Code review
Most of this code was developed by students, it requires some additional review to be used for teaching.
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@ -22,13 +22,14 @@
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define MAX_SPEED 6
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#define PLAYER_BASE_SIZE 20.0f
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#define PLAYER_SPEED 6.0f
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#define PLAYER_MAX_SHOOTS 10
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#define METEORS_SPEED 2
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#define NUM_SHOOTS 10
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#define NUM_BIG_METEORS 4
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#define NUM_MEDIUM_METEORS 8
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#define NUM_SMALL_METEORS 16
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#define SHIP_BASE_SIZE 20.0f
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#define MAX_BIG_METEORS 4
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#define MAX_MEDIUM_METEORS 8
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#define MAX_SMALL_METEORS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -53,29 +54,13 @@ typedef struct Shoot {
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Color color;
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} Shoot;
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typedef struct BigMeteor {
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typedef struct Meteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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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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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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bool active;
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Color color;
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} SmallMeteor;
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} Meteor;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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@ -92,10 +77,10 @@ static bool victory;
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static float shipHeight;
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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 Shoot shoot[PLAYER_MAX_SHOOTS];
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static Meteor bigMeteor[MAX_BIG_METEORS];
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static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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static int countMediumMeteors;
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static int countSmallMeteors;
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@ -169,7 +154,7 @@ void InitGame(void)
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victory = false;
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pause = false;
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shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
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shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
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// Initialization player
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player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
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@ -181,10 +166,8 @@ void InitGame(void)
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meteorsDestroyed = 0;
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//InitShoot(&shoot);
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// Initialization shoot
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for (int i = 0; i < NUM_SHOOTS; i++)
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for (int i = 0; i < PLAYER_MAX_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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@ -194,7 +177,7 @@ void InitGame(void)
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shoot[i].color = WHITE;
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}
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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for (int i = 0; i < MAX_BIG_METEORS; i++)
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{
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posx = GetRandomValue(0, screenWidth);
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@ -236,7 +219,7 @@ void InitGame(void)
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bigMeteor[i].color = BLUE;
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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for (int i = 0; i < MAX_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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@ -245,7 +228,7 @@ void InitGame(void)
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mediumMeteor[i].color = BLUE;
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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for (int i = 0; i < MAX_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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@ -274,8 +257,8 @@ void UpdateGame(void)
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if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
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// Speed
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player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
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player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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// Controller
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if (IsKeyDown(KEY_UP))
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@ -306,14 +289,14 @@ void UpdateGame(void)
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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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for (int i = 0; i < PLAYER_MAX_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 + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
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shoot[i].active = true;
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shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*MAX_SPEED;
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shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED;
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shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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shoot[i].rotation = player.rotation;
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break;
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}
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@ -321,13 +304,13 @@ void UpdateGame(void)
