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@ -2,16 +2,6 @@
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*
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* raylib game - Floppy Bird
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This game has been created using raylib 1.1 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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@ -86,10 +76,21 @@ int main()
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{
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// Update
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//----------------------------------------------------------------------------------
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backScroll--;
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// Background scroll logic
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backScroll--;
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if (backScroll <= -800) backScroll = 0;
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// Player movement logic
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if (!gameover)
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{
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if (IsKeyDown(KEY_SPACE)) floppyPos.y -= 3;
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else floppyPos.y += 1;
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if (IsKeyPressed(KEY_SPACE)) PlaySound(jump);
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}
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// Tubes moving logic
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for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
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for (int i = 0; i < MAX_TUBES*2; i += 2)
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@ -98,12 +99,7 @@ int main()
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tubesRecs[i+1].x = tubesPos[i/2].x;
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}
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if (IsKeyDown(KEY_SPACE) && !gameover) floppyPos.y -= 3;
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else floppyPos.y += 1;
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if (IsKeyPressed(KEY_SPACE) && !gameover) PlaySound(jump);
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// Check Collisions
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// Check collisions player-tubes
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for (int i = 0; i < MAX_TUBES*2; i++)
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{
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if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i]))
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@ -122,6 +118,7 @@ int main()
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}
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}
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// Gameover logic for reset
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if (gameover && IsKeyPressed(KEY_ENTER))
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{
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for (int i = 0; i < MAX_TUBES; i++)
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@ -147,7 +144,6 @@ int main()
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gameover = false;
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score = 0;
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}
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//----------------------------------------------------------------------------------
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// Draw
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@ -156,32 +152,39 @@ int main()
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ClearBackground(RAYWHITE);
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// Draw scrolling background
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DrawTexture(background, backScroll, 0, WHITE);
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DrawTexture(background, screenWidth + backScroll, 0, WHITE);
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if (!gameover)
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{
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DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
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//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
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}
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// Draw moving tubes
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for (int i = 0; i < MAX_TUBES; i++)
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{
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if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE);
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// Draw collision recs
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//DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED);
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//DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED);
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}
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// Draw scores
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DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
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DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET);
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if (gameover)
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// Draw player or game over messages
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if (!gameover)
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{
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DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE);
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// Draw collision circle
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//DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED);
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}
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else
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{
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DrawText("GAME OVER", 100, 180, 100, MAROON);
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DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED);
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}
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// Draw screen light flash when passing through a tube
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if (superfx)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
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