diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c index 676b0154..53ebbd8e 100644 --- a/games/samples/asteroids.c +++ b/games/samples/asteroids.c @@ -22,13 +22,14 @@ //---------------------------------------------------------------------------------- // Some Defines //---------------------------------------------------------------------------------- -#define MAX_SPEED 6 +#define PLAYER_BASE_SIZE 20.0f +#define PLAYER_SPEED 6.0f +#define PLAYER_MAX_SHOOTS 10 + #define METEORS_SPEED 2 -#define NUM_SHOOTS 10 -#define NUM_BIG_METEORS 4 -#define NUM_MEDIUM_METEORS 8 -#define NUM_SMALL_METEORS 16 -#define SHIP_BASE_SIZE 20.0f +#define MAX_BIG_METEORS 4 +#define MAX_MEDIUM_METEORS 8 +#define MAX_SMALL_METEORS 16 //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -53,29 +54,13 @@ typedef struct Shoot { Color color; } Shoot; -typedef struct BigMeteor { +typedef struct Meteor { Vector2 position; Vector2 speed; float radius; bool active; Color color; -} BigMeteor; - -typedef struct MediumMeteor { - Vector2 position; - Vector2 speed; - float radius; - bool active; - Color color; -} MediumMeteor; - -typedef struct SmallMeteor { - Vector2 position; - Vector2 speed; - float radius; - bool active; - Color color; -} SmallMeteor; +} Meteor; //------------------------------------------------------------------------------------ // Global Variables Declaration @@ -92,10 +77,10 @@ static bool victory; static float shipHeight; 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 Meteor bigMeteor[MAX_BIG_METEORS]; +static Meteor mediumMeteor[MAX_MEDIUM_METEORS]; +static Meteor smallMeteor[MAX_SMALL_METEORS]; static int countMediumMeteors; static int countSmallMeteors; @@ -169,7 +154,7 @@ void InitGame(void) victory = false; pause = false; - shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD); + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); // Initialization player player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; @@ -181,10 +166,8 @@ void InitGame(void) meteorsDestroyed = 0; - //InitShoot(&shoot); - // Initialization shoot - 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}; @@ -194,7 +177,7 @@ void InitGame(void) shoot[i].color = WHITE; } - for (int i = 0; i < NUM_BIG_METEORS; i++) + for (int i = 0; i < MAX_BIG_METEORS; i++) { posx = GetRandomValue(0, screenWidth); @@ -236,7 +219,7 @@ void InitGame(void) bigMeteor[i].color = BLUE; } - for (int i = 0; i < NUM_MEDIUM_METEORS; i++) + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) { mediumMeteor[i].position = (Vector2){-100, -100}; mediumMeteor[i].speed = (Vector2){0,0}; @@ -245,7 +228,7 @@ void InitGame(void) mediumMeteor[i].color = BLUE; } - for (int i = 0; i < NUM_SMALL_METEORS; i++) + for (int i = 0; i < MAX_SMALL_METEORS; i++) { smallMeteor[i].position = (Vector2){-100, -100}; smallMeteor[i].speed = (Vector2){0,0}; @@ -274,8 +257,8 @@ 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)) @@ -306,14 +289,14 @@ void UpdateGame(void) // Activation of shoot if (IsKeyPressed(KEY_SPACE)) { - for (int i = 0; i < NUM_SHOOTS; i++) + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (!shoot[i].active) { shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) }; shoot[i].active = true; - shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*MAX_SPEED; - shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED; + shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED; + shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; shoot[i].rotation = player.rotation; break; } @@ -321,13 +304,13 @@ void UpdateGame(void) } // Shoot life timer - for (int i = 0; i < NUM_SHOOTS; i++) + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (shoot[i].active) shoot[i].lifeSpawn++; } // Shot logic - for (int i = 0; i < NUM_SHOOTS; i++) + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (shoot[i].active) { @@ -371,23 +354,23 @@ 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_BIG_METEORS; a++) + for (int a = 0; a < MAX_BIG_METEORS; a++) { if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true; } - 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_BIG_METEORS; i++) + for (int i = 0; i < MAX_BIG_METEORS; i++) { if (bigMeteor[i].active) { @@ -403,7 +386,7 @@ void UpdateGame(void) } } - for (int i = 0; i < NUM_MEDIUM_METEORS; i++) + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) { if (mediumMeteor[i].active) { @@ -419,7 +402,7 @@ 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) { @@ -436,11 +419,11 @@ void UpdateGame(void) } // Collision behaviour - for (int i = 0; i < NUM_SHOOTS; i++) + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if ((shoot[i].active)) { - for (int a = 0; a < NUM_BIG_METEORS; a++) + for (int a = 0; a < MAX_BIG_METEORS; a++) { if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius)) { @@ -466,13 +449,13 @@ void UpdateGame(void) } //bigMeteor[a].position = (Vector2){-100, -100}; bigMeteor[a].color = RED; - a = NUM_BIG_METEORS; + a = MAX_BIG_METEORS; } } } if ((shoot[i].active)) { - for (int b = 0; b < NUM_MEDIUM_METEORS; b++) + for (int b = 0; b < MAX_MEDIUM_METEORS; b++) { if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius)) { @@ -498,13 +481,13 @@ void