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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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for (int i = 0; i < PLAYER_MAX_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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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if (shoot[i].active)
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{
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@ -371,23 +354,23 @@ void UpdateGame(void)
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// Collision Player to meteors
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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for (int a = 0; a < NUM_BIG_METEORS; a++)
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for (int a = 0; a < MAX_BIG_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
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}
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for (int a = 0; a < NUM_MEDIUM_METEORS; a++)
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for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
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}
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for (int a = 0; a < NUM_SMALL_METEORS; a++)
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for (int a = 0; a < MAX_SMALL_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
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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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for (int i = 0; i < MAX_BIG_METEORS; i++)
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{
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if (bigMeteor[i].active)
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{
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@ -403,7 +386,7 @@ void UpdateGame(void)
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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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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active)
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{
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@ -419,7 +402,7 @@ void UpdateGame(void)
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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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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active)
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{
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@ -436,11 +419,11 @@ void UpdateGame(void)
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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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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if ((shoot[i].active))
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{
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for (int a = 0; a < NUM_BIG_METEORS; a++)
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for (int a = 0; a < MAX_BIG_METEORS; a++)
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{
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if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
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{
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@ -466,13 +449,13 @@ void UpdateGame(void)
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}
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//bigMeteor[a].position = (Vector2){-100, -100};
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bigMeteor[a].color = RED;
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a = NUM_BIG_METEORS;
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a = MAX_BIG_METEORS;
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
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for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
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{
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if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
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{
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@ -498,13 +481,13 @@ void UpdateGame(void)
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}
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//mediumMeteor[b].position = (Vector2){-100, -100};
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mediumMeteor[b].color = GREEN;
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b = NUM_MEDIUM_METEORS;
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b = MAX_MEDIUM_METEORS;
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int c = 0; c < NUM_SMALL_METEORS; c++)
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for (int c = 0; c < MAX_SMALL_METEORS; c++)
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{
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if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
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{
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@ -514,14 +497,14 @@ void UpdateGame(void)
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meteorsDestroyed++;
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smallMeteor[c].color = YELLOW;
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// smallMeteor[c].position = (Vector2){-100, -100};
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c = NUM_SMALL_METEORS;
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c = MAX_SMALL_METEORS;
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}
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}
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}
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}
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}
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if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
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if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
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}
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else
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{
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@ -538,39 +521,39 @@ void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(DARKGRAY);
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw spaceship
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Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
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DrawTriangleLines(v1, v2, v3, player.color);
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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DrawTriangle(v1, v2, v3, MAROON);
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// Draw meteors
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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for (int i = 0; i < MAX_BIG_METEORS; i++)
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{
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if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
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else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
