692 lines
27 KiB
C
692 lines
27 KiB
C
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/*******************************************************************************************
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*
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* raylib - sample game: pang
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*
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* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
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*
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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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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define MAX_SPEED 5
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#define METEORS_SPEED 2
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#define NUM_SHOOTS 1
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#define NUM_BIG_METEORS 2
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#define NUM_MEDIUM_METEORS 4
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#define NUM_SMALL_METEORS 8
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#define SHIP_BASE_SIZE 20.0f
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Player {
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Vector2 position;
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Vector2 speed;
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float rotation;
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Vector3 collider;
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Color color;
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} Player;
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typedef struct Shoot {
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Vector2 position;
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Vector2 speed;
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float radius;
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float rotation;
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int lifeSpawn;
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bool active;
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Color color;
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} Shoot;
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typedef struct BigMeteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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int points;
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bool active;
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Color color;
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} BigMeteor;
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typedef struct MediumMeteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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int points;
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bool active;
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Color color;
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} MediumMeteor;
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typedef struct SmallMeteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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int points;
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bool active;
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Color color;
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} SmallMeteor;
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typedef struct Points {
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char letter;
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Vector2 position;
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int value;
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Color color;
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float alpha;
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} Points;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static int screenWidth = 800;
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static int screenHeight = 450;
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static int framesCounter;
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static bool gameOver;
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static bool pause;
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static int score;
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static Player player;
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static Shoot shoot[NUM_SHOOTS];
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static BigMeteor bigMeteor[NUM_BIG_METEORS];
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static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
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static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
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static Points points[5];
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// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
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static float shipHeight;
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static float gravity;
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static int countMediumMeteors;
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static int countSmallMeteors;
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static int meteorsDestroyed;
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static Vector2 linePosition;
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static bool victory;
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static bool lose;
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static bool awake;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void InitGame(void); // Initialize game
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static void UpdateGame(void); // Update game (one frame)
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static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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static void InitShoot(Shoot shoot);
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static void DrawSpaceship(Vector2 position, float rotation, Color color);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main()
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{
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InitWindow(screenWidth, screenHeight, "sample game: pang");
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InitGame();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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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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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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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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//--------------------------------------------------------------------------------------
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return 0;
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}
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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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static void InitGame(void)
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{
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int posx, posy;
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int velx = 0;
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int vely = 0;
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framesCounter = 0;
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gameOver = false;
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pause = false;
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score = 0;
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victory = false;
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lose = false;
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awake = true;
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gravity = 0.25f;
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linePosition = (Vector2){ 0.0f , 0.0f };
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shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
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// Initialization player
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player.position = (Vector2){ screenWidth/2, screenHeight };
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player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
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player.rotation = 0;
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player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
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player.color = LIGHTGRAY;
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meteorsDestroyed = 0;
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// Initialize shoots
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for (int i = 0; i < NUM_SHOOTS; i++)
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{
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shoot[i].position = (Vector2){ 0, 0 };
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shoot[i].speed = (Vector2){ 0, 0 };
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shoot[i].radius = 2;
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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shoot[i].color = WHITE;
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}
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// Initialize big meteors
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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{
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bigMeteor[i].radius = 40.0f;
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posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
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posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
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bigMeteor[i].position = (Vector2){ posx, posy };
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while ((velx == 0) || (vely == 0))
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{
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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}
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bigMeteor[i].speed = (Vector2){ velx, vely };
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bigMeteor[i].points = 200;
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bigMeteor[i].active = true;
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bigMeteor[i].color = BLUE;
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}
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// Initialize medium meteors
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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{
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mediumMeteor[i].position = (Vector2){-100, -100};
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mediumMeteor[i].speed = (Vector2){0,0};
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mediumMeteor[i].radius = 20.0f;
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mediumMeteor[i].points = 100;
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mediumMeteor[i].active = false;
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mediumMeteor[i].color = BLUE;
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}
