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planewarsv2.go
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package main
import (
"fmt"
"math/rand"
"os"
"time"
"github.com/veandco/go-sdl2/sdl"
"github.com/veandco/go-sdl2/ttf"
)
const (
winWidth = 600
winHeight = 600
)
type gameState struct {
playerTexture *sdl.Texture
playerPos sdl.Rect
bullets []sdl.Rect
enemies []enemy
score int
}
type enemy struct {
texture *sdl.Texture
pos sdl.Rect
speed int
}
func initialize() (*sdl.Window, *sdl.Renderer, *ttf.Font, error) {
err := sdl.Init(sdl.INIT_EVERYTHING)
if err != nil {
return nil, nil, nil, fmt.Errorf("初始化SDL失败:%v", err)
}
window, err := sdl.CreateWindow(
"飞机大战",
sdl.WINDOWPOS_UNDEFINED, sdl.WINDOWPOS_UNDEFINED,
winWidth, winHeight, sdl.WINDOW_SHOWN,
)
if err != nil {
return nil, nil, nil, fmt.Errorf("创建窗口失败:%v", err)
}
renderer, err := sdl.CreateRenderer(window, -1, sdl.RENDERER_ACCELERATED)
if err != nil {
return nil, nil, nil, fmt.Errorf("创建渲染器失败:%v", err)
}
err = ttf.Init()
if err != nil {
return nil, nil, nil, fmt.Errorf("初始化TTF失败:%v", err)
}
font, err := ttf.OpenFont("assets/font.ttf", 24)
if err != nil {
return nil, nil, nil, fmt.Errorf("加载字体失败:%v", err)
}
return window, renderer, font, nil
}
func loadTexture(renderer *sdl.Renderer, imagePath string) (*sdl.Texture, error) {
img, err := sdl.LoadBMP(imagePath)
if err != nil {
return nil, fmt.Errorf("加载纹理失败:%v", err)
}
defer img.Free()
texture, err := renderer.CreateTextureFromSurface(img)
if err != nil {
return nil, fmt.Errorf("创建纹理失败:%v", err)
}
return texture, nil
}
func createEnemy(renderer *sdl.Renderer) (enemy, error) {
enemyTexture, err := loadTexture(renderer, "assets/enemy.bmp")
if err != nil {
return enemy{}, err
}
rand.Seed(time.Now().UnixNano())
x := rand.Intn(winWidth - 50) // 敌机宽度为50
y := rand.Intn(winHeight/2) - winHeight
speed := rand.Intn(5) + 1 // 随机速度,1~5
return enemy{
texture: enemyTexture,
pos: sdl.Rect{
X: int32(x),
Y: int32(y),
W: 50,
H: 50,
},
speed: speed,
}, nil
}
func handleEvents(gameState *gameState) {
for event := sdl.PollEvent(); event != nil; event = sdl.PollEvent() {
switch event.(type) {
case *sdl.QuitEvent:
os.Exit(0)
case *sdl.KeyboardEvent:
keyEvent := event.(*sdl.KeyboardEvent)
if keyEvent.Type == sdl.KEYDOWN {
switch keyEvent.Keysym.Scancode {
case sdl.SCANCODE_LEFT:
if gameState.playerPos.X >= 50 { // 左移时检查边界
gameState.playerPos.X -= 50
}
case sdl.SCANCODE_RIGHT:
if gameState.playerPos.X+gameState.playerPos.W <= winWidth { // 右移时检查边界
gameState.playerPos.X += 50
}
case sdl.SCANCODE_SPACE:
gameState.bullets = append(gameState.bullets, sdl.Rect{
X: gameState.playerPos.X + gameState.playerPos.W/2 - 5,
Y: gameState.playerPos.Y,
W: 10,
H: 20,
})
}
}
}
}
}
func runGame(window *sdl.Window, renderer *sdl.Renderer, font *ttf.Font) error {
playerTexture, err := loadTexture(renderer, "assets/player.bmp")
if err != nil {
return err
}
defer playerTexture.Destroy()
bulletTexture, err := loadTexture(renderer, "assets/bullet.bmp")
if err != nil {
return err
}
defer bulletTexture.Destroy()
gameState := gameState{
playerTexture: playerTexture,
playerPos: sdl.Rect{
X: winWidth/2 - 50,
Y: winHeight - 70,
W: 60,
H: 60,
},
bullets: make([]sdl.Rect, 0),
enemies: make([]enemy, 0),
score: 0,
}
ticker := time.NewTicker(16 * time.Millisecond)
defer ticker.Stop()
for {
handleEvents(&gameState) // 处理玩家输入
// 添加新的敌机
if len(gameState.enemies) < 5 { // 控制敌机数量
enemy, err := createEnemy(renderer)
if err != nil {
return err
}
gameState.enemies = append(gameState.enemies, enemy)
}
// 更新游戏状态
// 更新子弹位置并移除越界的子弹
updatedBullets := make([]sdl.Rect, 0, len(gameState.bullets))
for _, bullet := range gameState.bullets {
bullet.Y -= 10
if bullet.Y >= 0 {
updatedBullets = append(updatedBullets, bullet)
}
}
gameState.bullets = updatedBullets
// 移动敌机
for i := 0; i < len(gameState.enemies); {
gameState.enemies[i].pos.Y += int32(gameState.enemies[i].speed)
if gameState.enemies[i].pos.Y > winHeight {
gameState.enemies = append(gameState.enemies[:i], gameState.enemies[i+1:]...)