UpdateGame(void) } //mediumMeteor[b].position = (Vector2){-100, -100}; mediumMeteor[b].color = GREEN; - b = NUM_MEDIUM_METEORS; + b = MAX_MEDIUM_METEORS; } } } if ((shoot[i].active)) { - for (int c = 0; c < NUM_SMALL_METEORS; c++) + for (int c = 0; c < MAX_SMALL_METEORS; c++) { if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius)) { @@ -514,14 +497,14 @@ void UpdateGame(void) meteorsDestroyed++; smallMeteor[c].color = YELLOW; // smallMeteor[c].position = (Vector2){-100, -100}; - c = NUM_SMALL_METEORS; + c = MAX_SMALL_METEORS; } } } } } - if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true; + if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; } else { @@ -538,39 +521,39 @@ 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 meteors - for (int i = 0; i < NUM_BIG_METEORS; i++) + for (int i = 0; i < MAX_BIG_METEORS; i++) { - if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color); - else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f)); + if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY); + else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); } - 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, GRAY); + else DrawCircleV(smallMeteor[i].position, smallMeteor[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) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color); + if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK); } if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY); diff --git a/games/samples/asteroids_survival.c b/games/samples/asteroids_survival.c index e2be9366..aa21112d 100644 --- a/games/samples/asteroids_survival.c +++ b/games/samples/asteroids_survival.c @@ -22,13 +22,13 @@ //---------------------------------------------------------------------------------- // Some Defines //---------------------------------------------------------------------------------- -#define MAX_SPEED 6 +#define PLAYER_BASE_SIZE 20.0f +#define PLAYER_SPEED 6.0f +#define PLAYER_MAX_SHOOTS 10 + #define METEORS_SPEED 2 -#define NUM_SHOOTS 10 -#define NUM_BIG_METEORS 4 -#define NUM_MEDIUM_METEORS 8 -#define NUM_SMALL_METEORS 16 -#define SHIP_BASE_SIZE 20.0f +#define MAX_MEDIUM_METEORS 8 +#define MAX_SMALL_METEORS 16 //---------------------------------------------------------------------------------- // Types and Structures Definition @@ -43,22 +43,13 @@ typedef struct Player { Color color; } Player; -typedef struct MediumMeteor { +typedef struct Meteor { Vector2 position; Vector2 speed; float radius; bool active; Color color; -} MediumMeteor; - -typedef struct SmallMeteor { - Vector2 position; - Vector2 speed; - float radius; - bool active; - Color color; -} SmallMeteor; - +} Meteor; //------------------------------------------------------------------------------------ // Global Variables Declaration @@ -74,8 +65,8 @@ static bool pause; static float shipHeight; static Player player; -static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS]; -static SmallMeteor smallMeteor[NUM_SMALL_METEORS]; +static Meteor mediumMeteor[MAX_MEDIUM_METEORS]; +static Meteor smallMeteor[MAX_SMALL_METEORS]; //------------------------------------------------------------------------------------ // Module Functions Declaration (local) @@ -86,8 +77,6 @@ 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 DrawSpaceship(Vector2 position, float rotation, Color color); - //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ @@ -146,7 +135,7 @@ void InitGame(void) framesCounter = 0; - shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD); + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); // Initialization player player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; @@ -156,7 +145,7 @@ void InitGame(void) player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; player.color = LIGHTGRAY; - for (int i = 0; i < NUM_MEDIUM_METEORS; i++) + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) { posx = GetRandomValue(0, screenWidth); @@ -196,7 +185,7 @@ void InitGame(void) mediumMeteor[i].color = GREEN; } - 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); } diff --git a/games/samples/floppy.c b/games/samples/floppy.c index d66f5bbe..f48ea235 100644 --- a/games/samples/floppy.c +++ b/games/samples/floppy.c @@ -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); } diff --git a/games/samples/gold_fever.c b/games/samples/gold_fever.c index d4c0d99f..5a435027 100644 --- a/games/samples/gold_fever.c +++ b/games/samples/gold_fever.c @@ -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); } diff --git a/games/samples/pang.c b/games/samples/pang.c index e7b2bb86..fe1c3005 100644 --- a/games/samples/pang.c +++ b/games/samples/pang.c @@ -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); } diff --git a/games/samples/space_invaders.c b/games/samples/space_invaders.c index 9f380628..c2dd0c61 100644 --- a/games/samples/space_invaders.c +++ b/games/samples/space_invaders.c @@ -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); diff --git a/games/samples/tetris.c b/games/samples/tetris.c index 8d550f3d..62400201 100644 --- a/games/samples/tetris.c +++ b/games/samples/tetris.c @@ -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);