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if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
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else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
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else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
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if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
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else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
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if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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// Draw shoot
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for (int i = 0; i < NUM_SHOOTS; i++)
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
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if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
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}
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if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
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@ -22,13 +22,13 @@
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define MAX_SPEED 6
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#define PLAYER_BASE_SIZE 20.0f
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#define PLAYER_SPEED 6.0f
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#define PLAYER_MAX_SHOOTS 10
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#define METEORS_SPEED 2
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#define NUM_SHOOTS 10
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#define NUM_BIG_METEORS 4
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#define NUM_MEDIUM_METEORS 8
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#define NUM_SMALL_METEORS 16
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#define SHIP_BASE_SIZE 20.0f
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#define MAX_MEDIUM_METEORS 8
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#define MAX_SMALL_METEORS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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@ -43,22 +43,13 @@ typedef struct Player {
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Color color;
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} Player;
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typedef struct MediumMeteor {
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typedef struct Meteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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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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bool active;
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Color color;
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} SmallMeteor;
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} Meteor;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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@ -74,8 +65,8 @@ static bool pause;
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static float shipHeight;
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static Player player;
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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 Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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@ -86,8 +77,6 @@ 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 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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@ -146,7 +135,7 @@ void InitGame(void)
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framesCounter = 0;
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shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
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shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
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// Initialization player
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player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
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@ -156,7 +145,7 @@ void InitGame(void)
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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player.color = LIGHTGRAY;
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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posx = GetRandomValue(0, screenWidth);
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@ -196,7 +185,7 @@ void InitGame(void)
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mediumMeteor[i].color = GREEN;
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}
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|
||||
for (int i = 0; i < NUM_SMALL_METEORS; i++)
|
||||
for (int i = 0; i < MAX_SMALL_METEORS; i++)
|
||||
{
|
||||
posx = GetRandomValue(0, screenWidth);
|
||||
|
||||
@ -255,8 +244,8 @@ void UpdateGame(void)
|
||||
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
|
||||
|
||||
// Speed
|
||||
player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
|
||||
player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
|
||||
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
|
||||
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
|
||||
|
||||
// Controller
|
||||
if (IsKeyDown(KEY_UP))
|
||||
@ -287,19 +276,19 @@ void UpdateGame(void)
|
||||
// Collision Player to meteors
|
||||
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
|
||||
|
||||
for (int a = 0; a < NUM_MEDIUM_METEORS; a++)
|
||||
for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
|
||||
}
|
||||
|
||||
for (int a = 0; a < NUM_SMALL_METEORS; a++)
|
||||
for (int a = 0; a < MAX_SMALL_METEORS; a++)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
|
||||
}
|
||||
|
||||
// Meteor logic
|
||||
|
||||
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
|
||||
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
|
||||
{
|
||||
if (mediumMeteor[i].active)
|
||||
{
|
||||
@ -315,7 +304,7 @@ void UpdateGame(void)
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SMALL_METEORS; i++)
|
||||
for (int i = 0; i < MAX_SMALL_METEORS; i++)
|
||||
{
|
||||
if (smallMeteor[i].active)
|
||||
{
|
||||
@ -347,31 +336,30 @@ void DrawGame(void)
|
||||
{
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(DARKGRAY);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (!gameOver)
|
||||
{
|
||||
// Draw spaceship
|
||||
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);
|
||||
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
|
||||
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
|
||||
DrawTriangle(v1, v2, v3, MAROON);
|
||||
|
||||
// Draw meteor
|
||||
for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
|
||||
for (int i = 0;i < MAX_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));
|
||||
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
|
||||
else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
for (int i = 0;i < NUM_SMALL_METEORS; i++)
|
||||
for (int i = 0;i < MAX_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));
