package main import ( "runtime" "github.com/gen2brain/raylib-go/raylib" ) // Button represents a clickable button with animation state type Button struct { Bounds rl.Rectangle Text string Color rl.Color Hovered bool Clicked bool Scale float32 Action string } // Screen represents different application screens const ( ScreenMenu = "menu" ScreenThai = "thai" ScreenKorean = "korean" ScreenJapanese = "japanese" ) // LanguageScreenState holds the state for each language screen type LanguageScreenState struct { Textures []rl.Texture2D ImageFiles []string ImagePath string ScrollY int32 Loaded bool Title string Color rl.Color } // getThaiConfig returns configuration for Thai language screen func getThaiConfig() LanguageScreenState { return LanguageScreenState{ ImagePath: "thai/images/", ImageFiles: []string{ "ก_Ko Kai.png", "ข_Kho Khai.png", "ฃ_Kho Khuat.png", "ค_Kho Khwai.png", "ฅ_Kho Khon.png", "ฆ_Kho Rakhang.png", "ง_Ngo Ngai.png", "จ_Cho Chan.png", "ฉ_Cho Ching.png", "ช_Cho Chang.png", "ซ_So So.png", "ฌ_Cho Che.png", "ญ_Yo Ying.png", "ฎ_Do Dek.png", "ฏ_To Tao.png", "ฐ_To Thong.png", "ฑ_To Thung.png", "ฒ_To Thahan.png", "ณ_No Nen.png", "ด_Do Dek.png", "ต_To Tao.png", "ถ_To Thung.png", "ท_To Thahan.png", "ธ_Tho Thong.png", "น_No Nu.png", "บ_Bo Baimai.png", "ป_Po Pla.png", "ผ_Pho Phung.png", "ฝ_Fo Fa.png", "พ_Pho Phan.png", "ฟ_Fo Fan.png", "ภ_Pho Samphao.png", "ม_Mo Ma.png", "ย_Yo Yak.png", "ร_Ro Rua.png", "ล_Lo Ling.png", "ว_Wo Waen.png", "ศ_So Sala.png", "ษ_So Ruezi.png", "ส_So Suan.png", "ห_Ho Hip.png", "ฬ_Lo Chula.png", "อ_O Ang.png", "ฮ_Ho Nokhuk.png", "ะ_Sara A.png", "ั_Sara Aa.png", "า_Sara Aa.png", "ำ_Sara Am.png", "ิ_Sara I.png", "ี_Sara Ii.png", "ึ_Sara Ue.png", "ื_Sara Uee.png", "ุ_Sara U.png", "ู_Sara Uu.png", "เ_Sara E.png", "แ_Sara Ae.png", "โ_Sara O.png", "ใ_Sara Ai Mai Malai.png", "ไ_Sara Ai Mai Muang.png", "ๅ_Sara Ue.png", "ๆ_Sara Uee.png", "๐_Zero.png", "๑_One.png", "๒_Two.png", "๓_Three.png", "๔_Four.png", "๕_Five.png", "๖_Six.png", "๗_Seven.png", "๘_Eight.png", "๙_Nine.png", }, ScrollY: 0, Title: "Thai Characters", Color: rl.Red, } } // getKoreanConfig returns configuration for Korean language screen func getKoreanConfig() LanguageScreenState { return LanguageScreenState{ ImagePath: "korean/images/", ImageFiles: []string{ "ㄱ_Giyeok.png", "ㄲ_SsangGiyeok.png", "ㄴ_Nieun.png", "ㄷ_Dieut.png", "ㄸ_SsangDieut.png", "ㄹ_Rieul.png", "ㅁ_Mieum.png", "ㅂ_Pieup.png", "ㅃ_SsangPieup.png", "ㅅ_Siot.png", "ㅆ_SsangSiot.png", "ㅇ_Ieung.png", "ㅈ_Jieut.png", "ㅉ_SSangJieut.png", "ㅊ_Chieut.png", "ㅋ_Kieuk.png", "ㅌ_Tieut.png", "ㅍ_Pieup.png", "ㅎ_Hieut.png", "ㅏ_A.png", "ㅐ_Ae.png", "ㅑ_Ya.png", "ㅒ_Yae.png", "ㅓ_Eo.png", "ㅔ_E.png", "ㅕ_Yeo.png", "ㅖ_Ye.png", "ㅗ_O.png", "ㅘ_Wa.png", "ㅙ_Wae.png", "ㅚ_Oe.png", "ㅛ_Yo.png", "ㅜ_U.png", "ㅝ_Wo.png", "ㅞ_We.png", "ㅟ_Wi.png", "ㅠ_Yu.png", "ㅡ_Eu.png", "ㅢ_Ui.png", "ㅣ_I.png", "ㄱㅅ_Giyeok-Siot.png", "ㄵ_Nieun-Cieut.png", "ㄶ_Nieun-Hieut.png", "ㄺ_Rieul-Giyeok.png", "ㄻ_Rieul-Mieum.png", "ㄼ_Rieul-Pieup.png", "ㄽ_Rieul-Siot.png", "ㄾ_Rieul-Tieut.png", "ㄿ_Rieul-Phup.png", "ㅀ_Rieul-Hieut.png", "ㅄ_Pieup-Siot.png", "가_Ga.png", "각_Gak.png", "간_Gan.png", "갈_Gal.png", "감_Gam.png", "갑_Gap.png", "강_Gang.png", "개_Gae.png", "객_Gaek.png", "건_Geon.png", "걸_Geol.png", "검_Geom.png", "겁_Geop.png", "게_Ge.png", "격_Gyeok.png", "견_Gyeon.png", "결_Gyeol.png", "겸_Gyeom.png", "겹_Gyeop.png", "경_Gyeong.png", "계_Gye.png", "고_Go.png", "곡_Gok.png", "곤_Gon.png", "골_Gol.png", "공_Gong.png", "과_Gwa.png", "관_Gwan.png", "괄_Gwal.png", "광_Gwang.png", "귀_Gwi.png", "규_Gyu.png", "균_Gyun.png", "굴_Gul.png", "굼_Gum.png", "국_Guk.png", "군_Gun.png", "굽_Gup.png", "굿_Gut.png", "그_Geu.png", }, ScrollY: 0, Title: "Korean Characters", Color: rl.Blue, } } // getJapaneseConfig returns configuration for Japanese language screen func getJapaneseConfig() LanguageScreenState { return LanguageScreenState{ ImagePath: "japanese/images/", ImageFiles: []string{ "あ_a.png", "い_i.png", "う_u.png", "え_e.png", "お_o.png", "か_ka.png", "き_ki.png", "く_ku.png", "け_ke.png", "こ_ko.png", "さ_sa.png", "し_shi.png", "す_su.png", "せ_se.png", "そ_so.png", "た_ta.png", "ち_chi.png", "つ_tsu.png", "て_te.png", "と_to.png", "な_na.png", "に_ni.png", "ぬ_nu.png", "ね_ne.png", "の_no.png", "は_ha.png", "ひ_hi.png", "ふ_fu.png", "へ_he.png", "ほ_ho.png", "ま_ma.png", "み_mi.png", "む_mu.png", "め_me.png", "も_mo.png", "や_ya.png", "ゆ_yu.png", "よ_yo.png", "ら_ra.png", "り_ri.png", "る_ru.png", "れ_re.png", "ろ_ro.png", "わ_wa.png", "ゐ_wi.png", "ゑ_we.png", "を_wo.png", "ん_n.png", "が_ga.png", "ぎ_gi.png", "ぐ_gu.png", "げ_ge.png", "ご_go.png", "ざ_za.png", "じ_ji.png", "ず_zu.png", "ぜ_ze.png", "ぞ_zo.png", "だ_da.png", "ぢ_di.png", "づ_du.png", "で_de.png", "ど_do.png", "ば_ba.png", "び_bi.png", "ぶ_bu.png", "べ_be.png", "ぼ_bo.png", "ぱ_pa.png", "ぴ_pi.png", "ぷ_pu.png", "ぺ_pe.png", "ぽ_po.png", }, ScrollY: 0, Title: "Hiragana Characters", Color: rl.Green, } } func main() { // Initialize window screenWidth := int32(800) screenHeight := int32(450) rl.InitWindow(screenWidth, screenHeight, "Learning Raylib in Go") defer rl.CloseWindow() // Set target FPS rl.SetTargetFPS(60) // Button dimensions and positions buttonWidth := int32(200) buttonHeight := int32(50) buttonSpacing := int32(20) startY := int32(screenHeight/2) - (buttonHeight*3 + buttonSpacing*2)/2 // Create buttons thaiBtn := Button{ Bounds: rl.Rectangle{ X: float32(screenWidth/2 - buttonWidth/2), Y: float32(startY), Width: float32(buttonWidth), Height: float32(buttonHeight), }, Text: "Thai", Color: rl.LightGray, Scale: 1.0, Action: ScreenThai, } koreanBtn := Button{ Bounds: rl.Rectangle{ X: float32(screenWidth/2 - buttonWidth/2), Y: float32(startY + buttonHeight + buttonSpacing), Width: float32(buttonWidth), Height: float32(buttonHeight), }, Text: "Korean", Color: rl.LightGray, Scale: 1.0, Action: ScreenKorean, } japaneseBtn := Button{ Bounds: rl.Rectangle{ X: float32(screenWidth/2 - buttonWidth/2), Y: float32(startY + (buttonHeight+buttonSpacing)*2), Width: float32(buttonWidth), Height: float32(buttonHeight), }, Text: "Japanese", Color: rl.LightGray, Scale: 1.0, Action: