refactor: cleanup main loop code by moving related code into update/render functions respectively.
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6cf1c9f6f7
commit
3c847094a0
1 changed files with 42 additions and 34 deletions
76
main.go
76
main.go
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@ -13,12 +13,47 @@ import (
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rl "github.com/gen2brain/raylib-go/raylib"
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)
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func main() {
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shape := game.NewShape(game.SHAPE_O)
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shape_pos := core.Vec2i8{X: 4, Y: 0}
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dropTimer := core.NewIntervalTimer(0.3)
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grid := game.Grid{}
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var (
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shape = game.NewShape(game.SHAPE_O)
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shape_pos = core.Vec2i8{X: 4, Y: 0}
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dropTimer = core.NewIntervalTimer(0.3)
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grid = game.Grid{}
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r = draw.Renderer{
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Theme: &draw.Theme{
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FrameBG: color.RGBA{R: 30, G: 30, B: 46, A: 255},
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FrameBorder: color.RGBA{R: 242, G: 205, B: 205, A: 255},
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TextHeader: color.RGBA{R: 242, G: 205, B: 205, A: 255},
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Text: color.RGBA{R: 205, G: 214, B: 244, A: 255},
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GridBackground: color.RGBA{R: 17, G: 17, B: 27, A: 255},
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},
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}
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)
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func Update(delta float32) {
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if dropTimer.UpdateReset(delta) {
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new_pos := shape_pos
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new_pos.Y += 1
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// Update position if it does not collide
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if !game.CheckShapeCollision(new_pos, &shape, &grid) {
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shape_pos = new_pos
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}
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}
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}
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func Render() {
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render.Begin(r.Theme.GridBackground)
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r.DrawGrid(rl.NewVector2(25, 25), grid)
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draw.DrawShape(rl.NewVector2(25, 25), shape_pos, shape)
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r.DrawFrame(rl.RectangleInt32{X: 400, Y: 25, Width: 250, Height: 100})
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r.DrawHeaderText(410, 30, "Score")
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r.DrawText(410, 65, "999999")
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r.DrawFrame(rl.RectangleInt32{X: 400, Y: 150, Width: 250, Height: 200})
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render.End()
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}
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func main() {
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// Set random blocks to test
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render.Init(render.Config{
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Title: "Tetris",
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@ -36,35 +71,8 @@ func main() {
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render.SetTexture(texture)
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render.SetFont(&assets.Font)
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r := draw.Renderer{
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Theme: &draw.Theme{
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FrameBG: color.RGBA{R: 30, G: 30, B: 46, A: 255},
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FrameBorder: color.RGBA{R: 242, G: 205, B: 205, A: 255},
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TextHeader: color.RGBA{R: 242, G: 205, B: 205, A: 255},
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Text: color.RGBA{R: 205, G: 214, B: 244, A: 255},
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GridBackground: color.RGBA{R: 17, G: 17, B: 27, A: 255},
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},
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}
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for !rl.WindowShouldClose() {
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if dropTimer.UpdateReset(rl.GetFrameTime()) {
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new_pos := shape_pos
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new_pos.Y += 1
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// Update position if it does not collide
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if !game.CheckShapeCollision(new_pos, &shape, &grid) {
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shape_pos = new_pos
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}
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}
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render.Begin(r.Theme.GridBackground)
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r.DrawGrid(rl.NewVector2(25, 25), grid)
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draw.DrawShape(rl.NewVector2(25, 25), shape_pos, shape)
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r.DrawFrame(rl.RectangleInt32{X: 400, Y: 25, Width: 250, Height: 100})
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r.DrawHeaderText(410, 30, "Score")
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r.DrawText(410, 65, "999999")
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r.DrawFrame(rl.RectangleInt32{X: 400, Y: 150, Width: 250, Height: 200})
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render.End()
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Update(rl.GetFrameTime())
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Render()
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}
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}
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