298 lines
10 KiB
Lua
298 lines
10 KiB
Lua
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--[[
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raylib - sample game: arkanoid
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Sample game Marc Palau and Ramon Santamaria
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This game has been created using raylib v1.3 (www.raylib.com)
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raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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Copyright (c) 2015 Ramon Santamaria (@raysan5)
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Translated to Lua by Ghassan Al-Mashareqa (ghassan@ghassan.pl)
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--]]
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------------------------------------------------------------------------------------
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-- Some Defines
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------------------------------------------------------------------------------------
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PLAYER_MAX_LIFE = 5
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LINES_OF_BRICKS = 5
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BRICKS_PER_LINE = 20
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------------------------------------------------------------------------------------
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-- Types and Structures Definition
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------------------------------------------------------------------------------------
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GameScreen = { LOGO = 0, TITLE = 1, GAMEPLAY = 2, ENDING = 3 }
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function Player()
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return { position = Vector2(0,0), size = Vector2(0,0), life = 0 }
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end
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function Ball()
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return { position = Vector2(0,0), speed = Vector2(0,0), radius = 0, active = false }
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end
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function Brick()
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return { position = Vector2(0,0), active = false }
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end
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--------------------------------------------------------------------------------------
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-- Global Variables Declaration
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--------------------------------------------------------------------------------------
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screenWidth = 800;
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screenHeight = 450;
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framesCounter = 0;
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gameOver = false;
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pause = false;
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player = Player()
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ball = Ball()
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brick = {}--[LINES_OF_BRICKS][BRICKS_PER_LINE];
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for i = 0, LINES_OF_BRICKS-1 do
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brick[i] = {}
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for j = 0, BRICKS_PER_LINE-1 do
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brick[i][j] = Brick()
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end
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end
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brickSize = Vector2(0,0)
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--------------------------------------------------------------------------------------
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-- Module Functions Definitions (local)
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--------------------------------------------------------------------------------------
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-- Initialize game variables
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function InitGame()
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brickSize = Vector2(GetScreenWidth()/BRICKS_PER_LINE, 40)
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-- Initialize player
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player.position = Vector2(screenWidth/2, screenHeight*7/8)
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player.size = Vector2(screenWidth/10, 20)
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player.life = PLAYER_MAX_LIFE;
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-- Initialize ball
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ball.position = Vector2(screenWidth/2, screenHeight*7/8 - 30)
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ball.speed = Vector2(0, 0)
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ball.radius = 7;
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ball.active = false;
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-- Initialize bricks
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local initialDownPosition = 50;
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for i = 0, LINES_OF_BRICKS-1 do
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for j = 0, BRICKS_PER_LINE-1 do
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brick[i][j].position = Vector2(j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition)
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brick[i][j].active = true;
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end
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end
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end
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-- Update game (one frame)
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function UpdateGame()
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if (not gameOver) then
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if (IsKeyPressed(KEY.P)) then pause = not pause; end
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if (not pause) then
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-- Player movement
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if (IsKeyDown(KEY.LEFT)) then player.position.x = player.position.x - 5; end
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if ((player.position.x - player.size.x/2) <= 0) then player.position.x = player.size.x/2; end
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if (IsKeyDown(KEY.RIGHT)) then player.position.x = player.position.x + 5; end
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if ((player.position.x + player.size.x/2) >= screenWidth) then player.position.x = screenWidth - player.size.x/2; end
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-- Launch ball
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if (not ball.active) then
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if (IsKeyPressed(KEY.SPACE)) then
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ball.active = true;
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ball.speed = Vector2(0, -5)
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end
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end
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UpdateBall();
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-- Game over logic
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if (player.life <= 0) then
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gameOver = true;
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else
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gameOver = true;
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for i = 0, LINES_OF_BRICKS-1 do
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for j = 0, BRICKS_PER_LINE-1 do
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if (brick[i][j].active) then gameOver = false; end
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end
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end
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end
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end
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else
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if (IsKeyPressed(KEY.ENTER)) then
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InitGame();
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gameOver = false;
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end
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end
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end
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-- Draw game (one frame)
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function DrawGame()
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (not gameOver) then
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-- Draw player bar
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DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
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-- Draw player lives
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for i = 0, player.life-1 do
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DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
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end
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-- Draw ball
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DrawCircleV(ball.position, ball.radius, MAROON);
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-- Draw bricks
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for i = 0, LINES_OF_BRICKS-1 do
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for j = 0, BRICKS_PER_LINE-1 do
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if (brick[i][j].active) then
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if ((i + j) % 2 == 0) then
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DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
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else
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DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
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end
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end
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end
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end
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if (pause) then
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DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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end
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else
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DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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end
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EndDrawing();
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end
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-- Unload game variables
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function UnloadGame()
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-- TODO: Unload all dynamic loaded data (textures, sounds, models...)
