package main import ( "bytes" "embed" "fmt" "image/color" "image/png" "log" "math" "math/rand" "sort" "github.com/hajimehoshi/ebiten/v2" "github.com/hajimehoshi/ebiten/v2/inpututil" "github.com/hajimehoshi/ebiten/v2/text/v2" "github.com/hajimehoshi/ebiten/v2/vector" "golang.org/x/image/font/gofont/gobold" ) const ( // Logical screen matches the bezel artwork (assets/background.png) 1:1. screenW = 1200 screenH = 896 // Game world is rendered to this offscreen, then scaled into the LCD cutout. lcdW = 240 lcdH = 136 // Olive LCD screen rectangle within the bezel image (measured from the PNG). lcdScreenX = 331 lcdScreenY = 203 lcdScreenW = 537 lcdScreenH = 399 nLanes = 5 horizonY = 28.0 horizonX = 120.0 playerY = 116.0 maxMiss = 3 ) var laneX = [nLanes]float32{40, 80, 120, 160, 200} // How the lcdW×lcdH world maps onto the bezel's LCD cutout (uniform fit, centered). var ( lcdScale = float64(lcdScreenW) / float64(lcdW) lcdDrawX = float64(lcdScreenX) lcdDrawY = float64(lcdScreenY) + (float64(lcdScreenH)-float64(lcdH)*lcdScale)/2 ) // LCD palette — lcdBg matches the bezel's printed screen olive so the // letterboxed margins blend into the case art. var ( lcdBg = color.RGBA{0xbf, 0xc2, 0xa3, 0xff} // bezel screen olive lcdFg = color.RGBA{0x1a, 0x1c, 0x2c, 0xff} lcdDim = color.RGBA{0x6a, 0x76, 0x6e, 0xff} ) //go:embed assets/background.png assets/scooter.png assets/rabbit_f0.png assets/rabbit_f1.png assets/rabbit_f2.png assets/rabbit_f3.png var assetsFS embed.FS var ( bgImg *ebiten.Image scooterImg *ebiten.Image rabbitImgs [4]*ebiten.Image ) var bezelFontSource *text.GoTextFaceSource func loadImg(name string) *ebiten.Image { f, err := assetsFS.Open(name) if err != nil { log.Fatal(err) } defer f.Close() img, err := png.Decode(f) if err != nil { log.Fatal(err) } return ebiten.NewImageFromImage(img) } func init() { s, err := text.NewGoTextFaceSource(bytes.NewReader(gobold.TTF)) if err != nil { log.Fatal(err) } bezelFontSource = s bgImg = loadImg("assets/background.png") scooterImg = loadImg("assets/scooter.png") for i := range rabbitImgs { rabbitImgs[i] = loadImg(fmt.Sprintf("assets/rabbit_f%d.png", i)) } } type stateKind int const ( stateTitle stateKind = iota statePlay stateOver ) type rabbit struct { lane int t float64 speed float64 } type Game struct { state stateKind playerLane int score int miss int rabbits []*rabbit spawnTimer int frame int flash int lcdImg *ebiten.Image hudFont *text.GoTextFace } func newGame() *Game { return &Game{ state: stateTitle, playerLane: 2, lcdImg: ebiten.NewImage(lcdW, lcdH), hudFont: &text.GoTextFace{Source: bezelFontSource, Size: 8}, } } func (g *Game) reset() { g.playerLane = 2 g.score = 0 g.miss = 0 g.rabbits = g.rabbits[:0] g.spawnTimer = 0 g.flash = 0 } // btnp(key, hold, period): fires on press, then every `period` frames after held for `hold` frames. func pressedRepeat(key ebiten.Key, hold, period int) bool { if inpututil.IsKeyJustPressed(key) { return true } d := inpututil.KeyPressDuration(key) if d > hold && (d-hold)%period == 0 { return true } return false } func startPressed() bool { return inpututil.IsKeyJustPressed(ebiten.KeyZ) || inpututil.IsKeyJustPressed(ebiten.KeySpace) || inpututil.IsKeyJustPressed(ebiten.KeyEnter) } func (g *Game) spawnRabbit() { r := &rabbit{ lane: rand.Intn(nLanes), t: 0, speed: 0.010 + rand.Float64()*0.006 + math.Min(float64(g.score), 