Added small floppy game

This commit is contained in:
raysan5 2014-12-31 19:18:16 +01:00
parent 5e913c31a4
commit 21d8394170
6 changed files with 210 additions and 0 deletions

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games/floppy/floppy.c Normal file
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/*******************************************************************************************
*
* raylib game - Floppy Bird
*
* 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"
#define MAX_TUBES 100
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
int screenWidth = 800;
int screenHeight = 450;
InitWindow(screenWidth, screenHeight, "Floppy Bird");
InitAudioDevice(); // Initialize audio device
Sound coin = LoadSound("resources/coin.wav");
Sound jump = LoadSound("resources/jump.wav");
Texture2D background = LoadTexture("resources/background.png");
Texture2D tubes = LoadTexture("resources/tubes.png");
Texture2D floppy = LoadTexture("resources/floppy.png");
Vector2 floppyPos = { 80, screenHeight/2 - floppy.height/2 };
Vector2 tubesPos[MAX_TUBES];
int tubesSpeedX = 2;
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
Rectangle tubesRecs[MAX_TUBES*2];
bool tubesActive[MAX_TUBES];
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i].y = tubesPos[i/2].y;
tubesRecs[i].width = tubes.width;
tubesRecs[i].height = 255;
tubesRecs[i+1].x = tubesPos[i/2].x;
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
tubesRecs[i+1].width = tubes.width;
tubesRecs[i+1].height = 255;
tubesActive[i/2] = true;
}
int backScroll = 0;
int score = 0;
int hiscore = 0;
bool gameover = false;
bool superfx = false;
SetTargetFPS(60);
//---------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
backScroll--;
if (backScroll <= -800) backScroll = 0;
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i+1].x = tubesPos[i/2].x;
}
if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
else floppyPos.y += 1;
if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
// Check Collisions
for (int i = 0; i < MAX_TUBES*2; i++)
{
if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i]))
{
gameover = true;
}
else if ((tubesPos[i/2].x < floppyPos.x) && tubesActive[i/2] && !gameover)
{
score += 100;
tubesActive[i/2] = false;
PlaySound(coin);
superfx = true;
if (score > hiscore) hiscore = score;
}
}
if (gameover && IsKeyPressed(KEY_ENTER))
{
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubesRecs[i].x = tubesPos[i/2].x;
tubesRecs[i].y = tubesPos[i/2].y;
tubesRecs[i+1].x = tubesPos[i/2].x;
tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255;
tubesActive[i/2] = true;
}
floppyPos.x = 80;
floppyPos.y = screenHeight/2 - floppy.height/2;
gameover = false;
score = 0;
}
//----------------------------------------------------------------------------------
// Draw
//----------------------------------------------------------------------------------
BeginDrawing();
ClearBackground(RAYWHITE);
DrawTexture(background, backScroll, 0, WHITE);
DrawTexture(background, screenWidth + backScroll, 0, WHITE);
if (!gameover)
{
DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
}
for (int i = 0; i < MAX_TUBES; i++)
{
if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
//DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
//DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
}
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET);
if (gameover)
{
DrawText("GAME OVER", 100, 180, 100, MAROON);
DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);
}
if (superfx)
{
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
superfx = false;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadTexture(background); // Texture unloading
UnloadTexture(tubes); // Texture unloading
UnloadTexture(floppy); // Texture unloading
UnloadSound(coin); // Unload sound data
UnloadSound(jump); // Unload sound data
CloseAudioDevice(); // Close audio device
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}

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