ScreenJapanese, } buttons := []*Button{&thaiBtn, &koreanBtn, &japaneseBtn} // Create back button backBtn := Button{ Bounds: rl.Rectangle{ X: float32(20), Y: float32(20), Width: float32(100), Height: float32(40), }, Text: "Back", Color: rl.LightGray, Scale: 1.0, Action: ScreenMenu, } // Current screen state currentScreen := ScreenMenu prevScreen := ScreenMenu // Language screen states thaiConfig := getThaiConfig() koreanConfig := getKoreanConfig() japaneseConfig := getJapaneseConfig() languageStates := map[string]*LanguageScreenState{ ScreenThai: &thaiConfig, ScreenKorean: &koreanConfig, ScreenJapanese: &japaneseConfig, } // Main game loop for !rl.WindowShouldClose() { // Get mouse position mousePos := rl.GetMousePosition() // Handle screen transitions if currentScreen != prevScreen { // Reset button states when changing screens for _, btn := range buttons { btn.Clicked = false btn.Scale = 1.0 } backBtn.Clicked = false backBtn.Scale = 1.0 // Reset language screen state when switching to it if currentScreen != ScreenMenu { state := languageStates[currentScreen] if !state.Loaded { // Load textures for _, imgName := range state.ImageFiles { texture := rl.LoadTexture(state.ImagePath + imgName) if texture.ID != 0 { state.Textures = append(state.Textures, texture) } else { state.Textures = append(state.Textures, rl.Texture2D{}) } } state.Loaded = true } state.ScrollY = 0 } else { // Unload textures when leaving language screens for _, lang := range []string{ScreenThai, ScreenKorean, ScreenJapanese} { if lang != currentScreen { state := languageStates[lang] for _, tex := range state.Textures { if tex.ID != 0 { rl.UnloadTexture(tex) } } state.Textures = nil state.Loaded = false } } } prevScreen = currentScreen } // Update button states and handle clicks // Handle back button on language screens if currentScreen != ScreenMenu { backBtn.Hovered = rl.CheckCollisionPointRec(mousePos, backBtn.Bounds) // Handle click animation for back button if backBtn.Clicked { backBtn.Scale += 0.05 if backBtn.Scale >= 1.1 { backBtn.Clicked = false } } else if backBtn.Scale > 1.0 { backBtn.Scale -= 0.05 if backBtn.Scale < 1.0 { backBtn.Scale = 1.0 } } else { backBtn.Scale = 1.0 } // Handle back button click if backBtn.Hovered && rl.IsMouseButtonPressed(rl.MouseLeftButton) { backBtn.Clicked = true backBtn.Scale = 0.95 currentScreen = ScreenMenu } } // Update main menu buttons for _, btn := range buttons { btn.Hovered = rl.CheckCollisionPointRec(mousePos, btn.Bounds) // Handle click animation if btn.Clicked { btn.Scale += 0.05 if btn.Scale >= 1.1 { btn.Clicked = false } } else if btn.Scale > 1.0 { btn.Scale -= 0.05 if btn.Scale < 1.0 { btn.Scale = 1.0 } } else { btn.Scale = 1.0 } // Handle click - only on menu screen if currentScreen == ScreenMenu && btn.Hovered && rl.IsMouseButtonPressed(rl.MouseLeftButton) { btn.Clicked = true btn.Scale = 0.95 currentScreen = btn.Action } } // Begin drawing rl.BeginDrawing() // Clear background rl.ClearBackground(rl.RayWhite) // Draw appropriate screen