60)*0.0002, } g.rabbits = append(g.rabbits, r) } func rabbitPos(r *rabbit) (float32, float32) { endX := float64(laneX[r.lane]) endY := playerY - 6.0 x := horizonX + (endX-horizonX)*(r.t*r.t) y := horizonY + (endY-horizonY)*r.t hop := math.Abs(math.Sin(r.t*14)) * (2 + r.t*4) return float32(x), float32(y - hop) } func (g *Game) updatePlay() { if pressedRepeat(ebiten.KeyLeft, 12, 6) && g.playerLane > 0 { g.playerLane-- } if pressedRepeat(ebiten.KeyRight, 12, 6) && g.playerLane < nLanes-1 { g.playerLane++ } g.spawnTimer++ interval := 70 - g.score/2 if interval < 22 { interval = 22 } if g.spawnTimer >= interval { g.spawnTimer = 0 g.spawnRabbit() } for i := len(g.rabbits) - 1; i >= 0; i-- { r := g.rabbits[i] r.t += r.speed if r.t >= 1 { if r.lane == g.playerLane { g.miss++ g.flash = 12 if g.miss >= maxMiss { g.state = stateOver } } else { g.score++ } g.rabbits = append(g.rabbits[:i], g.rabbits[i+1:]...) } } if g.flash > 0 { g.flash-- } } // --- drawing primitives wrapping ebiten/vector --- func px(dst *ebiten.Image, x, y float32, c color.Color) { vector.DrawFilledRect(dst, x, y, 1, 1, c, false) } func line(dst *ebiten.Image, x1, y1, x2, y2 float32, c color.Color) { vector.StrokeLine(dst, x1, y1, x2, y2, 1, c, false) } func rectFill(dst *ebiten.Image, x, y, w, h float32, c color.Color) { vector.DrawFilledRect(dst, x, y, w, h, c, false) } func rectStroke(dst *ebiten.Image, x, y, w, h float32, c color.Color) { vector.StrokeRect(dst, x, y, w, h, 1, c, false) } func circFill(dst *ebiten.Image, cx, cy, r float32, c color.Color) { vector.DrawFilledCircle(dst, cx, cy, r, c, false) } func circStroke(dst *ebiten.Image, cx, cy, r float32, c color.Color) { vector.StrokeCircle(dst, cx, cy, r, 1, c, false) } func drawText(dst *ebiten.Image, s string, x, y float64, face text.Face, c color.Color) { opts := &text.DrawOptions{} opts.GeoM.Translate(x, y) opts.ColorScale.ScaleWithColor(c) text.Draw(dst, s, face, opts) } func drawTextCentered(dst *ebiten.Image, s string, cx, y float64, face text.Face, c color.Color) { w, _ := text.Measure(s, face, 0) drawText(dst, s, cx-w/2, y, face, c) } func drawTextRight(dst *ebiten.Image, s string, rx, y float64, face text.Face, c color.Color) { w, _ := text.Measure(s, face, 0) drawText(dst, s, rx-w, y, face, c) } // --- scene drawing --- func (g *Game) drawRoad(dst *ebiten.Image) { // trapezoidal road outline line(dst, horizonX-20, horizonY, 0, 136, lcdFg) line(dst, horizonX+20, horizonY, 239, 136, lcdFg) // shoulder hash marks (perspective) for i := 1; i <= 6; i++ { t := float32(i) / 7.0 y := float32(horizonY) + (136-float32(horizonY))*t lx := (float32(horizonX) - 20) + (0-(float32(horizonX)-20))*t rx := (float32(horizonX) + 20) + (239-(float32(horizonX)+20))*t px(dst, lx-1, y, lcdDim) px(dst, rx+1, y, lcdDim) } // LCD tree silhouette on the left shoulder drawLcdTree(dst, 14, 70) } func drawLcdTree(dst *ebiten.Image, x, y float32) { // trunk rectFill(dst, x+3, y, 3, 10, lcdFg) // blobby canopy circFill(dst, x+4, y-3, 5, lcdFg) circFill(dst, x+8, y-1, 4, lcdFg) circFill(dst, x, y-1, 4, lcdFg) circFill(dst, x+5, y-7, 3, lcdFg) } func (g *Game) drawHud(dst *ebiten.Image) { drawText(dst, "PONT", 4, 2, g.hudFont, lcdFg) drawText(dst, fmt.Sprintf("%03d", g.score), 32, 2, g.hudFont, lcdFg) // Reserve fixed slot for miss markers on the right missSlotRight := float64(lcdW - 4) missSlotX := missSlotRight - float64(maxMiss*8) drawTextRight(dst, "HIBA", missSlotX-2, 2, g.hudFont, lcdFg) for i := 0; i < g.miss; i++ { drawText(dst, "X", missSlotX+float64(i*8), 2, g.hudFont, lcdFg) } } // blitH draws img scaled to targetH pixels tall, anchored so (cx,cy) is the // horizontal center / vertical bottom of the sprite. Nearest filtering keeps // the LCD pixels crisp. func blitH(dst, img *ebiten.Image, cx, cy, targetH float32) { b := img.Bounds() s := float64(targetH) / float64(b.Dy()) op := &ebiten.DrawImageOptions{} op.GeoM.Scale(s, s) op.GeoM.Translate(float64(cx)-float64(b.Dx())*s/2, float64(cy)-float64(b.Dy())*s) dst.DrawImage(img, op) } func drawRabbit(dst *ebiten.Image, x, y float32, t float64) { // Grows from far (small) to near (large); the hop cycle picks one of 4 frames. h := float32(6 + t*22) frame := rabbitImgs[int(t*16)%len(rabbitImgs)] blitH(dst, frame, x, y+h/2, h) } func (g *Game) drawScooter(dst *ebiten.Image, x, y float32, blink bool) { if blink && (g.frame/4)%2 == 0 { return } blitH(dst, scooterImg, x, y+8, 24) } func (g *Game) drawPlay(dst *ebiten.Image) { dst.Fill(lcdBg) g.drawRoad(dst) g.drawHud(dst) // draw far rabbits first sort.Slice(g.rabbits, func(i, j int) bool { return g.rabbits[i].t < g.rabbits[j].t }) for _, r := range g.rabbits { x, y := rabbitPos(r) drawRabbit(dst, x, y, r.t) } g.drawScooter(dst, laneX[g.playerLane], playerY, g.flash > 0) } func (g *Game) drawTitle(dst *ebiten.Image) { dst.Fill(lcdBg) g.drawRoad(dst) // preview scooters for i := 0; i < nLanes; i++ { g.drawScooter(dst, laneX[i], playerY, false) } // demo rabbits for i := 1; i <= 3; i++ { fake := &rabbit{ lane: (g.frame/30 + i) % nLanes, t: float64((g.frame+i*25)%90) / 90.0, } x, y := rabbitPos(fake) drawRabbit(dst, x, y, fake.t) } if (g.frame/30)%2 == 0 { drawTextCentered(dst, "NYOMJ Z-T A KEZDÉSHEZ", 120, 56, g.hudFont, lcdFg) } drawTextCentered(dst, "NYILAK MOZGÁS Z START", 120, 72, g.hudFont, lcdFg) } func (g *Game) drawOver(dst *ebiten.Image) { g.drawPlay(dst) rectFill(dst, 60, 50, 120, 36, lcdBg) rectStroke(dst, 60, 50, 120, 36, lcdFg) drawTextCentered(dst, "VÉGE", 120, 54, g.hudFont, lcdFg) drawTextCentered(dst, fmt.Sprintf("PONT %03d", g.score), 120, 66, g.hudFont, lcdFg) if (g.frame/30)%2 == 0 { drawTextCentered(dst, "Z = ÚJRA", 120, 76, g.hudFont, lcdFg) } } // --- ebiten Game interface --- func (g *Game) Update() error { g.frame++ switch g.state { case stateTitle: if startPressed() { g.reset() g.state = statePlay } case statePlay: g.updatePlay() case stateOver: if startPressed() { g.reset() g.state = statePlay } } return nil } func (g *Game) Draw(screen *ebiten.Image) { // Bezel artwork fills the whole logical screen 1:1. screen.DrawImage(bgImg, nil) switch g.state { case stateTitle: g.drawTitle(g.lcdImg) case statePlay: g.drawPlay(g.lcdImg) case stateOver: g.drawOver(g.lcdImg) } // Scale the game world into the bezel's LCD cutout. opts := &ebiten.DrawImageOptions{} opts.GeoM.Scale(lcdScale, lcdScale) opts.GeoM.Translate(lcdDrawX, lcdDrawY) screen.DrawImage(g.lcdImg, opts) } func (g *Game) Layout(_, _ int) (int, int) { return screenW, screenH } func main() { ebiten.SetWindowSize(900, 672) ebiten.SetWindowTitle("Rabbit Roller") ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled) if err := ebiten.RunGame(newGame()); err != nil { log.Fatal(err) } }