571 lines
22 KiB
C
571 lines
22 KiB
C
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/*******************************************************************************************
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*
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* raylib - sample game: gorilas
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*
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* Sample game Marc Palau 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 <stdio.h>
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#include <stdlib.h>
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#include <time.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_BUILDINGS 15
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#define MAX_EXPLOSIONS 200
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#define MAX_PLAYERS 2
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#define BUILDING_RELATIVE_ERROR 30 // Building size random range %
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#define BUILDING_MIN_RELATIVE_HEIGHT 20 // Minimum height in % of the screenHeight
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#define BUILDING_MAX_RELATIVE_HEIGHT 60 // Maximum height in % of the screenHeight
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#define BUILDING_MIN_GRAYSCALE_COLOR 120 // Minimum gray color for the buildings
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#define BUILDING_MAX_GRAYSCALE_COLOR 200 // Maximum gray color for the buildings
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#define MIN_PLAYER_POSITION 5 // Minimum x position %
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#define MAX_PLAYER_POSITION 20 // Maximum x position %
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#define GRAVITY 9.81f
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#define DELTA_FPS 60
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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 size;
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Vector2 aimingPoint;
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int aimingAngle;
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int aimingPower;
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Vector2 previousPoint;
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int previousAngle;
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int previousPower;
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Vector2 impactPoint;
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bool isLeftTeam; // This player belongs to the left or to the right team
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bool isPlayer; // If is a player or an AI
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bool isAlive;
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} Player;
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typedef struct Building {
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Rectangle rectangle;
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Color color;
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} Building;
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typedef struct Explosion {
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Vector2 position;
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int radius;
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bool active;
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} Explosion;
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typedef struct Ball {
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Vector2 position;
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Vector2 speed;
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int radius;
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bool active;
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} Ball;
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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 bool gameOver = false;
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static bool pause = false;
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static Player player[MAX_PLAYERS];
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static Building building[MAX_BUILDINGS];
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static Explosion explosion[MAX_EXPLOSIONS];
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static Ball ball;
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static int playerTurn = 0;
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static bool ballOnAir = false;
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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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// Additional module functions
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static void InitBuildings(void);
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static void InitPlayers(void);
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static bool UpdatePlayer(int playerTurn);
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static bool UpdateBall(int playerTurn);
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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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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "sample game: gorilas");
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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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void InitGame(void)
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{
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// Init shoot
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ball.radius = 10;
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ballOnAir = false;
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ball.active = false;
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InitBuildings();
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InitPlayers();
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// Init explosions
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for (int i = 0; i < MAX_EXPLOSIONS; i++)
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{
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explosion[i].position = (Vector2){ 0.0f, 0.0f };
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explosion[i].radius = 30;
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explosion[i].active = false;
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}
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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 (!ballOnAir) ballOnAir = UpdatePlayer(playerTurn); // If we are aiming
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else
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{
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if (UpdateBall(playerTurn)) // If collision
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{
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// Game over logic
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bool leftTeamAlive = false;
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bool rightTeamAlive = false;
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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if (player[i].isAlive)
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{
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if (player[i].isLeftTeam) leftTeamAlive = true;
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if (!player[i].isLeftTeam) rightTeamAlive = true;
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}
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}
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if (leftTeamAlive && rightTeamAlive)
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{
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ballOnAir = false;
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ball.active = false;
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playerTurn++;
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if (playerTurn == MAX_PLAYERS) playerTurn = 0;
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}
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else
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{
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gameOver = true;
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// if (leftTeamAlive) left team wins
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// if (rightTeamAlive) right team wins
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}
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}
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}
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}
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}
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else
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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InitGame();
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gameOver = false;
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}
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}
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}
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// Draw game (one frame)
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void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw buildings
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for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(building[i].rectangle, building[i].color);
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// Draw explosions
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for (int i = 0; i < MAX_EXPLOSIONS; i++)
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{
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if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, explosion[i].radius, RAYWHITE);
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}
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// Draw players
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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if (player[i].isAlive)
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{
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if (player[i].isLeftTeam) DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
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player[i].size.x, player[i].size.y, BLUE);
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else DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
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player[i].size.x, player[i].size.y, RED);
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}
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}
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// Draw ball
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if (ball.active) DrawCircle(ball.position.x, ball.position.y, ball.radius, MAROON);
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// Draw the angle and the power of the aim, and the previous ones
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if (!ballOnAir)
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{
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// Draw shot information
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/*
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if (player[playerTurn].isLeftTeam)
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{
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DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
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DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
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DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
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DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
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DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
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DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
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}
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else
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{
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DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
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DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
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DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
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DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
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DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
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DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE);
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}
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*/
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// Draw aim
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if (player[playerTurn].isLeftTeam)
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{
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// Previous aiming
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DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
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(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
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player[playerTurn].previousPoint, GRAY);
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// Actual aiming
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DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
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(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
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player[playerTurn].aimingPoint, DARKBLUE);
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}
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else
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{
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// Previous aiming
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DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
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(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
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player[playerTurn].previousPoint, GRAY);
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// Actual aiming
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DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
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(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
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player[playerTurn].aimingPoint, MAROON);
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}
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}
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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else 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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EndDrawing();
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}
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// Unload game variables
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void UnloadGame(void)
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{
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// TODO: Unload all dynamic loaded data (textures, sounds, models...)
