/******************************************************************************************* * * raylib - sample game: gold fever * * Sample game developed by Ian Eito, 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) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #if defined(PLATFORM_ANDROID) #include "android_native_app_glue.h" #endif #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Player { Vector2 position; Vector2 speed; int radius; } Player; typedef struct Enemy { Vector2 position; Vector2 speed; int radius; int radiusBounds; bool moveRight; // RAY: o__O } Enemy; typedef struct Points { Vector2 position; int radius; int value; bool active; } Points; typedef struct Home { Rectangle rec; bool active; bool save; Color color; } Home; //------------------------------------------------------------------------------------ // Global Variables Declaration //------------------------------------------------------------------------------------ static int screenWidth = 800; static int screenHeight = 450; static bool gameOver; static bool pause; static int score; static int hiScore = 0; static Player player; static Enemy enemy; static Points points; static Home home; static bool follow; //------------------------------------------------------------------------------------ // Module Functions Declaration (local) //------------------------------------------------------------------------------------ static void InitGame(void); // Initialize game static void UpdateGame(void); // Update game (one frame) static void DrawGame(void); // Draw game (one frame) static void UnloadGame(void); // Unload game static void UpdateDrawFrame(void); // Update and Draw (one frame) //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ #if defined(PLATFORM_ANDROID) void android_main(struct android_app *app) #else int main(void) #endif { // Initialization //--------------------------------------------------------- #if defined(PLATFORM_ANDROID) InitWindow(screenWidth, screenHeight, app); #else InitWindow(screenWidth, screenHeight, "sample game: gold fever"); #endif InitGame(); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update and Draw //---------------------------------------------------------------------------------- UpdateDrawFrame(); //---------------------------------------------------------------------------------- } #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadGame(); // Unload loaded data (textures, sounds, models...) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- #if !defined(PLATFORM_ANDROID) return 0; #endif } //------------------------------------------------------------------------------------ // Module Functions Definitions (local) //------------------------------------------------------------------------------------ // Initialize game variables void InitGame(void) { pause = false; score = 0; player.position = (Vector2){50, 50}; player.radius = 20; player.speed = (Vector2){5, 5}; enemy.position = (Vector2){screenWidth - 50, screenHeight/2}; enemy.radius = 20; enemy.radiusBounds = 150; enemy.speed = (Vector2){3, 3}; enemy.moveRight = true; 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; 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) void UpdateGame(void) { if (!gameOver) { if (IsKeyPressed('P')) pause = !pause; if (!pause) { //Control player if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y; if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y; //wall behaviour player if (player.position.x - player.radius <= 0) player.position.x = player.radius; if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius; if (player.position.y - player.radius <= 0) player.position.y = player.radius; 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)) && !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; if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y; if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y; } else { if (enemy.moveRight) enemy.position.x += enemy.speed.x; else enemy.position.x -= enemy.speed.x; } //wall behaviour enemy if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true; if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false; if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius; if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius; if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius; if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius; //Collisions if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active) { follow = true; points.active = false; home.active = true; } 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, home.rec)) { follow = false; if (!points.active) { score += points.value; points.active = true; enemy.speed.x += 0.5; enemy.speed.y += 0.5; points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)}; } home.save = true; } else home.save = false; } } else { if (IsKeyPressed(KEY_ENTER)) { InitGame(); gameOver = false; } } } // Draw game (one frame) void DrawGame(void) { BeginDrawing(); ClearBackground(RAYWHITE); if (!gameOver) { if (follow) { DrawRectangle(0, 0, screenWidth, screenHeight, RED); DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE); } DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE); DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED); DrawCircleV(enemy.position, enemy.radius, MAROON); DrawCircleV(player.position, player.radius, GRAY); if (points.active) DrawCircleV(points.position, points.radius, GOLD); DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY); DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY); if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY); } else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); EndDrawing(); } // Unload game variables void UnloadGame(void) { // TODO: Unload all dynamic loaded data (textures, sounds, models...) } // Update and Draw (one frame) void UpdateDrawFrame(void) { UpdateGame(); DrawGame(); }