Updated for web

This commit is contained in:
raysan5 2016-02-20 23:49:21 +01:00
parent a8bb9b6b19
commit 182054b662
6 changed files with 761 additions and 32 deletions

View File

@ -338,7 +338,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@ -388,8 +388,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@ -403,15 +403,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@ -351,7 +351,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@ -401,8 +401,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@ -416,15 +416,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@ -21,6 +21,8 @@
#include "raylib.h"
#include <math.h> // Used for sinf()
#define MAX_ENEMIES 10
typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
@ -128,7 +130,7 @@ int main()
framesCounter++;
// Sea color tint effect
blue = 210 + 25 * sin(timeCounter);
blue = 210 + 25 * sinf(timeCounter);
timeCounter += 0.01;
// Game screens management
@ -374,7 +376,7 @@ int main()
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
} break;
case GAMEPLAY:
@ -424,8 +426,8 @@ int main()
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
@ -439,15 +441,15 @@ int main()
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;

View File

@ -0,0 +1,541 @@
/*******************************************************************************************
*
* raylib game - Dr. Turtle & Mr. Gamera
*
* Welcome to raylib!
*
* To test examples, just press F6 and execute raylib_compile_execute script
* Note that compiled executable is placed in the same folder as .c file
*
* You can find all basic examples on C:\raylib\raylib\examples folder or
* raylib official webpage: www.raylib.com
*
* Enjoy using raylib. :)
*
* This game has been created using raylib 1.1 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h> // Used for sinf()
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
#define MAX_ENEMIES 10
typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen;
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
const int screenWidth = 1280;
const int screenHeight = 720;
Texture2D sky;
Texture2D mountains;
Texture2D sea;
Texture2D title;
Texture2D turtle;
Texture2D gamera;
Texture2D shark;
Texture2D orca;
Texture2D swhale;
Texture2D fish;
Texture2D gframe;
SpriteFont font;
Sound eat;
Sound die;
Sound growl;
// Define scrolling variables
int backScrolling = 0;
int seaScrolling = 0;
// Define current screen
GameScreen currentScreen = 0;
// Define player variables
int playerRail = 1;
Rectangle playerBounds;
bool gameraMode = false;
// Define enemies variables
Rectangle enemyBounds[MAX_ENEMIES];
int enemyRail[MAX_ENEMIES];
int enemyType[MAX_ENEMIES];
bool enemyActive[MAX_ENEMIES];
float enemySpeed = 10;
// Define additional game variables
int score = 0;
float distance = 0.0f;
int hiscore = 0;
float hidistance = 0.0f;
int foodBar = 0;
int framesCounter = 0;
unsigned char blue = 200;
float timeCounter = 0;
//----------------------------------------------------------------------------------
// Module Functions Declaration
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void); // Update and Draw one frame
//----------------------------------------------------------------------------------
// Main Enry Point
//----------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
// Init window
InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
// Initialize audio device
InitAudioDevice();
// Load game resources: textures
sky = LoadTexture("resources/sky.png");
mountains = LoadTexture("resources/mountains.png");
sea = LoadTexture("resources/sea.png");
title = LoadTexture("resources/title.png");
turtle = LoadTexture("resources/turtle.png");
gamera = LoadTexture("resources/gamera.png");
shark = LoadTexture("resources/shark.png");
orca = LoadTexture("resources/orca.png");
swhale = LoadTexture("resources/swhale.png");
fish = LoadTexture("resources/fish.png");
gframe = LoadTexture("resources/gframe.png");
// Load game resources: fonts
font = LoadSpriteFont("resources/komika.png");
// Load game resources: sounds
eat = LoadSound("resources/eat.wav");
die = LoadSound("resources/die.wav");
growl = LoadSound("resources/gamera.wav");
// Start playing streaming music
PlayMusicStream("resources/speeding.ogg");
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
// Init enemies variables
for (int i = 0; i < MAX_ENEMIES; i++)
{
// Define enemy type (all same probability)
//enemyType[i] = GetRandomValue(0, 3);
// Probability system for enemies type
int enemyProb = GetRandomValue(0, 100);
if (enemyProb < 30) enemyType[i] = 0;
else if (enemyProb < 60) enemyType[i] = 1;
else if (enemyProb < 90) enemyType[i] = 2;
else enemyType[i] = 3;
// define enemy rail
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
UpdateDrawFrame();
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures
UnloadTexture(sky);
UnloadTexture(mountains);
UnloadTexture(sea);
UnloadTexture(gframe);
UnloadTexture(title);
UnloadTexture(turtle);
UnloadTexture(shark);
UnloadTexture(orca);
UnloadTexture(swhale);
UnloadTexture(fish);
UnloadTexture(gamera);
// Unload font texture