} else {
i++
}
}
// 检查敌机与飞机碰撞
for _, enemy := range gameState.enemies {
if checkCollision(gameState.playerPos, enemy.pos) {
gameOver(window, renderer, font, gameState.score)
return nil
}
}
// 检查子弹与敌机碰撞
for i := 0; i < len(gameState.bullets); i++ {
for j := 0; j < len(gameState.enemies); j++ {
if checkCollision(gameState.bullets[i], gameState.enemies[j].pos) {
gameState.score++
gameState.bullets = append(gameState.bullets[:i], gameState.bullets[i+1:]...)
gameState.enemies = append(gameState.enemies[:j], gameState.enemies[j+1:]...)
i-- // 因为删除了一个子弹,所以要减少 i
break
}
}
}
// 渲染游戏画面
renderer.SetDrawColor(255, 255, 255, 255)
renderer.Clear()
for _, bullet := range gameState.bullets {
renderer.Copy(bulletTexture, nil, &bullet)
}
for _, enemy := range gameState.enemies {
renderer.Copy(enemy.texture, nil, &enemy.pos)
}
renderer.Copy(gameState.playerTexture, nil, &gameState.playerPos)
// 绘制分数
scoreText := fmt.Sprintf("Score: %d", gameState.score)
color := sdl.Color{R: 255, G: 86, B: 2, A: 255}
surface, err := font.RenderUTF8Solid(scoreText, color)
if err != nil {
return fmt.Errorf("渲染文本表面失败:%v", err)
}
defer surface.Free()
texture, err := renderer.CreateTextureFromSurface(surface)
if err != nil {
return fmt.Errorf("创建纹理失败:%v", err)
}
defer texture.Destroy()
renderer.Copy(texture, nil, &sdl.Rect{X: 10, Y: 10, W: 100, H: 30})
renderer.Present()
select {
case <-ticker.C:
continue
}
}
}
func gameOver(window *sdl.Window, renderer *sdl.Renderer, font *ttf.Font, score int) {
renderer.SetDrawColor(0, 0, 0, 255)
renderer.Clear()
gameOverText := "Game Over!"
scoreText := fmt.Sprintf("Score: %d", score)
restartText := "Press Enter to Restart"
color := sdl.Color{R: 255, G: 0, B: 0, A: 255}
gameOverSurface, _ := font.RenderUTF8Solid(gameOverText, color)
scoreSurface, _ := font.RenderUTF8Solid(scoreText, color)
restartSurface, _ := font.RenderUTF8Solid(restartText, color)
gameOverTexture, _ := renderer.CreateTextureFromSurface(gameOverSurface)
scoreTexture, _ := renderer.CreateTextureFromSurface(scoreSurface)
restartTexture, _ := renderer.CreateTextureFromSurface(restartSurface)
renderer.Copy(gameOverTexture, nil, &sdl.Rect{X: winWidth/2 - 100, Y: winHeight/2 - 50, W: 200, H: 50})
renderer.Copy(scoreTexture, nil, &sdl.Rect{X: winWidth/2 - 100, Y: winHeight/2, W: 200, H: 50})
renderer.Copy(restartTexture, nil, &sdl.Rect{X: winWidth/2 - 150, Y: winHeight/2 + 50, W: 300, H: 50})
renderer.Present()
for {
event := sdl.WaitEvent()
switch t := event.(type) {
case *sdl.QuitEvent:
return
case *sdl.KeyboardEvent:
if t.Keysym.Scancode == sdl.SCANCODE_RETURN {
runGame(window, renderer, font)
return
}
}
}
}
func checkCollision(rect1 sdl.Rect, rect2 sdl.Rect) bool {
return rect1.X < rect2.X+rect2.W &&
rect1.X+rect1.W > rect2.X &&
rect1.Y < rect2.Y+rect2.H &&
rect1.Y+rect1.H > rect2.Y
}
func main() {
window, renderer, font, err := initialize()
if err != nil {
fmt.Fprintf(os.Stderr, "初始化失败:%v\n", err)
os.Exit(1)
}
defer window.Destroy()
defer renderer.Destroy()
err = runGame(window, renderer, font)
if err != nil {
fmt.Fprintf(os.Stderr, "游戏运行失败:%v\n", err)
os.Exit(1)
}
}