/******************************************************************************************* * * raylib game - Dr. Turtle & Mr. Gamera * * Welcome to raylib! * * To test examples, just press F6 and execute raylib_compile_execute script * Note that compiled executable is placed in the same folder as .c file * * You can find all basic examples on C:\raylib\raylib\examples folder or * raylib official webpage: www.raylib.com * * Enjoy using raylib. :) * * This game has been created using raylib 1.1 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #define MAX_ENEMIES 10 typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen; int main() { // Initialization //-------------------------------------------------------------------------------------- const int screenWidth = 1280; const int screenHeight = 720; // Init window InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); // Load game resources: textures Texture2D sky = LoadTexture("resources/sky.png"); Texture2D mountains = LoadTexture("resources/mountains.png"); Texture2D sea = LoadTexture("resources/sea.png"); Texture2D title = LoadTexture("resources/title.png"); Texture2D turtle = LoadTexture("resources/turtle.png"); Texture2D gamera = LoadTexture("resources/gamera.png"); Texture2D shark = LoadTexture("resources/shark.png"); Texture2D orca = LoadTexture("resources/orca.png"); Texture2D swhale = LoadTexture("resources/swhale.png"); Texture2D fish = LoadTexture("resources/fish.png"); