Files
rabbitroller/main.go
2026-05-20 22:03:36 +02:00

454 lines
11 KiB
Go

package main
import (
"bytes"
"fmt"
"image/color"
"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 (
screenW = 320
screenH = 240
scale = 4
lcdW = 240
lcdH = 136
lcdOffX = 40
lcdOffY = 60
nLanes = 5
horizonY = 28.0
horizonX = 120.0
playerY = 116.0
maxMiss = 3
)
var laneX = [nLanes]float32{40, 80, 120, 160, 200}
// LCD palette (sweetie-16 inspired)
var (
lcdBg = color.RGBA{0xc8, 0xcc, 0xb8, 0xff} // pale olive — classic G&W LCD
lcdFg = color.RGBA{0x1a, 0x1c, 0x2c, 0xff}
lcdDim = color.RGBA{0x6a, 0x76, 0x6e, 0xff}
)
// Bezel palette
var (
bezelRed = color.RGBA{0x8a, 0x1c, 0x1c, 0xff}
bezelTan = color.RGBA{0xd8, 0xcf, 0xb6, 0xff}
bezelDark = color.RGBA{0x3a, 0x2e, 0x24, 0xff}
wheatGold = color.RGBA{0xb8, 0x9a, 0x5f, 0xff}
grassGreen = color.RGBA{0x55, 0x95, 0x42, 0xff}
)
var bezelFontSource *text.GoTextFaceSource
func init() {
s, err := text.NewGoTextFaceSource(bytes.NewReader(gobold.TTF))
if err != nil {
log.Fatal(err)
}
bezelFontSource = s
}
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
titleFont *text.GoTextFace
smallFont *text.GoTextFace
}
func newGame() *Game {
return &Game{
state: stateTitle,
playerLane: 2,
lcdImg: ebiten.NewImage(lcdW, lcdH),
hudFont: &text.GoTextFace{Source: bezelFontSource, Size: 8},
titleFont: &text.GoTextFace{Source: bezelFontSource, Size: 14},
smallFont: &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)
}
}
func drawRabbit(dst *ebiten.Image, x, y float32, t float64) {
s := float32(1 + int(t*3))
// body
rectFill(dst, x-s, y-s, s*2, s*2, lcdFg)
// head
rectFill(dst, x+s-1, y-s-1, 2, 2, lcdFg)
// ears
px(dst, x+s, y-s-2, lcdFg)
px(dst, x+s-2, y-s-2, lcdFg)
// feet stretch on hop
stretch := float32(int(math.Abs(math.Sin(t*14)) * 2))
px(dst, x-s, y+s, lcdFg)
px(dst, x-s-stretch, y+s, lcdFg)
}
func (g *Game) drawScooter(dst *ebiten.Image, x, y float32, blink bool) {
if blink && (g.frame/4)%2 == 0 {
return
}
// wheels
circStroke(dst, x-6, y+4, 3, lcdFg)
circStroke(dst, x+6, y+4, 3, lcdFg)
px(dst, x-6, y+4, lcdFg)
px(dst, x+6, y+4, lcdFg)
// deck
rectFill(dst, x-8, y, 16, 3, lcdFg)
// seat post + seat
line(dst, x+4, y, x+4, y-5, lcdFg)
rectFill(dst, x+2, y-6, 5, 2, lcdFg)
// handlebar column
line(dst, x-4, y, x-5, y-8, lcdFg)
// handlebars
line(dst, x-8, y-8, x-2, y-8, lcdFg)
// rider head
circStroke(dst, x-5, y-12, 2, lcdFg)
}
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)
}
}
// --- bezel (Game & Watch case art) ---
func (g *Game) drawBezel(dst *ebiten.Image) {
// Outer red frame
dst.Fill(bezelRed)
// Tan inner panel
rectFill(dst, 4, 4, screenW-8, screenH-8, bezelTan)
// "JÁTSZ & NÉZZ" boxed logo (top-left)
logoX, logoY, logoW, logoH := float32(8), float32(6), float32(56), float32(36)
rectStroke(dst, logoX, logoY, logoW, logoH, bezelDark)
rectStroke(dst, logoX+1, logoY+1, logoW-2, logoH-2, bezelDark)
drawTextCentered(dst, "JÁTSZ", float64(logoX+logoW/2), float64(logoY+4), g.smallFont, bezelDark)
drawTextCentered(dst, "&", float64(logoX+logoW/2), float64(logoY+15), g.smallFont, bezelDark)
drawTextCentered(dst, "NÉZZ", float64(logoX+logoW/2), float64(logoY+25), g.smallFont, bezelDark)
// Center title "NYÚLÓS RUGÓS"
drawTextCentered(dst, "NYÚLÓS RUGÓS", float64(screenW)/2, 18, g.titleFont, bezelDark)
// Wheat field on right bezel (printed art)
g.drawWheatField(dst, 286, 78)
// LCD inner frame (dark groove around the active screen)
rectFill(dst, lcdOffX-4, lcdOffY-4, lcdW+8, lcdH+8, bezelDark)
rectFill(dst, lcdOffX-2, lcdOffY-2, lcdW+4, lcdH+4, color.RGBA{0x15, 0x15, 0x18, 0xff})
}
func (g *Game) drawWheatField(dst *ebiten.Image, vx, vy float32) {
// diagonal hatching emanating from a vanishing point — wheat rows
for i := 0; i < 14; i++ {
angle := math.Pi*0.55 + float64(i)*math.Pi*0.025
ex := vx + float32(math.Cos(angle)*46)
ey := vy + float32(math.Sin(angle)*46)
line(dst, vx, vy, ex, ey, wheatGold)
}
// grass tufts along the road edge
for i := 0; i < 7; i++ {
gy := vy + 6 + float32(i)*8
gx := vx - 6 - float32(i)
px(dst, gx, gy, grassGreen)
px(dst, gx+1, gy-1, grassGreen)
px(dst, gx-1, gy-1, grassGreen)
px(dst, gx, gy-2, grassGreen)
}
}
// --- 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) {
g.drawBezel(screen)
switch g.state {
case stateTitle:
g.drawTitle(g.lcdImg)
case statePlay:
g.drawPlay(g.lcdImg)
case stateOver:
g.drawOver(g.lcdImg)
}
opts := &ebiten.DrawImageOptions{}
opts.GeoM.Translate(lcdOffX, lcdOffY)
screen.DrawImage(g.lcdImg, opts)
}
func (g *Game) Layout(_, _ int) (int, int) {
return screenW, screenH
}
func main() {
ebiten.SetWindowSize(screenW*scale, screenH*scale)
ebiten.SetWindowTitle("Rabbit Roller")
ebiten.SetWindowResizingMode(ebiten.WindowResizingModeEnabled)
if err := ebiten.RunGame(newGame()); err != nil {
log.Fatal(err)
}
}