UnloadSpriteFont(font);
// Unload sounds
UnloadSound(eat);
UnloadSound(die);
UnloadSound(growl);
StopMusicStream(); // Stop music
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
void UpdateDrawFrame(void)
{
// Update
//----------------------------------------------------------------------------------
UpdateMusicStream();
framesCounter++;
// Sea color tint effect
blue = 210 + 25 * sinf(timeCounter);
timeCounter += 0.01;
// Game screens management
switch (currentScreen)
{
case TITLE:
{
// Sea scrolling
seaScrolling -= 2;
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Press enter to change to gameplay screen
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
framesCounter = 0;
}
} break;
case GAMEPLAY:
{
// Background scrolling logic
backScrolling--;
if (backScrolling <= -screenWidth) backScrolling = 0;
// Sea scrolling logic
seaScrolling -= (enemySpeed - 2);
if (seaScrolling <= -screenWidth) seaScrolling = 0;
// Player movement logic
if (IsKeyPressed(KEY_DOWN)) playerRail++;
else if (IsKeyPressed(KEY_UP)) playerRail--;
// Check player not out of rails
if (playerRail > 4) playerRail = 4;
else if (playerRail < 0) playerRail = 0;
// Update player bounds
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
// Enemies activation logic (every 40 frames)
if (framesCounter > 40)
{
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i] == false)
{
enemyActive[i] = true;
i = MAX_ENEMIES;
}
}
framesCounter = 0;
}
// Enemies logic
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
enemyBounds[i].x -= enemySpeed;
}
// Check enemies out of screen
if (enemyBounds[i].x <= 0 - 128)
{
enemyActive[i] = false;
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
}
}
if (!gameraMode) enemySpeed += 0.005;
// Check collision player vs enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
{
if (enemyType[i] < 3) // Bad enemies
{
if (gameraMode)
{
if (enemyType[i] == 0) score += 50;
else if (enemyType[i] == 1) score += 150;
else if (enemyType[i] == 2) score += 300;
foodBar += 15;
enemyActive[i] = false;
// After enemy deactivation, reset enemy parameters to be reused
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
PlaySound(eat);
}
else
{
// Player die logic
PlaySound(die);
currentScreen = ENDING;
framesCounter = 0;
// Save hiscore and hidistance for next game
if (score > hiscore) hiscore = score;
if (distance > hidistance) hidistance = distance;
}
}
else // Sweet fish
{
enemyActive[i] = false;
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
if (!gameraMode) foodBar += 80;
else foodBar += 25;
score += 10;
if (foodBar == 400)
{
gameraMode = true;
PlaySound(growl);
}
PlaySound(eat);
}
}
}
}
// Gamera mode logic
if (gameraMode)
{
foodBar--;
if (foodBar <= 0)
{
gameraMode = false;
enemySpeed -= 2;
if (enemySpeed < 10) enemySpeed = 10;
}
}
// Update distance counter
distance += 0.5f;
} break;
case ENDING:
{
// Press enter to play again
if (IsKeyPressed(KEY_ENTER))
{
currentScreen = GAMEPLAY;
// Reset player
playerRail = 1;
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
gameraMode = false;
// Reset enemies data
for (int i = 0; i < MAX_ENEMIES; i++)
{
int enemyProb = GetRandomValue(0, 100);
if (enemyProb < 30) enemyType[i] = 0;
else if (enemyProb < 60) enemyType[i] = 1;
else if (enemyProb < 90) enemyType[i] = 2;
else enemyType[i] = 3;
//enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
// Make sure not two consecutive enemies in the same row
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
enemySpeed = 10;
// Reset game variables
score = 0;
distance = 0.0;
foodBar = 0;
framesCounter = 0;
}
} break;
default: break;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
// Draw background (common to all screens)
DrawTexture(sky, 0, 0, WHITE);
DrawTexture(mountains, backScrolling, 0, WHITE);
DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
if (!gameraMode)
{
DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
}
else
{
DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
}
switch (currentScreen)
{
case TITLE:
{
// Draw title
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 1, WHITE);
} break;
case GAMEPLAY:
{
// Draw water lines
for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
// Draw player
if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
// Draw player bounding box
//if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
//else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
// Draw enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
// Draw enemies
switch(enemyType[i])
{
case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
default: break;
}
// Draw enemies bounding boxes
/*
switch(enemyType[i])
{
case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
default: break;
}
*/
}
}
// Draw gameplay interface
DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
if (gameraMode)
{
DrawText("GAMERA MODE", 60, 22, 40, GRAY);
DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
}
} break;
case ENDING:
{
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
// Draw blinking text
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}