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}
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// Update and Draw (one frame)
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void UpdateDrawFrame(void)
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{
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UpdateGame();
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DrawGame();
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}
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//--------------------------------------------------------------------------------------
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// Additional module functions
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//--------------------------------------------------------------------------------------
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static void InitBuildings(void)
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{
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// Horizontal generation
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int currentWidth = 0;
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// We make sure the absolute error randomly generated for each building, has as a minimum value the screenWidth.
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// This way all the screen will be filled with buildings. Each building will have a different, random width.
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float relativeWidth = 100/(100 - BUILDING_RELATIVE_ERROR);
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float buildingWidthMean = (screenWidth*relativeWidth/MAX_BUILDINGS) + 1; // We add one to make sure we will cover the whole screen.
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// Vertical generation
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int currentHeighth = 0;
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int grayLevel;
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// Creation
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for (int i = 0; i < MAX_BUILDINGS; i++)
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{
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// Horizontal
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building[i].rectangle.x = currentWidth;
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building[i].rectangle.width = GetRandomValue(buildingWidthMean*(100 - BUILDING_RELATIVE_ERROR/2)/100 + 1, buildingWidthMean*(100 + BUILDING_RELATIVE_ERROR)/100);
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currentWidth += building[i].rectangle.width;
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// Vertical
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currentHeighth = GetRandomValue(BUILDING_MIN_RELATIVE_HEIGHT, BUILDING_MAX_RELATIVE_HEIGHT);
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building[i].rectangle.y = screenHeight - (screenHeight*currentHeighth/100);
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building[i].rectangle.height = screenHeight*currentHeighth/100 + 1;
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// Color
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grayLevel = GetRandomValue(BUILDING_MIN_GRAYSCALE_COLOR, BUILDING_MAX_GRAYSCALE_COLOR);
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building[i].color = (Color){ grayLevel, grayLevel, grayLevel, 255 };
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}
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}
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static void InitPlayers(void)
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{
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for (int i = 0; i < MAX_PLAYERS; i++)
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{
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player[i].isAlive = true;
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// Decide the team of this player
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if (i % 2 == 0) player[i].isLeftTeam = true;
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else player[i].isLeftTeam = false;
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// Now there is no AI
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player[i].isPlayer = true;
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// Set size, by default by now
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player[i].size = (Vector2){ 40, 40 };
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// Set position
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if (player[i].isLeftTeam) player[i].position.x = GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
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else player[i].position.x = screenWidth - GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
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for (int j = 0; j < MAX_BUILDINGS; j++)
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{
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if (building[j].rectangle.x > player[i].position.x)
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{
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// Set the player in the center of the building
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player[i].position.x = building[j-1].rectangle.x + building[j-1].rectangle.width/2;
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// Set the player at the top of the building
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player[i].position.y = building[j-1].rectangle.y - player[i].size.y/2;
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break;
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}
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}
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// Set statistics to 0