switch currentScreen { case ScreenMenu: // Draw title rl.DrawText("Main Menu", int32(screenWidth/2)-50, startY-60, 30, rl.Black) // Draw buttons for _, btn := range buttons { // Calculate scaled bounds for animation scaledWidth := btn.Bounds.Width * btn.Scale scaledHeight := btn.Bounds.Height * btn.Scale scaledX := btn.Bounds.X - (scaledWidth-btn.Bounds.Width)/2 scaledY := btn.Bounds.Y - (scaledHeight-btn.Bounds.Height)/2 // Draw button with animation if btn.Hovered { rl.DrawRectangleRec(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, rl.DarkGray) } else { rl.DrawRectangleRec(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, btn.Color) } rl.DrawRectangleLinesEx(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, 2, rl.Black) // Draw text textWidth := rl.MeasureText(btn.Text, 20) textX := int32(scaledX) + int32(scaledWidth)/2 - textWidth/2 textY := int32(scaledY) + int32(scaledHeight)/2 - 10 rl.DrawText(btn.Text, textX, textY, 20, rl.Black) } default: // Language screens state := languageStates[currentScreen] // Draw back button scaledWidth := backBtn.Bounds.Width * backBtn.Scale scaledHeight := backBtn.Bounds.Height * backBtn.Scale scaledX := backBtn.Bounds.X - (scaledWidth-backBtn.Bounds.Width)/2 scaledY := backBtn.Bounds.Y - (scaledHeight-backBtn.Bounds.Height)/2 // Draw button with animation if backBtn.Hovered { rl.DrawRectangleRec(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, rl.DarkGray) } else { rl.DrawRectangleRec(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, backBtn.Color) } rl.DrawRectangleLinesEx(rl.Rectangle{X: scaledX, Y: scaledY, Width: scaledWidth, Height: scaledHeight}, 2, rl.Black) // Draw text textWidth := rl.MeasureText(backBtn.Text, 20) textX := int32(scaledX) + int32(scaledWidth)/2 - textWidth/2 textY := int32(scaledY) + int32(scaledHeight)/2 - 10 rl.DrawText(backBtn.Text, textX, textY, 20, rl.Black) // Draw title rl.DrawText(state.Title, 140, 20, 30, state.Color) // Grid layout columns := 7 imageWidth := int32(64) imageHeight := int32(64) spacing := int32(10) startX := int32(20) startY := int32(60) // Draw images in grid for i, texture := range state.Textures { if texture.ID != 0 { row := i / columns col := i % columns x := startX + int32(col)*(imageWidth+spacing) y := startY + int32(row)*(imageHeight+spacing) - state.ScrollY // Draw background for image rl.DrawRectangle(x, y, imageWidth, imageHeight, rl.LightGray) // Draw the texture rl.DrawTexture(texture, int32(x), int32(y), rl.White) // Draw border rl.DrawRectangleLines(x, y, imageWidth, imageHeight, rl.Black) } } // Handle scroll with mouse wheel scroll := rl.GetMouseWheelMove() if scroll != 0 { state.ScrollY += int32(scroll) * 10 if state.ScrollY < 0 { state.ScrollY = 0 } } // Draw scroll hint rl.DrawText("Use mouse wheel to scroll", screenWidth/2-100, screenHeight-30, 16, rl.Gray) } // Draw FPS counter rl.DrawFPS(10, 10) // End drawing rl.EndDrawing() } } // Required for raylib-go on some platforms func init() { runtime.LockOSThread() }