move: bouncing ball

This commit is contained in:
Inanc Gumus
2019-03-14 20:12:43 +03:00
parent 6576f83d16
commit 9b096998fb
5 changed files with 2 additions and 7 deletions

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// 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"
)
func main() {
const (
width = 50
height = 10
cellEmpty = ' '
cellBall = '⚾'
)
var cell rune // current cell (for caching)
// create the board
board := make([][]bool, width)
for row := range board {
board[row] = make([]bool, height)
}
// draw a smiley
board[12][2] = true
board[16][2] = true
board[14][4] = true
board[10][6] = true
board[18][6] = true
board[12][7] = true
board[14][7] = true
board[16][7] = true
// print the board directly to the console
for y := range board[0] {
for x := range board {
cell = cellEmpty
if board[x][y] {
cell = cellBall
}
fmt.Print(string(cell), " ")
}
fmt.Println()
}
}

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// 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"
)
func main() {
const (
width = 50
height = 10
cellEmpty = ' '
cellBall = '⚾'
)
var 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)
// draw a smiley
board[12][2] = true
board[16][2] = true
board[14][4] = true
board[10][6] = true
board[18][6] = true
board[12][7] = true
board[14][7] = true
board[16][7] = true
// use the loop for measuring the performance difference
for i := 0; i < 1000; i++ {
// rewind the buffer so that the program reuses it
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
}
// fmt.Print(string(cell), " ")
buf = append(buf, cell, ' ')
}
// fmt.Println()
buf = append(buf, '\n')
}
// print the buffer
fmt.Print(string(buf))
}
}

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// 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)
}
}

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// 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"
"os"
"time"
"github.com/inancgumus/screen"
"golang.org/x/crypto/ssh/terminal"
)
func main() {
const (
cellEmpty = ' '
cellBall = '⚾'
maxFrames = 1200
speed = time.Second / 20
)
// get the width and height of the terminal dynamically ***
width, height, err := terminal.GetSize(int(os.Stdout.Fd()))
if err != nil {
fmt.Println("cannot get width and height", err)
return
}
width /= 2 // our emoji is 2 chars wide
var (
px, py int // ball position
ppx, ppy int // previous 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
}
// check whether the ball goes beyond the borders
if !(px >= width || py >= height) {
// remove the previous ball and put the new ball
board[px][py], board[ppx][ppy] = true, false
// save the previous positions
ppx, ppy = px, py
}
// 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)
}
}

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# Bouncing Ball Challenge Tips
Use the following tips only when you get stuck. This document isn't in a particular order, please do not follow it like so.
## Ball position and velocity
You can use velocity to change the ball's speed and position. In my example, the speed is constant, so I always use unit value: 1.
On each loop step: Add velocities to ball's position. This will make the ball move.
* **Velocity means: Speed and Direction**
* X velocity = 1 -> _ball moves right_
* X velocity = -1 -> _ball moves left_
* Y velocity = 1 -> _ball moves down_
* Y velocity = -1 -> _ball moves up_
* **For more information on graphics and velocity:**
* Youtube: Crash Course: 2D Graphics
-> https://www.youtube.com/watch?v=7Jr0SFMQ4Rs&t=529
* Youtube: Crash Course: Velocity
-> https://www.youtube.com/watch?v=ZM8ECpBuQYE
## CREATE THE BOARD
I use `[][]bool` for the board but you can use anything you like. For example, you can directly use `[][]rune` or `[]rune`. Experiment with them and decide which one is the best for you.
## CLEAR THE SCREEN
* Before the loop, clear the screen once by using my screen package.
* After each loop step, move the cursor to the top-left position by using the screen package. So that you can draw the animation frame all over again in the same position.
* It's [here](https://github.com/inancgumus/screen).
* Its documentation is [here](https://godoc.org/github.com/inancgumus/screen).
* You can find more information about it in the Retro Clock project section.
## DRAW THE BOARD
Instead of drawing the board and the ball to the screen everytime, you will fill a buffer, and when you complete, you can draw the board and the ball once by printing the buffer.
I use a `[]rune` buffer because `rune` can store an emoji character, and I use a slice of runes because I want to draw empty cells and a ball in the end.
* Make a large enough rune slice named `buf` using the `make` function.
* **HINT:** `width * height` will give you a large enough buffer.
* **TIP:** You could also use `string` concatenation to draw into a `string` buffer but it would be inefficient.
* You will find more information about bytes and runes in the strings section.
```go
// TIP for converting the buffer
var buffer []rune
// For printing, you can convert a rune slice to a string like so:
str := string(buffer)
```
## SLOW DOWN THE SPEED
Call the `time.Sleep` function to slow down the speed of the loop a little bit, so you can see the ball :)
`time.Sleep(time.Second / 20)`