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// Copyright 2015 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
//go:build darwin || linux
// +build darwin linux
// Flappy Gopher is a simple one-button game that uses the
// mobile framework and the experimental sprite engine.
package main
import (
"math/rand"
"time"
"golang.org/x/mobile/app"
"golang.org/x/mobile/event/key"
"golang.org/x/mobile/event/lifecycle"
"golang.org/x/mobile/event/paint"
"golang.org/x/mobile/event/size"
"golang.org/x/mobile/event/touch"
"golang.org/x/mobile/exp/gl/glutil"
"golang.org/x/mobile/exp/sprite"
"golang.org/x/mobile/exp/sprite/clock"
"golang.org/x/mobile/exp/sprite/glsprite"
"golang.org/x/mobile/gl"
)
func main() {
rand.Seed(time.Now().UnixNano())
app.Main(func(a app.App) {
var glctx gl.Context
var sz size.Event
for e := range a.Events() {
switch e := a.Filter(e).(type) {
case lifecycle.Event:
switch e.Crosses(lifecycle.StageVisible) {
case lifecycle.CrossOn:
glctx, _ = e.DrawContext.(gl.Context)
onStart(glctx)
a.Send(paint.Event{})
case lifecycle.CrossOff:
onStop()
glctx = nil
}
case size.Event:
sz = e
case paint.Event:
if glctx == nil || e.External {
continue
}
onPaint(glctx, sz)
a.Publish()
a.Send(paint.Event{}) // keep animating
case touch.Event:
if down := e.Type == touch.TypeBegin; down || e.Type == touch.TypeEnd {
game.Press(down)
}
case key.Event:
if e.Code != key.CodeSpacebar {
break
}
if down := e.Direction == key.DirPress; down || e.Direction == key.DirRelease {
game.Press(down)
}
}
}
})
}
var (
startTime = time.Now()
images *glutil.Images
eng sprite.Engine
scene *sprite.Node
game *Game
)
func onStart(glctx gl.Context) {
images = glutil.NewImages(glctx)
eng = glsprite.Engine(images)
game = NewGame()
scene = game.Scene(eng)
}
func onStop() {
eng.Release()
images.Release()
game = nil
}
func onPaint(glctx gl.Context, sz size.Event) {
glctx.ClearColor(1, 1, 1, 1)
glctx.Clear(gl.COLOR_BUFFER_BIT)
now := clock.Time(time.Since(startTime) * 60 / time.Second)
game.Update(now)
eng.Render(scene, now, sz)
}