raylib/games/arkanoid.c

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/*******************************************************************************************
*
* raylib - sample game: arkanoid
*
* Sample game Marc Palau and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
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#if defined(PLATFORM_ANDROID)
#include "android_native_app_glue.h"
#endif
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_MAX_LIFE 5
#define LINES_OF_BRICKS 5
#define BRICKS_PER_LINE 20
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
typedef struct Player {
Vector2 position;
Vector2 size;
int life;
} Player;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
typedef struct Brick {
Vector2 position;
bool active;
} Brick;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static bool gameOver;
static bool pause;
static Player player;
static Ball ball;
static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE];
static Vector2 brickSize;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
void android_main(struct android_app *app)
#else
int main(void)
#endif
{
// Initialization
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//---------------------------------------------------------
#if defined(PLATFORM_ANDROID)
InitWindow(screenWidth, screenHeight, app);
#else
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
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#endif
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
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// Update and Draw
//----------------------------------------------------------------------------------
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UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
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#if !defined(PLATFORM_ANDROID)
return 0;
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#endif
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 };
// Initialize player
player.position = (Vector2){ screenWidth/2, screenHeight*7/8 };
player.size = (Vector2){ screenWidth/10, 20 };
player.life = PLAYER_MAX_LIFE;
// Initialize ball
ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 };
ball.speed = (Vector2){ 0, 0 };
ball.radius = 7;
ball.active = false;
// Initialize bricks
int initialDownPosition = 50;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition };
brick[i][j].active = true;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
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// Player movement logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
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// Ball launching logic
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
{
ball.active = true;
ball.speed = (Vector2){ 0, -5 };
}
}
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// Ball movement logic
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Collision logic: ball vs walls
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
// Game over logic
if (player.life <= 0) gameOver = true;
else
{
gameOver = true;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active) gameOver = false;
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw player bar
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
// Draw player lives
for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
// Draw ball
DrawCircleV(ball.position, ball.radius, MAROON);
// Draw bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
}
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}