186
games/drturtle/makefile Normal file
View File

@ -0,0 +1,186 @@
#**************************************************************************************************
#
# raylib - makefile to compile Dr.Turtle game
#
# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
#
# This software is provided "as-is", without any express or implied warranty. In no event
# will the authors be held liable for any damages arising from the use of this software.
#
# Permission is granted to anyone to use this software for any purpose, including commercial
# applications, and to alter it and redistribute it freely, subject to the following restrictions:
#
# 1. The origin of this software must not be misrepresented; you must not claim that you
# wrote the original software. If you use this software in a product, an acknowledgment
# in the product documentation would be appreciated but is not required.
#
# 2. Altered source versions must be plainly marked as such, and must not be misrepresented
# as being the original software.
#
# 3. This notice may not be removed or altered from any source distribution.
#
#**************************************************************************************************
# define raylib platform if not defined (by default, compile for RPI)
# Other possible platform: PLATFORM_DESKTOP
PLATFORM ?= PLATFORM_DESKTOP
# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
# No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
ifeq ($(OS),Windows_NT)
PLATFORM_OS=WINDOWS
LIBPATH=win32
else
UNAMEOS:=$(shell uname)
ifeq ($(UNAMEOS),Linux)
PLATFORM_OS=LINUX
LIBPATH=linux
else
ifeq ($(UNAMEOS),Darwin)
PLATFORM_OS=OSX
LIBPATH=osx
endif
endif
endif
endif
# define compiler: gcc for C program, define as g++ for C++
ifeq ($(PLATFORM),PLATFORM_WEB)
# define emscripten compiler
CC = emcc
else
ifeq ($(PLATFORM_OS),OSX)
# define llvm compiler for mac
CC = clang
else
# define default gcc compiler
CC = gcc
endif
endif
# define compiler flags:
# -O2 defines optimization level
# -Wall turns on most, but not all, compiler warnings
# -std=c99 use standard C from 1999 revision
ifeq ($(PLATFORM),PLATFORM_RPI)
CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
else
CFLAGS = -O2 -Wall -std=c99
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
#-s ASSERTIONS=1 --preload-file resources
#-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing
#-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB)
endif
# define any directories containing required header files
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
# GLEW
INCLUDES += -I../../external/glew/include
# OpenAL Soft
INCLUDES += -I../../external/openal_soft/include
endif
# define library paths containing required libs
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
ifneq ($(PLATFORM_OS),OSX)
# OpenAL Soft
LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
# GLEW
LFLAGS += -L../../external/glew/lib/$(LIBPATH)
endif
endif
# define any libraries to link into executable
# if you want to link libraries (libname.so or libname.a), use the -lname
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),LINUX)
# libraries for Debian GNU/Linux desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
endif
ifeq ($(PLATFORM_OS),OSX)
# libraries for OS X 10.9 desktop compiling
# requires the following packages:
# libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
else
# libraries for Windows desktop compiling
# NOTE: GLFW3 and OpenAL Soft libraries should be installed
LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
# libraries for Raspberry Pi compiling
# NOTE: OpenAL Soft library should be installed (libopenal1 package)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = ../../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = ../../src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
EXT = .html
endif
# define all screen object files required
SCREENS = \
# typing 'make' will invoke the first target entry in the file,
# in this case, the 'default' target entry is advance_game
default: drturtle
# compile template - advance_game
drturtle: drturtle_final_web.c $(SCREENS)
$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
# clean everything
clean:
ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),OSX)
find . -type f -perm +ugo+x -delete
rm -f *.o
else
ifeq ($(PLATFORM_OS),LINUX)
find . -type f -executable -delete
rm -f *.o
else
del *.o *.exe
endif
endif
endif
ifeq ($(PLATFORM),PLATFORM_RPI)
find . -type f -executable -delete
rm -f *.o
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
del *.o *.html *.js
endif
@echo Cleaning done
# instead of defining every module one by one, we can define a pattern
# this pattern below will automatically compile every module defined on $(OBJS)
#%.exe : %.c
# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

View File

@ -81,7 +81,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
else
INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
INCLUDES = -I. -I../../src
# external libraries headers
# GLFW3
INCLUDES += -I../../external/glfw3/include
@ -95,7 +95,7 @@ endif
ifeq ($(PLATFORM),PLATFORM_RPI)
LFLAGS = -L. -L../../src -L/opt/vc/lib
else
LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
LFLAGS = -L. -L../../src
# external libraries to link with
# GLFW3
LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@ -133,14 +133,14 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
endif
ifeq ($(PLATFORM),PLATFORM_WEB)
LIBS = C:/raylib/raylib/src/libraylib.bc
LIBS = ../../src/libraylib.bc
endif
# define additional parameters and flags for windows
ifeq ($(PLATFORM_OS),WINDOWS)
# resources file contains windows exe icon
# -Wl,--subsystem,windows hides the console window
WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
WINFLAGS = ../../src/resources -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM),PLATFORM_WEB)