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mode.go
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package main
import (
"math"
"math/rand"
"strconv"
"time"
)
type GameMode int
const (
GameModeEasy GameMode = iota
GameModeNormal
GameModeHard
)
var startTimeRelease = time.Second * 3
var maxSpeed = 0.8
// Mode is handling game modes
type Mode struct {
started bool
Type GameMode
gameOver bool
Speed float64
Time time.Time
timeSecs int
Score int
gh *Game
lastTile time.Time
secsPrev string
score []*Sprite
time []*Sprite
currTimeTxt []*Sprite
currScoreTxt []*Sprite
gameOver1 []*Sprite
gameOver2 []*Sprite
hidden bool
timeRelease time.Duration
bitRot bool
bitRotText []*Sprite
}
func (m *Mode) Init(g *Game) {
m.gameOver = false
m.gh = g
m.Time = time.Now()
m.gameOver1 = m.gh.tex.AddText("GAME", 0.30, 0.55, 0.6, 0.1, 0.19, EffectGameOver1, SpritePlay)
m.gameOver2 = m.gh.tex.AddText("OVER", 0.30, 0.35, 0.6, 0.1, 0.19, EffectGameOver2, SpritePlay)
m.bitRotText = m.gh.tex.AddText("BITROT!", 0.15, 0.65, 0.6, 0.1, 0.19, EffectBitRot, SpritePlay)
m.score = g.tex.AddText("Score:", 0.05, 0.91, 0.1, 0.04, 0.055, EffectNone, SpritePlay)
m.currScoreTxt = g.tex.AddText("0 ", 0.33, 0.91, 0.1, 0.04, 0.055, EffectStats, SpritePlay)
m.time = g.tex.AddText("Time:", 0.54, 0.91, 0.1, 0.04, 0.055, EffectNone, SpritePlay)
m.currTimeTxt = g.tex.AddText("0 ", 0.77, 0.91, 0.1, 0.04, 0.055, EffectStats, SpritePlay)
m.Hide()
}
func (m *Mode) Start(gm GameMode) {
m.gh.glData.Enable(SpritePlay)
m.Reset()
m.started = true
m.Type = gm
m.Time = time.Now()
m.Speed = 0.1
m.Score = 0
m.gh.visible = 0
m.gh.pulse = 2
m.gh.menu.Hide()
m.Show()
m.gameOver = false
m.timeRelease = startTimeRelease
m.gh.backBg.Hide()
m.gh.menuBg.Hide()
m.gh.sound.Stop("main")
}
func (m *Mode) Hide() {
if m.hidden {
return
}
m.hidden = true
for i := range m.score {
m.score[i].Hide()
}
for i := range m.time {
m.time[i].Hide()
m.time[i].ChangeEffect(EffectNone)
}
for i := range m.currTimeTxt {
m.currTimeTxt[i].Hide()
m.currTimeTxt[i].ChangeEffect(EffectStats)
}
for i := range m.currScoreTxt {
m.currScoreTxt[i].Hide()
m.currScoreTxt[i].ChangeEffect(EffectStats)
}
for i := range m.bitRotText {
m.bitRotText[i].Hide()
}
// Same len
for i := range m.gameOver1 {
m.gameOver1[i].Hide()
m.gameOver2[i].Hide()
}
}
func (m *Mode) GameOver() {
m.gameOver = true
for i := range m.gameOver1 {
m.gameOver1[i].Show()
m.gameOver2[i].Show()
}
for i := range m.time {
m.time[i].ChangeEffect(EffectGameOver)
}
for i := range m.currTimeTxt {
m.currTimeTxt[i].ChangeEffect(EffectGameOver)
}
for i := range m.currScoreTxt {
m.currScoreTxt[i].ChangeEffect(EffectGameOver)
}
for i := range m.score {
m.score[i].ChangeEffect(EffectGameOver)
}
m.gh.GameOver()
go func() {
time.Sleep(3 * time.Second)
m.started = false
m.Hide()
m.gh.glData.Enable(SpriteMenu)
m.gh.scoreboard.Add(m.Score, m.timeSecs)
m.gh.Reset()
time.Sleep(4 * time.Second)
m.gh.sound.Play("main")
}()
}
func (m *Mode) Show() {
if !m.hidden {
return
}
m.hidden = false
for i := range m.score {
m.score[i].Show()
m.score[i].ChangeEffect(EffectNone)
}
for i := range m.time {
m.time[i].Show()
}
for i := range m.currTimeTxt {
m.currTimeTxt[i].Show()
}
for i := range m.currScoreTxt {
m.currScoreTxt[i].Show()
}
m.gh.bg.Show()
}
func (m *Mode) Reset() {
for i := range m.currScoreTxt {
m.currScoreTxt[i].ChangeTexture(" ")
}
m.currScoreTxt[0].ChangeTexture("0")
for i := range m.currTimeTxt {
m.currTimeTxt[i].ChangeTexture(" ")
}
m.currTimeTxt[0].ChangeTexture("0")
for i := range m.gh.tiles {
m.gh.tiles[i].Hide()
}
m.timeRelease = startTimeRelease
m.Time = time.Now()
m.Speed = 0.1
m.Score = 0
m.bitRot = false
m.lastTile = time.Now()
m.Show()
}
func (m *Mode) Update(dt float64) {
if m.gh == nil || m.gameOver {
return
}
switch m.Type {
case GameModeEasy:
case GameModeNormal:
// Make sure not to pass max speed
m.Speed = math.Min(maxSpeed, 0.2+time.Since(m.Time).Seconds()/100)
// Activate bitrot after a while
if time.Since(m.Time) > time.Second*30 && !m.bitRot {
m.bitRot = true
m.gh.sound.Play("bitrot")
for i := range m.bitRotText {
m.bitRotText[i].Show()
}
go func() {
time.Sleep(2 * time.Second)
for i := range m.bitRotText {
m.bitRotText[i].Hide()
}
}()
}
c := 0
hidden := []*TileSet{}
for i := range m.gh.tiles {
if !m.gh.tiles[i].hidden {
c++
} else {
hidden = append(hidden, &m.gh.tiles[i])
}
}
if len(hidden) > 0 && time.Since(m.lastTile).Seconds() > m.timeRelease.Seconds() || len(hidden) == 15 {
t := hidden[rand.Intn(len(hidden))]
t.Reset(1, m.bitRot)
t.SetSpeed(m.Speed)
m.lastTile = time.Now()
if m.timeRelease > time.Millisecond*1500 {
m.timeRelease -= time.Millisecond * 50
} else {
m.timeRelease -= time.Millisecond * 10
}
}
m.gh.visible = 14 - float32(len(hidden))
if len(hidden) == 15-10 {
m.GameOver()
}
case GameModeHard:
}
// Update timer
m.timeSecs = int(time.Since(m.Time).Seconds())
secs := strconv.Itoa(m.timeSecs)
// Only update if changed.
if secs != m.secsPrev {
for i := 0; i < len(secs); i++ {
if i < 4 {
m.currTimeTxt[i].ChangeTexture(string(secs[i]))
}
}
}
m.secsPrev = secs
}
func (m *Mode) AddScore(points int) {
m.Score += points
txt := strconv.Itoa(m.Score)
for i := 0; i < len(txt); i++ {
m.currScoreTxt[i].ChangeTexture(string(txt[i]))
}
}
func (m *Mode) IsGameOver() bool {
return m.gameOver
}
func (m *Mode) Started() bool {
return m.started
}