|
||||
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY);
|
||||
else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
DrawText(FormatText("SURVIVAL TIME: %.02f", (float)framesCounter/60), 10, 10, 20, WHITE);
|
||||
DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
|
||||
|
||||
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||
}
|
||||
|
@ -206,24 +206,24 @@ void DrawGame(void)
|
||||
|
||||
if (!gameOver)
|
||||
{
|
||||
DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, BLUE);
|
||||
DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY);
|
||||
|
||||
// Draw tubes
|
||||
for (int i = 0; i < MAX_TUBES; i++)
|
||||
{
|
||||
DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, RED);
|
||||
DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, RED);
|
||||
DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY);
|
||||
DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, GRAY);
|
||||
}
|
||||
|
||||
// Draw flashing fx (one frame only)
|
||||
if (superfx)
|
||||
{
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
|
||||
superfx = false;
|
||||
}
|
||||
|
||||
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
|
||||
DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, VIOLET);
|
||||
DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
|
||||
DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, LIGHTGRAY);
|
||||
|
||||
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||
}
|
||||
|
@ -22,19 +22,16 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
int radius;
|
||||
Vector2 speed;
|
||||
Color color;
|
||||
int radius;
|
||||
} Player;
|
||||
|
||||
typedef struct Enemy {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
int radius;
|
||||
int radiusBounds;
|
||||
Vector2 speed;
|
||||
bool moveRight;
|
||||
Color colorBounds;
|
||||
Color color;
|
||||
bool moveRight; // RAY: o__O
|
||||
} Enemy;
|
||||
|
||||
typedef struct Points {
|
||||
@ -42,15 +39,14 @@ typedef struct Points {
|
||||
int radius;
|
||||
int value;
|
||||
bool active;
|
||||
Color color;
|
||||
} Points;
|
||||
|
||||
typedef struct Exit {
|
||||
typedef struct Home {
|
||||
Rectangle rec;
|
||||
bool active;
|
||||
bool save;
|
||||
Color color;
|
||||
} Exit;
|
||||
} Home;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Global Variables Declaration
|
||||
@ -67,7 +63,7 @@ static int hiScore = 0;
|
||||
static Player player;
|
||||
static Enemy enemy;
|
||||
static Points points;
|
||||
static Exit exit;
|
||||
static Home home;
|
||||
static bool follow;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -136,30 +132,25 @@ void InitGame(void)
|
||||
player.position = (Vector2){50, 50};
|
||||
player.radius = 20;
|
||||
player.speed = (Vector2){5, 5};
|
||||
player.color = DARKGRAY;
|
||||
|
||||
enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
|
||||
enemy.radius = 20;
|
||||
enemy.radiusBounds = 150;
|
||||
enemy.speed = (Vector2){3, 3};
|
||||
enemy.moveRight = true;
|
||||
enemy.color = MAROON;
|
||||
enemy.colorBounds = RED;
|
||||
follow = false;
|
||||
|
||||
points.radius = 10;
|
||||
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
|
||||
points.value = 100;
|
||||
points.active = true;
|
||||
points.color = GOLD;
|
||||
|
||||
exit.rec.width = 50;
|
||||
exit.rec.height = 50;
|
||||
exit.rec.x = GetRandomValue(0, screenWidth - exit.rec.width);
|
||||
exit.rec.y = GetRandomValue(0, screenHeight - exit.rec.height);
|
||||
exit.active = false;
|
||||
exit.save = false;
|
||||
exit.color = PINK;
|
||||
home.rec.width = 50;
|
||||
home.rec.height = 50;
|
||||
home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
|
||||
home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
|
||||
home.active = false;
|
||||
home.save = false;
|
||||
}
|
||||
|
||||
// Update game (one frame)
|
||||
@ -184,7 +175,7 @@ void UpdateGame(void)
|
||||
if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
|
||||
|
||||
//IA Enemy
|
||||
if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !exit.save)
|
||||
if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save)
|
||||
{
|
||||
if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
|
||||
if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
|
||||
@ -212,17 +203,17 @@ void UpdateGame(void)
|
||||
{
|
||||
follow = true;
|
||||
points.active = false;
|
||||
exit.active = true;
|
||||
home.active = true;
|
||||
}
|
||||
|
||||
if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !exit.save)
|
||||
if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
|
||||
{
|
||||
gameOver = true;
|
||||
|
||||
if (hiScore < score) hiScore = score;
|
||||
}
|
||||
|
||||
if (CheckCollisionCircleRec(player.position, player.radius, exit.rec))
|
||||
if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
|
||||
{
|
||||
follow = false;
|
||||
|
||||
@ -235,9 +226,9 @@ void UpdateGame(void)
|
||||
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
|
||||
}
|
||||
|
||||
exit.save = true;
|
||||
home.save = true;
|
||||
}
|
||||
else exit.save = false;
|
||||
else home.save = false;
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -259,18 +250,22 @@ void DrawGame(void)
|
||||
|
||||
if (!gameOver)
|
||||
{
|
||||
if (follow) ClearBackground(RED);
|
||||
|
||||
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, enemy.colorBounds);
|
||||
DrawCircleV(enemy.position, enemy.radius, enemy.color);
|
||||
if (follow)
|
||||
{
|
||||
DrawRectangle(0, 0, screenWidth, screenHeight, RED);
|
||||
DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
|
||||
}
|
||||
|
||||
DrawCircleV(player.position, player.radius, player.color);
|
||||
DrawCircleV(points.position, points.radius, points.color);
|
||||
|
||||
if (exit.active) DrawRectangleRec(exit.rec, exit.color);
|
||||
DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
|
||||
|
||||
DrawText(FormatText("SCORE: %04i", score), 10, 10, 20, GRAY);
|
||||
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 10, 20, GRAY);
|
||||
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
|
||||
DrawCircleV(enemy.position, enemy.radius, MAROON);
|
||||
|
||||
DrawCircleV(player.position, player.radius, GRAY);
|
||||
if (points.active) DrawCircleV(points.position, points.radius, GOLD);
|
||||
|
||||
DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
|
||||
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
|
||||
|
||||
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||
}
|
||||
|
@ -2,7 +2,7 @@
|
||||
*
|
||||
* raylib - sample game: pang
|
||||
*
|
||||
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
|
||||
* Sample game developed by Ian Eito and Albert Martos and Ramon Santamaria
|
||||
*
|
||||
* This game has been created using raylib v1.3 (www.raylib.com)
|
||||
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
|
||||
@ -22,13 +22,12 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#define MAX_SPEED 5
|
||||
#define METEORS_SPEED 2
|
||||
#define NUM_SHOOTS 1
|
||||
#define NUM_BIG_METEORS 2
|
||||
#define NUM_MEDIUM_METEORS 4
|
||||
#define NUM_SMALL_METEORS 8
|
||||
#define SHIP_BASE_SIZE 20.0f
|
||||
#define PLAYER_BASE_SIZE 20.0f
|
||||
#define PLAYER_SPEED 5.0f
|
||||
#define PLAYER_MAX_SHOOTS 1
|
||||
|
||||
#define MAX_BIG_BALLS 2
|
||||
#define BALLS_SPEED 2.0f
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
@ -37,9 +36,8 @@
|
||||
typedef struct Player {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
float rotation;
|
||||
Vector3 collider;
|
||||
Color color;
|
||||
float rotation;
|
||||
} Player;
|
||||
|
||||
typedef struct Shoot {
|
||||
@ -49,41 +47,19 @@ typedef struct Shoot {
|
||||
float rotation;
|
||||
int lifeSpawn;
|
||||
bool active;
|
||||
Color color;
|
||||
} Shoot;
|
||||
|
||||
typedef struct BigMeteor {
|
||||
typedef struct Ball {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
float radius;
|
||||
int points;
|
||||
bool active;
|
||||
Color color;
|
||||
} BigMeteor;
|
||||
|
||||
typedef struct MediumMeteor {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
float radius;
|
||||
int points;
|
||||
bool active;
|
||||
Color color;
|
||||
} MediumMeteor;
|
||||
|
||||
typedef struct SmallMeteor {
|
||||
Vector2 position;
|
||||
Vector2 speed;
|
||||
float radius;
|
||||
int points;
|
||||
bool active;
|
||||
Color color;
|
||||
} SmallMeteor;
|
||||
} Ball;
|
||||
|
||||
typedef struct Points {
|
||||
char letter;
|
||||
Vector2 position;
|
||||
int value;
|
||||
Color color;
|
||||
float alpha;
|
||||
} Points;
|
||||
|
||||
@ -99,18 +75,18 @@ static bool pause;
|
||||
static int score;
|
||||
|
||||
static Player player;
|
||||
static Shoot shoot[NUM_SHOOTS];
|
||||
static BigMeteor bigMeteor[NUM_BIG_METEORS];
|
||||
static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
|
||||
static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
|
||||
static Shoot shoot[PLAYER_MAX_SHOOTS];
|
||||
static Ball bigBalls[MAX_BIG_BALLS];
|
||||
static Ball mediumBalls[MAX_BIG_BALLS*2];
|
||||
static Ball smallBalls[MAX_BIG_BALLS*4];
|
||||
static Points points[5];
|
||||
|
||||
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
|
||||
static float shipHeight;
|
||||
static float gravity;
|
||||
|
||||
static int countMediumMeteors;
|
||||
static int countSmallMeteors;
|
||||
static int countmediumBallss;
|
||||
static int countsmallBallss;
|
||||
static int meteorsDestroyed;
|
||||
static Vector2 linePosition;
|
||||
|
||||
@ -127,9 +103,6 @@ static void DrawGame(void); // Draw game (one frame)
|
||||
static void UnloadGame(void); // Unload game
|
||||
static void UpdateDrawFrame(void); // Update and Draw (one frame)
|
||||
|
||||
static void InitShoot(Shoot shoot);
|
||||
static void DrawSpaceship(Vector2 position, float rotation, Color color);
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
@ -193,69 +166,64 @@ static void InitGame(void)
|
||||
gravity = 0.25f;
|
||||
|
||||
linePosition = (Vector2){ 0.0f , 0.0f };
|
||||
shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
|
||||
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
|
||||
|
||||
// Initialization player
|
||||
player.position = (Vector2){ screenWidth/2, screenHeight };
|
||||
player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
|
||||
player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED };
|
||||
player.rotation = 0;
|
||||
player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
|
||||
player.color = LIGHTGRAY;
|
||||
|
||||
meteorsDestroyed = 0;
|
||||
|
||||
// Initialize shoots
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
shoot[i].position = (Vector2){ 0, 0 };
|
||||
shoot[i].speed = (Vector2){ 0, 0 };
|
||||
shoot[i].radius = 2;
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
shoot[i].color = WHITE;
|
||||
}
|
||||
|
||||
// Initialize big meteors
|
||||
for (int i = 0; i < NUM_BIG_METEORS; i++)
|
||||
for (int i = 0; i < MAX_BIG_BALLS; i++)
|
||||
{
|
||||
bigMeteor[i].radius = 40.0f;
|
||||
posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
|
||||
posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
|
||||
bigBalls[i].radius = 40.0f;
|
||||
posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
|
||||
posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
|
||||
|
||||
bigMeteor[i].position = (Vector2){ posx, posy };
|
||||
bigBalls[i].position = (Vector2){ posx, posy };
|
||||
|
||||
while ((velx == 0) || (vely == 0))
|
||||
{
|
||||
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
|
||||
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
|
||||
velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
|
||||
vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
|
||||
}
|
||||
|
||||
bigMeteor[i].speed = (Vector2){ velx, vely };
|
||||
bigMeteor[i].points = 200;
|
||||
bigMeteor[i].active = true;
|
||||
bigMeteor[i].color = BLUE;
|
||||
bigBalls[i].speed = (Vector2){ velx, vely };
|
||||
bigBalls[i].points = 200;
|
||||
bigBalls[i].active = true;
|
||||
}
|
||||
|
||||
// Initialize medium meteors
|
||||
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
|
||||
{
|
||||
mediumMeteor[i].position = (Vector2){-100, -100};
|
||||
mediumMeteor[i].speed = (Vector2){0,0};
|
||||
mediumMeteor[i].radius = 20.0f;
|
||||
mediumMeteor[i].points = 100;
|
||||
mediumMeteor[i].active = false;
|
||||
mediumMeteor[i].color = BLUE;
|
||||
mediumBalls[i].position = (Vector2){-100, -100};
|
||||
mediumBalls[i].speed = (Vector2){0,0};
|
||||
mediumBalls[i].radius = 20.0f;
|
||||
mediumBalls[i].points = 100;
|
||||
mediumBalls[i].active = false;
|
||||
}
|
||||
|
||||
// Initialize small meteors
|
||||
for (int i = 0; i < NUM_SMALL_METEORS; i++)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
|
||||
{
|
||||
smallMeteor[i].position = (Vector2){ -100, -100 };
|
||||
smallMeteor[i].speed = (Vector2){ 0, 0 };
|
||||
smallMeteor[i].radius = 10.0f;
|
||||
smallMeteor[i].points = 50;
|
||||
smallMeteor[i].active = false;
|
||||
smallMeteor[i].color = BLUE;
|
||||
smallBalls[i].position = (Vector2){ -100, -100 };
|
||||
smallBalls[i].speed = (Vector2){ 0, 0 };
|
||||
smallBalls[i].radius = 10.0f;
|
||||
smallBalls[i].points = 50;
|
||||
smallBalls[i].active = false;
|
||||
}
|
||||
|
||||
// Initialize animated points
|
||||
@ -266,333 +234,297 @@ static void InitGame(void)
|
||||
points[i].alpha = 0.0f;
|
||||
}
|
||||
|
||||
countMediumMeteors = 0;
|
||||
countSmallMeteors = 0;
|
||||
countmediumBallss = 0;
|
||||
countsmallBallss = 0;
|
||||
}
|
||||
|
||||
// Update game (one frame)
|
||||
void UpdateGame(void)
|
||||
{
|
||||
if (!gameOver)
|
||||
if (!gameOver && !victory)
|
||||
{
|
||||
if (IsKeyPressed('P')) pause = !pause;
|
||||
|
||||
if (!pause)
|
||||
{
|
||||
if (awake)
|
||||
// Player logic
|
||||
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
|
||||
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
|
||||
|
||||
// Player vs wall collision logic
|
||||
if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2;
|
||||
else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2;
|
||||
|
||||
// Player shot logic
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
{
|
||||
// Player logic
|
||||
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
|
||||
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
|
||||
|
||||
// Wall behaviour for player
|
||||
if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2;
|
||||