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end
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-- Update and Draw (one frame)
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function UpdateDrawFrame()
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UpdateGame();
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DrawGame();
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end
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----------------------------------------------------------------------------------------
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-- Additional module functions
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----------------------------------------------------------------------------------------
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function UpdateBall()
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-- Update position
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if (ball.active) then
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ball.position.x = ball.position.x + ball.speed.x;
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ball.position.y = ball.position.y + ball.speed.y;
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else
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ball.position = Vector2(player.position.x, screenHeight*7/8 - 30);
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end
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-- Bounce in x
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if (((ball.position.x + ball.radius) >= screenWidth) or ((ball.position.x - ball.radius) <= 0))
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then
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ball.speed.x = ball.speed.x * -1;
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end
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-- Bounce in y
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if ((ball.position.y - ball.radius) <= 0) then
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ball.speed.y = ball.speed.y * -1;
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end
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-- Ball reaches bottom of the screen
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if ((ball.position.y + ball.radius) >= screenHeight) then
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ball.speed = Vector2(0, 0);
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ball.active = false;
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player.life = player.life - 1;
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end
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-- Collision logic: ball vs player
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if CheckCollisionCircleRec(ball.position, ball.radius,
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Rectangle(
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player.position.x - player.size.x/2,
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player.position.y - player.size.y/2,
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player.size.x,
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player.size.y)) then
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if (ball.speed.y > 0) then
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ball.speed.y = ball.speed.y * -1;
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ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
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end
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end
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-- Collision logic: ball vs bricks
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for i = 0,LINES_OF_BRICKS-1 do
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for j = 0,BRICKS_PER_LINE-1 do
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if (brick[i][j].active) then
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-- Hit below
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if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) and
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((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) and
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((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y < 0))
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then
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brick[i][j].active = false;
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ball.speed.y = ball.speed.y * -1;
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-- Hit above
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elseif (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) and
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((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) and
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((math.abs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) and (ball.speed.y > 0))
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then
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brick[i][j].active = false;
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ball.speed.y = ball.speed.y * -1;
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-- Hit left
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elseif (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) and
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((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) and
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((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x > 0))
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then
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brick[i][j].active = false;
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ball.speed.x = ball.speed.x * -1;
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-- Hit right
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elseif (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) and
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((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) and
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((math.abs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) and (ball.speed.x < 0))
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then
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brick[i][j].active = false;
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ball.speed.x = ball.speed.x * -1;
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end
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end
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end
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end
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end
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InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
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InitGame();
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SetTargetFPS(60);
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----------------------------------------------------------------------------------------
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-- Main game loop
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while (not WindowShouldClose()) -- Detect window close button or ESC key
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do
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-- Update
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------------------------------------------------------------------------------------
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UpdateGame();
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------------------------------------------------------------------------------------
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-- Draw
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------------------------------------------------------------------------------------
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DrawGame();
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------------------------------------------------------------------------------------
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end
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UnloadGame(); -- Unload loaded data (textures, sounds, models...)
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CloseWindow(); -- Close window and OpenGL context
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