raylib/games/samples/pang.c

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/*******************************************************************************************
*
* raylib - sample game: pang
*
* Sample game developed by Ian Eito, Albert Martos 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 <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_SPEED 5
#define METEORS_SPEED 2
#define NUM_SHOOTS 1
#define NUM_BIG_METEORS 2
#define NUM_MEDIUM_METEORS 4
#define NUM_SMALL_METEORS 8
#define SHIP_BASE_SIZE 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
Color color;
} Shoot;
typedef struct BigMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} BigMeteor;
typedef struct MediumMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} MediumMeteor;
typedef struct SmallMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} SmallMeteor;
typedef struct Points {
char letter;
Vector2 position;
int value;
Color color;
float alpha;
} Points;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static Player player;
static Shoot shoot[NUM_SHOOTS];
static BigMeteor bigMeteor[NUM_BIG_METEORS];
static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
static Points points[5];
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight;
static float gravity;
static int countMediumMeteors;
static int countSmallMeteors;
static int meteorsDestroyed;
static Vector2 linePosition;
static bool victory;
static bool lose;
static bool awake;
//------------------------------------------------------------------------------------
// 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)
static void InitShoot(Shoot shoot);
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
InitWindow(screenWidth, screenHeight, "sample game: pang");
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
{
// Update
//----------------------------------------------------------------------------------
UpdateGame();
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
DrawGame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
static void InitGame(void)
{
int posx, posy;
int velx = 0;
int vely = 0;
framesCounter = 0;
gameOver = false;
pause = false;
score = 0;
victory = false;
lose = false;
awake = true;
gravity = 0.25f;
linePosition = (Vector2){ 0.0f , 0.0f };
shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){ screenWidth/2, screenHeight };
player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
player.rotation = 0;
player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
player.color = LIGHTGRAY;
meteorsDestroyed = 0;
// Initialize shoots
for (int i = 0; i < NUM_SHOOTS; i++)
{
shoot[i].position = (Vector2){ 0, 0 };
shoot[i].speed = (Vector2){ 0, 0 };
shoot[i].radius = 2;
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
shoot[i].color = WHITE;
}
// Initialize big meteors
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
bigMeteor[i].radius = 40.0f;
posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
bigMeteor[i].position = (Vector2){ posx, posy };
while ((velx == 0) || (vely == 0))
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
bigMeteor[i].speed = (Vector2){ velx, vely };
bigMeteor[i].points = 200;
bigMeteor[i].active = true;
bigMeteor[i].color = BLUE;
}
// Initialize medium meteors
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
mediumMeteor[i].radius = 20.0f;
mediumMeteor[i].points = 100;
mediumMeteor[i].active = false;
mediumMeteor[i].color = BLUE;
}
// Initialize small meteors
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){ -100, -100 };
smallMeteor[i].speed = (Vector2){ 0, 0 };
smallMeteor[i].radius = 10.0f;
smallMeteor[i].points = 50;
smallMeteor[i].active = false;
smallMeteor[i].color = BLUE;
}
// Initialize animated points
for (int i = 0; i < 5; i++)
{
points[i].position = (Vector2){ 0, 0 };
points[i].value = 0;
points[i].alpha = 0.0f;
}
countMediumMeteors = 0;
countSmallMeteors = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (awake)
{
// Player logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
// Wall behaviour for player
if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2;
else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2;
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
linePosition = (Vector2){ player.position.x, player.position.y};
shoot[i].active = true;
shoot[i].speed.y = MAX_SPEED;
break;
}
}
}
// Shoot life timer
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].position.y -= shoot[i].speed.y;
// Wall behaviour for shoot
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.x < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
if (shoot[i].position.y > screenHeight + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.y < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Life of shoot
if (shoot[i].lifeSpawn >= 120)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Player collision with meteors
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
{
gameOver = true;
}
}
// Meteor logic
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
// movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
// wall behaviour
if (((bigMeteor[i].position.x + bigMeteor[i].radius) >= screenWidth) || ((bigMeteor[i].position.x - bigMeteor[i].radius) <= 0)) bigMeteor[i].speed.x *= -1;