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player[i].aimingPoint = player[i].position;
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player[i].previousAngle = 0;
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player[i].previousPower = 0;
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player[i].previousPoint = player[i].position;
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player[i].aimingAngle = 0;
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player[i].aimingPower = 0;
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player[i].impactPoint = (Vector2){ -100, -100 };
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}
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}
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static bool UpdatePlayer(int playerTurn)
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{
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// If we are aiming at the firing quadrant, we calculate the angle
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if (GetMousePosition().y <= player[playerTurn].position.y)
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{
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// Left team
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if (player[playerTurn].isLeftTeam && GetMousePosition().x >= player[playerTurn].position.x)
|
||
|
{
|
||
|
// Distance (calculating the fire power)
|
||
|
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
|
||
|
// Calculates the angle via arcsin
|
||
|
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
|
||
|
// Point of the screen we are aiming at
|
||
|
player[playerTurn].aimingPoint = GetMousePosition();
|
||
|
|
||
|
// Ball fired
|
||
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||
|
{
|
||
|
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
|
||
|
player[playerTurn].previousPower = player[playerTurn].aimingPower;
|
||
|
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
|
||
|
ball.position = player[playerTurn].position;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
// Right team
|
||
|
else if (!player[playerTurn].isLeftTeam && GetMousePosition().x <= player[playerTurn].position.x)
|
||
|
{
|
||
|
// Distance (calculating the fire power)
|
||
|
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
|
||
|
// Calculates the angle via arcsin
|
||
|
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
|
||
|
// Point of the screen we are aiming at
|
||
|
player[playerTurn].aimingPoint = GetMousePosition();
|
||
|
|
||
|
// Ball fired
|
||
|
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
|
||
|
{
|
||
|
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
|
||
|
player[playerTurn].previousPower = player[playerTurn].aimingPower;
|
||
|
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
|
||
|
ball.position = player[playerTurn].position;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
player[playerTurn].aimingPoint = player[playerTurn].position;
|
||
|
player[playerTurn].aimingPower = 0;
|
||
|
player[playerTurn].aimingAngle = 0;
|
||
|
}
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
player[playerTurn].aimingPoint = player[playerTurn].position;
|
||
|
player[playerTurn].aimingPower = 0;
|
||
|
player[playerTurn].aimingAngle = 0;
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|
||
|
|
||
|
static bool UpdateBall(int playerTurn)
|
||
|
{
|
||
|
static int explosionNumber = 0;
|
||
|
|
||
|
// Activate ball
|
||
|
if (!ball.active)
|
||
|
{
|
||
|
if (player[playerTurn].isLeftTeam)
|
||
|
{
|
||
|
ball.speed.x = cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
|
||
|
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
|
||
|
ball.active = true;
|
||
|
}
|
||
|
else
|
||
|
{
|
||
|
ball.speed.x = -cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
|
||
|
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
|
||
|
ball.active = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ball.position.x += ball.speed.x;
|
||
|
ball.position.y += ball.speed.y;
|
||
|
ball.speed.y += GRAVITY/DELTA_FPS;
|
||
|
|
||
|
// Collision
|
||
|
if (ball.position.x + ball.radius < 0) return true;
|
||
|
else if (ball.position.x - ball.radius > screenWidth) return true;
|
||
|
else
|
||
|
{
|
||
|
// Player collision
|
||
|
for (int i = 0; i < MAX_PLAYERS; i++)
|
||
|
{
|
||
|
if (CheckCollisionCircleRec(ball.position, ball.radius, (Rectangle){ player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
|
||
|
player[i].size.x, player[i].size.y }))
|
||
|
{
|
||
|
// We can't hit ourselves
|
||
|
if (i == playerTurn) return false;
|
||
|
else
|
||
|
{
|
||
|
// We set the impact point
|
||
|
player[playerTurn].impactPoint.x = ball.position.x;
|
||
|
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
|
||
|
|
||
|
// We destroy the player
|
||
|
player[i].isAlive = false;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// Building collision
|
||
|
// NOTE: We only check building collision if we are not inside an explosion
|
||
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||
|
{
|
||
|
if (CheckCollisionCircles(ball.position, ball.radius, explosion[i].position, explosion[i].radius - ball.radius))
|
||
|
{
|
||
|
return false;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < MAX_BUILDINGS; i++)
|
||
|
{
|
||
|
if (CheckCollisionCircleRec(ball.position, ball.radius, building[i].rectangle))
|
||
|
{
|
||
|
// We set the impact point
|
||
|
player[playerTurn].impactPoint.x = ball.position.x;
|
||
|
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
|
||
|
|
||
|
// We create an explosion
|
||
|
explosion[explosionNumber].position = player[playerTurn].impactPoint;
|
||
|
explosion[explosionNumber].active = true;
|
||
|
explosionNumber++;
|
||
|
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
return false;
|
||
|
}
|