else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2;
|
||||
|
||||
// Activation of shoot
|
||||
if (IsKeyPressed(KEY_SPACE))
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
if (!shoot[i].active)
|
||||
{
|
||||
if (!shoot[i].active)
|
||||
{
|
||||
shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
|
||||
linePosition = (Vector2){ player.position.x, player.position.y};
|
||||
shoot[i].active = true;
|
||||
shoot[i].speed.y = MAX_SPEED;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Shoot life timer
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
{
|
||||
if (shoot[i].active) shoot[i].lifeSpawn++;
|
||||
}
|
||||
|
||||
// Shot logic
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
{
|
||||
if (shoot[i].active)
|
||||
{
|
||||
// Movement
|
||||
shoot[i].position.y -= shoot[i].speed.y;
|
||||
|
||||
// Wall behaviour for shoot
|
||||
if (shoot[i].position.x > screenWidth + shoot[i].radius)
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
}
|
||||
else if (shoot[i].position.x < 0 - shoot[i].radius)
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
}
|
||||
shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
|
||||
shoot[i].speed.y = PLAYER_SPEED;
|
||||
shoot[i].active = true;
|
||||
|
||||
if (shoot[i].position.y > screenHeight + shoot[i].radius)
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
}
|
||||
else if (shoot[i].position.y < 0 - shoot[i].radius)
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
}
|
||||
linePosition = (Vector2){ player.position.x, player.position.y};
|
||||
|
||||
// Life of shoot
|
||||
if (shoot[i].lifeSpawn >= 120)
|
||||
{
|
||||
shoot[i].position = (Vector2){0, 0};
|
||||
shoot[i].speed = (Vector2){0, 0};
|
||||
shoot[i].lifeSpawn = 0;
|
||||
shoot[i].active = false;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Player collision with meteors
|
||||
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
|
||||
// Shoot life timer
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
if (shoot[i].active) shoot[i].lifeSpawn++;
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_BIG_METEORS; i++)
|
||||
// Shot logic
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
if (shoot[i].active)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
|
||||
shoot[i].position.y -= shoot[i].speed.y;
|
||||
|
||||
// Shot vs walls collision logic
|
||||
if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) ||
|
||||
(shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius))
|
||||
{
|
||||
gameOver = true;
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
}
|
||||
|
||||
// Player shot life spawn
|
||||
if (shoot[i].lifeSpawn >= 120)
|
||||
{
|
||||
shoot[i].position = (Vector2){ 0.0f, 0.0f };
|
||||
shoot[i].speed = (Vector2){ 0.0f, 0.0f };
|
||||
shoot[i].lifeSpawn = 0;
|
||||
shoot[i].active = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
|
||||
// Player vs meteors collision logic
|
||||
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
|
||||
|
||||
for (int i = 0; i < MAX_BIG_BALLS; i++)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
|
||||
{
|
||||
gameOver = true;
|
||||
}
|
||||
gameOver = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SMALL_METEORS; i++)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
|
||||
{
|
||||
gameOver = true;
|
||||
}
|
||||
gameOver = true;
|
||||
}
|
||||
}
|
||||
|
||||
// Meteor logic
|
||||
for (int i = 0; i < NUM_BIG_METEORS; i++)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
|
||||
{
|
||||
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
|
||||
{
|
||||
if (bigMeteor[i].active)
|
||||
{
|
||||
// movement
|
||||
bigMeteor[i].position.x += bigMeteor[i].speed.x;
|
||||
bigMeteor[i].position.y += bigMeteor[i].speed.y;
|
||||
|
||||
// wall behaviour
|
||||
if (((bigMeteor[i].position.x + bigMeteor[i].radius) >= screenWidth) || ((bigMeteor[i].position.x - bigMeteor[i].radius) <= 0)) bigMeteor[i].speed.x *= -1;
|
||||
if ((bigMeteor[i].position.y - bigMeteor[i].radius) <= 0) bigMeteor[i].speed.y *= -1.5;
|
||||
|
||||
if ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
|
||||
{
|
||||
bigMeteor[i].speed.y *= -1;
|
||||
bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
|
||||
}
|
||||
|
||||
bigMeteor[i].speed.y += gravity;
|
||||
}
|
||||
gameOver = true;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
|
||||
// Meteors logic (big)
|
||||
for (int i = 0; i < MAX_BIG_BALLS; i++)
|
||||
{
|
||||
if (bigBalls[i].active)
|
||||
{
|
||||
if (mediumMeteor[i].active)
|
||||
{
|
||||
// Movement logic
|
||||
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
|
||||
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
|
||||
// Meteor movement logic
|
||||
bigBalls[i].position.x += bigBalls[i].speed.x;
|
||||
bigBalls[i].position.y += bigBalls[i].speed.y;
|
||||
|
||||
// Wall behaviour
|
||||
if (mediumMeteor[i].position.x + mediumMeteor[i].radius >= screenWidth || mediumMeteor[i].position.x - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.x *= -1;
|
||||
if (mediumMeteor[i].position.y - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.y *= -1;
|
||||
if (mediumMeteor[i].position.y + mediumMeteor[i].radius >= screenHeight)
|
||||
{
|
||||
mediumMeteor[i].speed.y *= -1;
|
||||
mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
|
||||
}
|
||||
|
||||
mediumMeteor[i].speed.y += gravity + 0.12f;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < NUM_SMALL_METEORS; i++)
|
||||
{
|
||||
if (smallMeteor[i].active)
|
||||
{
|
||||
// movement
|
||||
smallMeteor[i].position.x += smallMeteor[i].speed.x;
|
||||
smallMeteor[i].position.y += smallMeteor[i].speed.y;
|
||||
|
||||
// wall behaviour
|
||||
if (smallMeteor[i].position.x + smallMeteor[i].radius >= screenWidth || smallMeteor[i].position.x - smallMeteor[i].radius <= 0) smallMeteor[i].speed.x *= -1;
|
||||
if (smallMeteor[i].position.y - smallMeteor[i].radius <= 0) smallMeteor[i].speed.y *= -1;
|
||||
if (smallMeteor[i].position.y + smallMeteor[i].radius >= screenHeight)
|
||||
{
|
||||
smallMeteor[i].speed.y *= -1;
|
||||
smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
|
||||
}
|
||||
|
||||
smallMeteor[i].speed.y += gravity + 0.25f;
|
||||
}
|
||||
}
|
||||
|
||||
// Collision behaviour
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
{
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int a = 0; a < NUM_BIG_METEORS; a++)
|
||||
{
|
||||
if (bigMeteor[a].active && (bigMeteor[a].position.x - bigMeteor[a].radius <= linePosition.x && bigMeteor[a].position.x + bigMeteor[a].radius >= linePosition.x)
|
||||
&& (bigMeteor[a].position.y + bigMeteor[a].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
bigMeteor[a].active = false;
|
||||
meteorsDestroyed++;
|
||||
score += bigMeteor[a].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = bigMeteor[a].position;
|
||||
points[z].value = bigMeteor[a].points;
|
||||
points[z].color = RED;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; j ++)
|
||||
{
|
||||
if ((countMediumMeteors%2) == 0)
|
||||
{
|
||||
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
|
||||
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED};
|
||||
}
|
||||
else
|
||||
{
|
||||
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