if ((bigMeteor[i].position.y - bigMeteor[i].radius) <= 0) bigMeteor[i].speed.y *= -1.5;
if ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
{
bigMeteor[i].speed.y *= -1;
bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
}
bigMeteor[i].speed.y += gravity;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// Movement logic
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// Wall behaviour
if (mediumMeteor[i].position.x + mediumMeteor[i].radius >= screenWidth || mediumMeteor[i].position.x - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.x *= -1;
if (mediumMeteor[i].position.y - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.y *= -1;
if (mediumMeteor[i].position.y + mediumMeteor[i].radius >= screenHeight)
{
mediumMeteor[i].speed.y *= -1;
mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
}
mediumMeteor[i].speed.y += gravity + 0.12f;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x + smallMeteor[i].radius >= screenWidth || smallMeteor[i].position.x - smallMeteor[i].radius <= 0) smallMeteor[i].speed.x *= -1;
if (smallMeteor[i].position.y - smallMeteor[i].radius <= 0) smallMeteor[i].speed.y *= -1;
if (smallMeteor[i].position.y + smallMeteor[i].radius >= screenHeight)
{
smallMeteor[i].speed.y *= -1;
smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
}
smallMeteor[i].speed.y += gravity + 0.25f;
}
}
// Collision behaviour
for (int i = 0; i < NUM_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < NUM_BIG_METEORS; a++)
{
if (bigMeteor[a].active && (bigMeteor[a].position.x - bigMeteor[a].radius <= linePosition.x && bigMeteor[a].position.x + bigMeteor[a].radius >= linePosition.x)
&& (bigMeteor[a].position.y + bigMeteor[a].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
meteorsDestroyed++;
score += bigMeteor[a].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = bigMeteor[a].position;
points[z].value = bigMeteor[a].points;
points[z].color = RED;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if ((countMediumMeteors%2) == 0)
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED};
}
else
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED};
}
mediumMeteor[countMediumMeteors].active = true;
countMediumMeteors ++;
}
bigMeteor[a].color = RED;
a = NUM_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && (mediumMeteor[b].position.x - mediumMeteor[b].radius <= linePosition.x && mediumMeteor[b].position.x + mediumMeteor[b].radius >= linePosition.x)
&& (mediumMeteor[b].position.y + mediumMeteor[b].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
meteorsDestroyed++;
score += mediumMeteor[b].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = mediumMeteor[b].position;
points[z].value = mediumMeteor[b].points;
points[z].color = GREEN;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if (countSmallMeteors%2 == 0)
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED*-1};
}
else
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED*-1};
}
smallMeteor[countSmallMeteors].active = true;
countSmallMeteors ++;
}
mediumMeteor[b].color = GREEN;
b = NUM_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < NUM_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && (smallMeteor[c].position.x - smallMeteor[c].radius <= linePosition.x && smallMeteor[c].position.x + smallMeteor[c].radius >= linePosition.x)
&& (smallMeteor[c].position.y + smallMeteor[c].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
score += smallMeteor[c].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = smallMeteor[c].position;
points[z].value = smallMeteor[c].points;
points[z].color = YELLOW;
points[z].alpha = 1.0f;
z = 5;
}
}
c = NUM_SMALL_METEORS;
}
}
}
}
for (int z = 0; z < 5; z++)
{
if (points[z].alpha > 0.0f)
{
points[z].position.y -= 2;
points[z].alpha -= 0.02f;
}
if (points[z].alpha < 0.0f) points[z].alpha = 0.0f;
}
if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true;
}
else
{
framesCounter++;
if (framesCounter%180 == 0) awake = false;
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(DARKGRAY);
if (!gameOver)
{
// Draw player
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
DrawTriangleLines(v1, v2, v3, player.color);
// Draw meteor
for (int i = 0;i < NUM_BIG_METEORS; i++)
{
if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
else
{
DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
//DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
}
}
for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
else
{
DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
//DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
}
}
for (int i = 0;i < NUM_SMALL_METEORS; i++)
{
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
else
{
DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
//DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f));
}
}
// Draw shoot
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
}
for (int z = 0; z < 5; z++)
{
if (points[z].alpha > 0.0f)
{
DrawText(FormatText("+%i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(points[z].color, points[z].alpha));
}
}
// Draw Text
DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY);
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
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();
}