSize ) const ( dirNone = iota dirLeft dirRight dirDown dirUp ) type Position struct { X int Y int } type Game struct { moveDirection int snakeBody []Position apple Position timer int moveTime int score int bestScore int level int } func init() { rand.Seed(time.Now().UnixNano()) } func (g *Game) collidesWithApple() bool { return g.snakeBody[0].X == g.apple.X && g.snakeBody[0].Y == g.apple.Y } func (g *Game) collidesWithSelf() bool { for _, v := range g.snakeBody[1:] { if g.snakeBody[0].X == v.X && g.snakeBody[0].Y == v.Y { return true } } return false } func (g *Game) collidesWithWall() bool { return g.snakeBody[0].X < 0 || g.snakeBody[0].Y < 0 || g.snakeBody[0].X >= xNumInScreen || g.snakeBody[0].Y >= yNumInScreen } func (g *Game) needsToMoveSnake() bool { return g.timer%g.moveTime == 0 } func (g *Game) reset() { g.apple.X = 3 * gridSize g.apple.Y = 3 * gridSize g.moveTime = 4 g.snakeBody = g.snakeBody[:1] g.snakeBody[0].X = xNumInScreen / 2 g.snakeBody[0].Y = yNumInScreen / 2 g.score = 0 g.level = 1 g.moveDirection = dirNone } func (g *Game) Update() error { if inpututil.IsKeyJustPressed(ebiten.KeyLeft) || inpututil.IsKeyJustPressed(ebiten.KeyA) { if g.moveDirection != dirRight { g.moveDirection = dirLeft } } else if inpututil.IsKeyJustPressed(ebiten.KeyRight) || inpututil.IsKeyJustPressed(ebiten.KeyD) { if g.moveDirection != dirLeft { g.moveDirection = dirRight } } else if inpututil.IsKeyJustPressed(ebiten.KeyDown) || inpututil.IsKeyJustPressed(ebiten.KeyS) { if g.moveDirection != dirUp { g.moveDirection = dirDown } } else if inpututil.IsKeyJustPressed(ebiten.KeyUp) || inpututil.IsKeyJustPressed(ebiten.KeyW) { if g.moveDirection != dirDown { g.moveDirection = dirUp } } else if inpututil.IsKeyJustPressed(ebiten.KeyEscape) { g.reset() } if g.needsToMoveSnake() { if g.collidesWithWall() || g.collidesWithSelf() { g.reset() } if g.collidesWithApple() { g.apple.X = rand.Intn(xNumInScreen - 1) g.apple.Y = rand.Intn(yNumInScreen - 1) g.snakeBody = append(g.snakeBody, Position{ X: g.snakeBody[len(g.snakeBody)-1].X, Y: g.snakeBody[len(g.snakeBody)-1].Y, }) if len(g.snakeBody) > 10 && len(g.snakeBody) < 20 { g.level = 2 g.moveTime = 3 } else if len(g.snakeBody) > 20 { g.level = 3 g.moveTime = 2 } else { g.level = 1 } g.score++ if g.bestScore < g.score { g.bestScore = g.score } } for i := int64(len(g.snakeBody)) - 1; i > 0; i-- { g.snakeBody[i].X = g.snakeBody[i-1].X g.snakeBody[i].Y = g.snakeBody[i-1].Y } switch g.moveDirection { case dirLeft: g.snakeBody[0].X-- case dirRight: g.snakeBody[0].X++ case dirDown: g.snakeBody[0].Y++ case dirUp: g.snakeBody[0].Y-- } } g.timer++ return nil } func (g *Game) Draw(screen *ebiten.Image) { for _, v := range g.snakeBody { ebitenutil.DrawRect(screen, float64(v.X*gridSize), float64(v.Y*gridSize), gridSize, gridSize, color.RGBA{0x80, 0xa0, 0xc0, 0xff}) } ebitenutil.DrawRect(screen, float64(g.apple.X*gridSize), float64(g.apple.Y*gridSize), gridSize, gridSize, color.RGBA{0xFF, 0x00, 0x00, 0xff}) if g.moveDirection == dirNone { ebitenutil.DebugPrint(screen, fmt.Sprintf("Press up/down/left/right to start")) } else { ebitenutil.DebugPrint(screen, fmt.Sprintf("FPS: %0.2f Level: %d Score: %d Best Score: %d", ebiten.CurrentFPS(), g.level, g.score, g.bestScore)) } } func (g *Game) Layout(outsideWidth, outsideHeight int) (int, int) { return screenWidth, screenHeight } func newGame() *Game { g := &Game{ apple: Position{X: 3 * gridSize, Y: 3 * gridSize}, moveTime: 4, snakeBody: make([]Position, 1), } g.snakeBody[0].X = xNumInScreen / 2 g.snakeBody[0].Y = yNumInScreen / 2 return g } func main() { ebiten.SetWindowSize(screenWidth, screenHeight) ebiten.SetWindowTitle("Snake (Ebiten Demo)") if err := ebiten.RunGame(newGame()); err != nil { log.Fatal(err) } }