|
||||
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED};
|
||||
}
|
||||
|
||||
mediumMeteor[countMediumMeteors].active = true;
|
||||
countMediumMeteors ++;
|
||||
}
|
||||
|
||||
bigMeteor[a].color = RED;
|
||||
a = NUM_BIG_METEORS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
|
||||
{
|
||||
if (mediumMeteor[b].active && (mediumMeteor[b].position.x - mediumMeteor[b].radius <= linePosition.x && mediumMeteor[b].position.x + mediumMeteor[b].radius >= linePosition.x)
|
||||
&& (mediumMeteor[b].position.y + mediumMeteor[b].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
mediumMeteor[b].active = false;
|
||||
meteorsDestroyed++;
|
||||
score += mediumMeteor[b].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = mediumMeteor[b].position;
|
||||
points[z].value = mediumMeteor[b].points;
|
||||
points[z].color = GREEN;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; j ++)
|
||||
{
|
||||
if (countSmallMeteors%2 == 0)
|
||||
{
|
||||
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
|
||||
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED*-1};
|
||||
}
|
||||
else
|
||||
{
|
||||
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
|
||||
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED*-1};
|
||||
}
|
||||
|
||||
smallMeteor[countSmallMeteors].active = true;
|
||||
countSmallMeteors ++;
|
||||
}
|
||||
mediumMeteor[b].color = GREEN;
|
||||
b = NUM_MEDIUM_METEORS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int c = 0; c < NUM_SMALL_METEORS; c++)
|
||||
{
|
||||
if (smallMeteor[c].active && (smallMeteor[c].position.x - smallMeteor[c].radius <= linePosition.x && smallMeteor[c].position.x + smallMeteor[c].radius >= linePosition.x)
|
||||
&& (smallMeteor[c].position.y + smallMeteor[c].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
smallMeteor[c].active = false;
|
||||
meteorsDestroyed++;
|
||||
smallMeteor[c].color = YELLOW;
|
||||
score += smallMeteor[c].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = smallMeteor[c].position;
|
||||
points[z].value = smallMeteor[c].points;
|
||||
points[z].color = YELLOW;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
c = NUM_SMALL_METEORS;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha > 0.0f)
|
||||
{
|
||||
points[z].position.y -= 2;
|
||||
points[z].alpha -= 0.02f;
|
||||
}
|
||||
// Meteor vs wall collision logic
|
||||
if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1;
|
||||
if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5;
|
||||
|
||||
if (points[z].alpha < 0.0f) points[z].alpha = 0.0f;
|
||||
if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
|
||||
{
|
||||
bigBalls[i].speed.y *= -1;
|
||||
bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
|
||||
}
|
||||
|
||||
bigBalls[i].speed.y += gravity;
|
||||
}
|
||||
|
||||
if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true;
|
||||
}
|
||||
else
|
||||
|
||||
// Meteors logic (medium)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
|
||||
{
|
||||
framesCounter++;
|
||||
if (framesCounter%180 == 0) awake = false;
|
||||
if (mediumBalls[i].active)
|
||||
{
|
||||
// Meteor movement logic
|
||||
mediumBalls[i].position.x += mediumBalls[i].speed.x;
|
||||
mediumBalls[i].position.y += mediumBalls[i].speed.y;
|
||||
|
||||
// Meteor vs wall collision logic
|
||||
if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1;
|
||||
if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1;
|
||||
if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight)
|
||||
{
|
||||
mediumBalls[i].speed.y *= -1;
|
||||
mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
|
||||
}
|
||||
|
||||
mediumBalls[i].speed.y += gravity + 0.12f;
|
||||
}
|
||||
}
|
||||
|
||||
// Meteors logic (small)
|
||||
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
|
||||
{
|
||||
if (smallBalls[i].active)
|
||||
{
|
||||
// Meteor movement logic
|
||||
smallBalls[i].position.x += smallBalls[i].speed.x;
|
||||
smallBalls[i].position.y += smallBalls[i].speed.y;
|
||||
|
||||
// Meteor vs wall collision logic
|
||||
if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1;
|
||||
if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1;
|
||||
if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight)
|
||||
{
|
||||
smallBalls[i].speed.y *= -1;
|
||||
smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
|
||||
}
|
||||
|
||||
smallBalls[i].speed.y += gravity + 0.25f;
|
||||
}
|
||||
}
|
||||
|
||||
// Player-shot vs meteors logic
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int a = 0; a < MAX_BIG_BALLS; a++)
|
||||
{
|
||||
if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x)
|
||||
&& (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
bigBalls[a].active = false;
|
||||
meteorsDestroyed++;
|
||||
score += bigBalls[a].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = bigBalls[a].position;
|
||||
points[z].value = bigBalls[a].points;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; j ++)
|
||||
{
|
||||
if ((countmediumBallss%2) == 0)
|
||||
{
|
||||
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
|
||||
mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
|
||||
}
|
||||
else
|
||||
{
|
||||
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
|
||||
mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
|
||||
}
|
||||
|
||||
mediumBalls[countmediumBallss].active = true;
|
||||
countmediumBallss ++;
|
||||
}
|
||||
|
||||
a = MAX_BIG_BALLS;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int b = 0; b < MAX_BIG_BALLS*2; b++)
|
||||
{
|
||||
if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x)
|
||||
&& (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
mediumBalls[b].active = false;
|
||||
meteorsDestroyed++;
|
||||
score += mediumBalls[b].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = mediumBalls[b].position;
|
||||
points[z].value = mediumBalls[b].points;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
for (int j = 0; j < 2; j ++)
|
||||
{
|
||||
if (countsmallBallss%2 == 0)
|
||||
{
|
||||
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
|
||||
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
|
||||
}
|
||||
else
|
||||
{
|
||||
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
|
||||
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
|
||||
}
|
||||
|
||||
smallBalls[countsmallBallss].active = true;
|
||||
countsmallBallss ++;
|
||||
}
|
||||
|
||||
b = MAX_BIG_BALLS*2;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ((shoot[i].active))
|
||||
{
|
||||
for (int c = 0; c < MAX_BIG_BALLS*4; c++)
|
||||
{
|
||||
if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x)
|
||||
&& (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
shoot[i].lifeSpawn = 0;
|
||||
smallBalls[c].active = false;
|
||||
meteorsDestroyed++;
|
||||
score += smallBalls[c].points;
|
||||
|
||||
for (int z = 0; z < 5; z++)
|
||||
{
|
||||
if (points[z].alpha == 0.0f)
|
||||
{
|
||||
points[z].position = smallBalls[c].position;
|
||||
points[z].value = smallBalls[c].points;
|
||||
points[z].alpha = 1.0f;
|
||||
z = 5;
|
||||
}
|
||||
}
|
||||
|
||||
c = MAX_BIG_BALLS*4;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true;