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// Initialize small meteors
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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{
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smallMeteor[i].position = (Vector2){ -100, -100 };
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smallMeteor[i].speed = (Vector2){ 0, 0 };
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smallMeteor[i].radius = 10.0f;
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smallMeteor[i].points = 50;
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smallMeteor[i].active = false;
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smallMeteor[i].color = BLUE;
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}
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// Initialize animated points
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for (int i = 0; i < 5; i++)
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{
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points[i].position = (Vector2){ 0, 0 };
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points[i].value = 0;
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points[i].alpha = 0.0f;
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}
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countMediumMeteors = 0;
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countSmallMeteors = 0;
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}
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// Update game (one frame)
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void UpdateGame(void)
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{
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if (!gameOver)
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{
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if (IsKeyPressed('P')) pause = !pause;
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if (!pause)
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{
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if (awake)
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{
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// Player logic
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if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
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// Wall behaviour for player
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if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2;
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else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2;
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// Activation of shoot
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if (IsKeyPressed(KEY_SPACE))
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{
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for (int i = 0; i < NUM_SHOOTS; i++)
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{
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if (!shoot[i].active)
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{
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shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
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linePosition = (Vector2){ player.position.x, player.position.y};
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shoot[i].active = true;
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shoot[i].speed.y = MAX_SPEED;
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break;
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}
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}
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}
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// Shoot life timer
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for (int i = 0; i < NUM_SHOOTS; i++)
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{
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if (shoot[i].active) shoot[i].lifeSpawn++;
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}
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// Shot logic
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for (int i = 0; i < NUM_SHOOTS; i++)
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{
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if (shoot[i].active)
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{
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// Movement
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shoot[i].position.y -= shoot[i].speed.y;
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// Wall behaviour for shoot
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if (shoot[i].position.x > screenWidth + shoot[i].radius)
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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else if (shoot[i].position.x < 0 - shoot[i].radius)
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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if (shoot[i].position.y > screenHeight + shoot[i].radius)
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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else if (shoot[i].position.y < 0 - shoot[i].radius)
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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// Life of shoot
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if (shoot[i].lifeSpawn >= 120)
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{
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shoot[i].position = (Vector2){0, 0};
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shoot[i].speed = (Vector2){0, 0};
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shoot[i].lifeSpawn = 0;
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shoot[i].active = false;
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}
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}
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}
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// Player collision with meteors
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player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
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{
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gameOver = true;
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}
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
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{
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gameOver = true;
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}
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
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{
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gameOver = true;
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}
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}
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// Meteor logic
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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{
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if (bigMeteor[i].active)
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{
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// movement
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bigMeteor[i].position.x += bigMeteor[i].speed.x;
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bigMeteor[i].position.y += bigMeteor[i].speed.y;
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// wall behaviour
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if (((bigMeteor[i].position.x + bigMeteor[i].radius) >= screenWidth) || ((bigMeteor[i].position.x - bigMeteor[i].radius) <= 0)) bigMeteor[i].speed.x *= -1;
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if ((bigMeteor[i].position.y - bigMeteor[i].radius) <= 0) bigMeteor[i].speed.y *= -1.5;
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if ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
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{
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bigMeteor[i].speed.y *= -1;
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bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
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}
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bigMeteor[i].speed.y += gravity;
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}
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active)
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{
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// Movement logic
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mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
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mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
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// Wall behaviour
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if (mediumMeteor[i].position.x + mediumMeteor[i].radius >= screenWidth || mediumMeteor[i].position.x - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.x *= -1;
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if (mediumMeteor[i].position.y - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.y *= -1;
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if (mediumMeteor[i].position.y + mediumMeteor[i].radius >= screenHeight)
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{
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mediumMeteor[i].speed.y *= -1;
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mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
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}
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mediumMeteor[i].speed.y += gravity + 0.12f;
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}
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active)
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{
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// movement
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smallMeteor[i].position.x += smallMeteor[i].speed.x;
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smallMeteor[i].position.y += smallMeteor[i].speed.y;
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// wall behaviour
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if (smallMeteor[i].position.x + smallMeteor[i].radius >= screenWidth || smallMeteor[i].position.x - smallMeteor[i].radius <= 0) smallMeteor[i].speed.x *= -1;
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if (smallMeteor[i].position.y - smallMeteor[i].radius <= 0) smallMeteor[i].speed.y *= -1;
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if (smallMeteor[i].position.y + smallMeteor[i].radius >= screenHeight)
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{
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smallMeteor[i].speed.y *= -1;
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smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
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}
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smallMeteor[i].speed.y += gravity + 0.25f;
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}
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}
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// Collision behaviour
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for (int i = 0; i < NUM_SHOOTS; i++)
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{
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if ((shoot[i].active))
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||
|
{
|
||
|
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();
|
||
|
}
|