Review example
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@ -82,9 +82,9 @@ static Meteor bigMeteor[MAX_BIG_METEORS];
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static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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static int countMediumMeteors;
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static int midMeteorsCount;
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static int countSmallMeteors;
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static int smallMeteorsCount;
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static int meteorsDestroyed;
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static int destroyedMeteorsCount;
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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// Module Functions Declaration (local)
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@ -95,7 +95,6 @@ static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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static void InitShoot(Shoot shoot);
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static void DrawSpaceship(Vector2 position, float rotation, Color color);
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static void DrawSpaceship(Vector2 position, float rotation, Color color);
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -164,7 +163,7 @@ void InitGame(void)
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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player.color = LIGHTGRAY;
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player.color = LIGHTGRAY;
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meteorsDestroyed = 0;
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destroyedMeteorsCount = 0;
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// Initialization shoot
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// Initialization shoot
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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@ -237,8 +236,8 @@ void InitGame(void)
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smallMeteor[i].color = BLUE;
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smallMeteor[i].color = BLUE;
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}
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}
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countMediumMeteors = 0;
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midMeteorsCount = 0;
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countSmallMeteors = 0;
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smallMeteorsCount = 0;
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}
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}
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// Update game (one frame)
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// Update game (one frame)
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@ -250,17 +249,15 @@ void UpdateGame(void)
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if (!pause)
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if (!pause)
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{
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{
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// Player logic
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// Player logic: rotation
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// Rotation
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if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
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if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
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if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
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if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
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// Speed
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// Player logic: speed
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player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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// Controller
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// Player logic: acceleration
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if (IsKeyDown(KEY_UP))
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if (IsKeyDown(KEY_UP))
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{
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{
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if (player.acceleration < 1) player.acceleration += 0.04f;
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if (player.acceleration < 1) player.acceleration += 0.04f;
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@ -276,17 +273,17 @@ void UpdateGame(void)
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else if (player.acceleration < 0) player.acceleration = 0;
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else if (player.acceleration < 0) player.acceleration = 0;
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}
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}
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// Movement
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// Player logic: movement
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player.position.x += (player.speed.x*player.acceleration);
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player.position.x += (player.speed.x*player.acceleration);
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player.position.y -= (player.speed.y*player.acceleration);
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player.position.y -= (player.speed.y*player.acceleration);
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// Wall behaviour for player
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// Collision logic: player vs walls
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if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
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if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
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else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
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else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
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if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
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if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
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else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
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else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
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// Activation of shoot
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// Player shoot logic
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if (IsKeyPressed(KEY_SPACE))
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if (IsKeyPressed(KEY_SPACE))
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{
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{
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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@ -318,7 +315,7 @@ void UpdateGame(void)
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shoot[i].position.x += shoot[i].speed.x;
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shoot[i].position.x += shoot[i].speed.x;
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shoot[i].position.y -= shoot[i].speed.y;
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shoot[i].position.y -= shoot[i].speed.y;
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// Wall behaviour for shoot
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// Collision logic: shoot vs walls
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if (shoot[i].position.x > screenWidth + shoot[i].radius)
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if (shoot[i].position.x > screenWidth + shoot[i].radius)
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{
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{
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shoot[i].active = false;
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shoot[i].active = false;
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@ -351,7 +348,7 @@ void UpdateGame(void)
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}
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}
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}
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}
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// Collision Player to meteors
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// Collision logic: player vs meteors
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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for (int a = 0; a < MAX_BIG_METEORS; a++)
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for (int a = 0; a < MAX_BIG_METEORS; a++)
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@ -369,16 +366,16 @@ void UpdateGame(void)
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
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}
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}
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// Meteor logic
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// Meteors logic: big meteors
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for (int i = 0; i < MAX_BIG_METEORS; i++)
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for (int i = 0; i < MAX_BIG_METEORS; i++)
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{
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{
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if (bigMeteor[i].active)
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if (bigMeteor[i].active)
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{
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{
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// movement
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// Movement
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bigMeteor[i].position.x += bigMeteor[i].speed.x;
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bigMeteor[i].position.x += bigMeteor[i].speed.x;
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bigMeteor[i].position.y += bigMeteor[i].speed.y;
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bigMeteor[i].position.y += bigMeteor[i].speed.y;
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// wall behaviour
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// Collision logic: meteor vs wall
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if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
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if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
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else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
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else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
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if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
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if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
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@ -386,15 +383,16 @@ void UpdateGame(void)
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}
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}
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}
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}
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// Meteors logic: medium meteors
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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{
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if (mediumMeteor[i].active)
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if (mediumMeteor[i].active)
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{
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{
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// movement
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// Movement
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mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
