rename: bouncing ball

This commit is contained in:
Inanc Gumus
2019-03-18 16:22:06 +03:00
parent 11f71ff7b3
commit 4b8ffe7f63
11 changed files with 0 additions and 0 deletions

View File

@ -0,0 +1,93 @@
// For more tutorials: https://blog.learngoprogramming.com
//
// Copyright © 2018 Inanc Gumus
// Learn Go Programming Course
// License: https://creativecommons.org/licenses/by-nc-sa/4.0/
//
package main
import (
"fmt"
"time"
"github.com/inancgumus/screen"
)
func main() {
const (
width = 50
height = 10
cellEmpty = ' '
cellBall = '⚾'
maxFrames = 1200
speed = time.Second / 20
)
var (
px, py int // ball position
vx, vy = 1, 1 // velocities
cell rune // current cell (for caching)
)
// create the board
board := make([][]bool, width)
for row := range board {
board[row] = make([]bool, height)
}
// create a drawing buffer
buf := make([]rune, 0, width*height)
// clear the screen once
screen.Clear()
for i := 0; i < maxFrames; i++ {
// calculate the next ball position
px += vx
py += vy
// when the ball hits a border reverse its direction
if px <= 0 || px >= width-1 {
vx *= -1
}
if py <= 0 || py >= height-1 {
vy *= -1
}
// remove the previous ball
for y := range board[0] {
for x := range board {
board[x][y] = false
}
}
// put the new ball
board[px][py] = true
// rewind the buffer (allow appending from the beginning)
buf = buf[:0]
// draw the board into the buffer
for y := range board[0] {
for x := range board {
cell = cellEmpty
if board[x][y] {
cell = cellBall
}
buf = append(buf, cell, ' ')
}
buf = append(buf, '\n')
}
// print the buffer
screen.MoveTopLeft()
fmt.Print(string(buf))
// slow down the animation
time.Sleep(speed)
}
}