Code review

Most of this code was developed by students, it requires some additional
review to be used for teaching.
This commit is contained in:
raysan5 2016-02-07 11:23:12 +01:00
parent 4a3509f06d
commit 4ad375a378
7 changed files with 472 additions and 568 deletions

View File

@ -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);

View File

@ -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);
}

View File

@ -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);
}

View File

@ -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);
if (follow)
{
DrawRectangle(0, 0, screenWidth, screenHeight, RED);
DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
}
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, enemy.colorBounds);
DrawCircleV(enemy.position, enemy.radius, enemy.color);
DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
DrawCircleV(player.position, player.radius, player.color);
DrawCircleV(points.position, points.radius, points.color);
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
DrawCircleV(enemy.position, enemy.radius, MAROON);
if (exit.active) DrawRectangleRec(exit.rec, exit.color);
DrawCircleV(player.position, player.radius, GRAY);
if (points.active) DrawCircleV(points.position, points.radius, GOLD);
DrawText(FormatText("SCORE: %04i", score), 10, 10, 20, GRAY);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 10, 20, GRAY);
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);
}

View File

@ -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
@ -266,208 +234,193 @@ 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;
// 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;
// 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;
// Activation of shoot
// Player shot logic
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, player.position.y - shipHeight };
linePosition = (Vector2){ player.position.x, player.position.y};
shoot[i].speed.y = PLAYER_SPEED;
shoot[i].active = true;
shoot[i].speed.y = MAX_SPEED;
linePosition = (Vector2){ player.position.x, player.position.y};
break;
}
}
}
// 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)
{
// 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)
// 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))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
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;
}
// Life of shoot
// Player shot life spawn
if (shoot[i].lifeSpawn >= 120)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].position = (Vector2){ 0.0f, 0.0f };
shoot[i].speed = (Vector2){ 0.0f, 0.0f };
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Player collision with meteors
// Player vs meteors collision logic
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
for (int i = 0; i < NUM_BIG_METEORS; i++)
for (int i = 0; i < MAX_BIG_BALLS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
{
gameOver = true;
}
}
// Meteor logic
for (int i = 0; i < NUM_BIG_METEORS; i++)
// Meteors logic (big)
for (int i = 0; i < MAX_BIG_BALLS; i++)
{
if (bigMeteor[i].active)
if (bigBalls[i].active)
{
// movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[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 (((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;
// 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 ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
{
bigMeteor[i].speed.y *= -1;
bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
bigBalls[i].speed.y *= -1;
bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
}
bigMeteor[i].speed.y += gravity;
bigBalls[i].speed.y += gravity;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
// Meteors logic (medium)
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
{
if (mediumMeteor[i].active)
if (mediumBalls[i].active)
{
// Movement logic
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// Meteor movement logic
mediumBalls[i].position.x += mediumBalls[i].speed.x;
mediumBalls[i].position.y += mediumBalls[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)
// 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)
{
mediumMeteor[i].speed.y *= -1;
mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
mediumBalls[i].speed.y *= -1;
mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
}
mediumMeteor[i].speed.y += gravity + 0.12f;
mediumBalls[i].speed.y += gravity + 0.12f;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
// Meteors logic (small)
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
{
if (smallMeteor[i].active)
if (smallBalls[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// Meteor movement logic
smallBalls[i].position.x += smallBalls[i].speed.x;
smallBalls[i].position.y += smallBalls[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)
// 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)
{
smallMeteor[i].speed.y *= -1;
smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
smallBalls[i].speed.y *= -1;
smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
}
smallMeteor[i].speed.y += gravity + 0.25f;
smallBalls[i].speed.y += gravity + 0.25f;
}
}
// Collision behaviour
for (int i = 0; i < NUM_SHOOTS; i++)
// Player-shot vs meteors logic
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_BALLS; 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))
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;
bigMeteor[a].active = false;
bigBalls[a].active = false;
meteorsDestroyed++;
score += bigMeteor[a].points;
score += bigBalls[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].position = bigBalls[a].position;
points[z].value = bigBalls[a].points;
points[z].alpha = 1.0f;
z = 5;
}
@ -475,47 +428,45 @@ void UpdateGame(void)
for (int j = 0; j < 2; j ++)
{
if ((countMediumMeteors%2) == 0)
if ((countmediumBallss%2) == 0)
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED};
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
}
else
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED};
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
}
mediumMeteor[countMediumMeteors].active = true;
countMediumMeteors ++;
mediumBalls[countmediumBallss].active = true;
countmediumBallss ++;
}
bigMeteor[a].color = RED;
a = NUM_BIG_METEORS;
a = MAX_BIG_BALLS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
for (int b = 0; b < MAX_BIG_BALLS*2; 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))
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;
mediumMeteor[b].active = false;
mediumBalls[b].active = false;
meteorsDestroyed++;
score += mediumMeteor[b].points;
score += mediumBalls[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].position = mediumBalls[b].position;
points[z].value = mediumBalls[b].points;
points[z].alpha = 1.0f;
z = 5;
}
@ -523,76 +474,57 @@ void UpdateGame(void)
for (int j = 0; j < 2; j ++)
{
if (countSmallMeteors%2 == 0)
if (countsmallBallss%2 == 0)
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED*-1};
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
}
else
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED*-1};
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
}
smallMeteor[countSmallMeteors].active = true;
countSmallMeteors ++;
smallBalls[countsmallBallss].active = true;
countsmallBallss ++;
}
mediumMeteor[b].color = GREEN;
b = NUM_MEDIUM_METEORS;
b = MAX_BIG_BALLS*2;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < NUM_SMALL_METEORS; c++)
for (int c = 0; c < MAX_BIG_BALLS*4; 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))
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;
smallMeteor[c].active = false;
smallBalls[c].active = false;
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
score += smallMeteor[c].points;
score += smallBalls[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].position = smallBalls[c].position;
points[z].value = smallBalls[c].points;
points[z].alpha = 1.0f;
z = 5;
}
}
c = NUM_SMALL_METEORS;
c = MAX_BIG_BALLS*4;
}
}
}
}
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;
}
if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true;
}
else
{
framesCounter++;
if (framesCounter%180 == 0) awake = false;
}
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);
}

View File

@ -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;
}
}
@ -328,7 +328,6 @@ void UpdateGame(void)
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);

View File

@ -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);