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mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
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mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
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mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
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// wall behaviour
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// Collision logic: meteor vs wall
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if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
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if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
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else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
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else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
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if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
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if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
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@ -402,15 +400,16 @@ void UpdateGame(void)
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}
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}
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}
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}
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// Meteors logic: small meteors
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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{
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if (smallMeteor[i].active)
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if (smallMeteor[i].active)
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{
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{
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// movement
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// Movement
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smallMeteor[i].position.x += smallMeteor[i].speed.x;
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smallMeteor[i].position.x += smallMeteor[i].speed.x;
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smallMeteor[i].position.y += smallMeteor[i].speed.y;
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smallMeteor[i].position.y += smallMeteor[i].speed.y;
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// wall behaviour
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// Collision logic: meteor vs wall
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if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
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if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
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else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
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else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
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if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
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if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
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@ -418,7 +417,7 @@ void UpdateGame(void)
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}
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}
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}
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}
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// Collision behaviour
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// Collision logic: player-shoots vs meteors
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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{
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if ((shoot[i].active))
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if ((shoot[i].active))
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@ -430,31 +429,30 @@ void UpdateGame(void)
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shoot[i].active = false;
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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shoot[i].lifeSpawn = 0;
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bigMeteor[a].active = false;
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bigMeteor[a].active = false;
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meteorsDestroyed++;
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destroyedMeteorsCount++;
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for (int j = 0; j < 2; j ++)
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for (int j = 0; j < 2; j ++)
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{
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{
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if (countMediumMeteors%2 == 0)
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if (midMeteorsCount%2 == 0)
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{
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{
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mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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}
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}
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else
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else
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{
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{
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mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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}
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}
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mediumMeteor[countMediumMeteors].active = true;
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mediumMeteor[midMeteorsCount].active = true;
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countMediumMeteors ++;
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midMeteorsCount ++;
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}
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}
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//bigMeteor[a].position = (Vector2){-100, -100};
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//bigMeteor[a].position = (Vector2){-100, -100};
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bigMeteor[a].color = RED;
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bigMeteor[a].color = RED;
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a = MAX_BIG_METEORS;
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a = MAX_BIG_METEORS;
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}
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}
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
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for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
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{
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{
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if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
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if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
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@ -462,31 +460,30 @@ void UpdateGame(void)
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shoot[i].active = false;
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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shoot[i].lifeSpawn = 0;
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mediumMeteor[b].active = false;
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mediumMeteor[b].active = false;
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meteorsDestroyed++;
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destroyedMeteorsCount++;
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for (int j = 0; j < 2; j ++)
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for (int j = 0; j < 2; j ++)
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{
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{
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if (countSmallMeteors%2 == 0)
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if (smallMeteorsCount%2 == 0)
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{
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{
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smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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}
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}
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else
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else
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{
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{
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smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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}
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}
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smallMeteor[countSmallMeteors].active = true;
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smallMeteor[smallMeteorsCount].active = true;
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countSmallMeteors ++;
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smallMeteorsCount ++;
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}
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}
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//mediumMeteor[b].position = (Vector2){-100, -100};
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//mediumMeteor[b].position = (Vector2){-100, -100};
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mediumMeteor[b].color = GREEN;
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mediumMeteor[b].color = GREEN;
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b = MAX_MEDIUM_METEORS;
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b = MAX_MEDIUM_METEORS;
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}
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}
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int c = 0; c < MAX_SMALL_METEORS; c++)
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for (int c = 0; c < MAX_SMALL_METEORS; c++)
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{
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{
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if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
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if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
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@ -494,7 +491,7 @@ void UpdateGame(void)
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shoot[i].active = false;
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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shoot[i].lifeSpawn = 0;
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smallMeteor[c].active = false;
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smallMeteor[c].active = false;
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meteorsDestroyed++;
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destroyedMeteorsCount++;
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smallMeteor[c].color = YELLOW;
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smallMeteor[c].color = YELLOW;
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// smallMeteor[c].position = (Vector2){-100, -100};
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// smallMeteor[c].position = (Vector2){-100, -100};
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c = MAX_SMALL_METEORS;
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c = MAX_SMALL_METEORS;
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@ -504,7 +501,7 @@ void UpdateGame(void)
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}
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}
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}
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}
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if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
|
if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
|
Loading…
Reference in New Issue
Block a user