|
||||
}
|
||||
}
|
||||
else
|
||||
@ -603,6 +535,18 @@ void UpdateGame(void)
|
||||
gameOver = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Points move-up and fade logic
|
||||
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;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw game (one frame)
|
||||
@ -610,66 +554,60 @@ void DrawGame(void)
|
||||
{
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(DARKGRAY);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
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);
|
||||
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
|
||||
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
|
||||
DrawTriangle(v1, v2, v3, MAROON);
|
||||
|
||||
// Draw meteor
|
||||
for (int i = 0;i < NUM_BIG_METEORS; i++)
|
||||
// Draw meteors (big)
|
||||
for (int i = 0;i < MAX_BIG_BALLS; 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));
|
||||
}
|
||||
if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY);
|
||||
else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
|
||||
// Draw meteors (medium)
|
||||
for (int i = 0;i < MAX_BIG_BALLS*2; 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));
|
||||
}
|
||||
if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY);
|
||||
else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
for (int i = 0;i < NUM_SMALL_METEORS; i++)
|
||||
// Draw meteors (small)
|
||||
for (int i = 0;i < MAX_BIG_BALLS*4; 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));
|
||||
}
|
||||
if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY);
|
||||
else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
||||
}
|
||||
|
||||
// Draw shoot
|
||||
|
||||
for (int i = 0; i < NUM_SHOOTS; i++)
|
||||
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
||||
{
|
||||
if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
|
||||
}
|
||||
|
||||
// Draw score points
|
||||
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));
|
||||
DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
|
||||
}
|
||||
}
|
||||
|
||||
// Draw Text
|
||||
// Draw score (UI)
|
||||
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 (victory)
|
||||
{
|
||||
DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY);
|
||||
DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
|
||||
}
|
||||
|
||||
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
|
||||
}
|
||||
|
@ -29,7 +29,7 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Types and Structures Definition
|
||||
//----------------------------------------------------------------------------------
|
||||
typedef enum { FIRST = 0, SECOND, THIRD } enemyWave;
|
||||
typedef enum { FIRST = 0, SECOND, THIRD } EnemyWave;
|
||||
|
||||
typedef struct Player{
|
||||
Rectangle rec;
|
||||
@ -66,7 +66,7 @@ static bool victory;
|
||||
static Player player;
|
||||
static Enemy enemy[NUM_MAX_ENEMIES];
|
||||
static Shoot shoot[NUM_SHOOTS];
|
||||
static enemyWave wave;
|
||||
static EnemyWave wave;
|
||||
|
||||
static int shootRate;
|
||||
static float alpha;
|
||||
@ -149,8 +149,8 @@ void InitGame(void)
|
||||
// Initialize player
|
||||
player.rec.x = 20;
|
||||
player.rec.y = 50;
|
||||
player.rec.width = 10;
|
||||
player.rec.height = 10;
|
||||
player.rec.width = 20;
|
||||
player.rec.height = 20;
|
||||
player.speed.x = 5;
|
||||
player.speed.y = 5;
|
||||
player.color = BLACK;
|
||||
@ -165,7 +165,7 @@ void InitGame(void)
|
||||
enemy[i].speed.x = 5;
|
||||
enemy[i].speed.y = 5;
|
||||
enemy[i].active = true;
|
||||
enemy[i].color = DARKGRAY;
|
||||
enemy[i].color = GRAY;
|
||||
}
|
||||
|
||||
// Initialize shoots
|
||||
@ -178,7 +178,7 @@ void InitGame(void)
|
||||
shoot[i].speed.x = 7;
|
||||
shoot[i].speed.y = 0;
|
||||
shoot[i].active = false;
|
||||
shoot[i].color = WHITE;
|
||||
shoot[i].color = MAROON;
|
||||
}
|
||||
}
|
||||
|
||||
@ -325,10 +325,9 @@ void UpdateGame(void)
|
||||
{
|
||||
if (enemy[j].active)
|
||||
{
|
||||
if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
|
||||
if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
|
||||
{
|
||||
shoot[i].active = false;
|
||||
enemy[j].active = false;
|
||||
enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
|
||||
enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
|
||||
shootRate = 0;
|
||||
@ -362,7 +361,7 @@ void DrawGame(void)
|
||||
{
|
||||
BeginDrawing();
|
||||
|
||||
ClearBackground(LIGHTGRAY);
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (!gameOver)
|
||||
{
|
||||
@ -382,7 +381,7 @@ void DrawGame(void)
|
||||
if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
|
||||
}
|
||||
|
||||
DrawText(FormatText("%04i", score), 20, 20, 40, DARKGRAY);
|
||||
DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
|
||||
|
||||
if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
|
||||
|
||||
|
@ -25,7 +25,7 @@
|
||||
//----------------------------------------------------------------------------------
|
||||
// Some Defines
|
||||
//----------------------------------------------------------------------------------
|
||||
#define SQUARE_SIZE 30
|
||||
#define SQUARE_SIZE 20
|
||||
|
||||
#define GRID_HORIZONTAL_SIZE 12
|
||||
#define GRID_VERTICAL_SIZE 20
|
||||
@ -45,7 +45,7 @@ typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
|
||||
// Global Variables Declaration
|
||||
//------------------------------------------------------------------------------------
|
||||
static int screenWidth = 800;
|
||||
static int screenHeight = 620;
|
||||
static int screenHeight = 450;
|
||||
|
||||
static bool gameOver = false;
|
||||
static bool pause = false;
|
||||
@ -289,6 +289,8 @@ void UpdateGame(void)
|
||||
DeleteCompleteLines();
|
||||
fadeLineCounter = 0;
|
||||
lineToDelete = false;
|
||||
|
||||
lines++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -314,10 +316,10 @@ void DrawGame(void)
|
||||
{
|
||||
// Draw gameplay area
|
||||
Vector2 offset;
|
||||
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2);
|
||||
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
|
||||
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
|
||||
|
||||
offset.y -= 60; // NOTE: Harcoded position!
|
||||
offset.y -= 50; // NOTE: Harcoded position!
|
||||
|
||||
int controller = offset.x;
|
||||
|
||||
@ -360,13 +362,9 @@ void DrawGame(void)
|
||||
offset.y += SQUARE_SIZE;
|
||||
}
|
||||
|
||||
// Draw incoming piece
|
||||
//offset.x = screenWidth/2 - (4*SQUARE_SIZE/2);
|
||||
//offset.y = (screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2)) - (3*SQUARE_SIZE);
|
||||
|
||||
// NOTE: Harcoded positions for the demo!
|
||||
offset.x = 850;
|
||||
offset.y = 75;
|
||||
// Draw incoming piece (hardcoded)
|
||||
offset.x = 500;
|
||||
offset.y = 45;
|
||||
|
||||
int controler = offset.x;
|
||||
|
||||
@ -393,6 +391,9 @@ void DrawGame(void)
|
||||
offset.y += SQUARE_SIZE;
|
||||
}
|
||||
|
||||
DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
|
||||
DrawText(FormatText("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY);
|
||||
|
||||
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
|
||||
}
|
||||
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
|
||||
|
Loading…
Reference in New Issue
Block a user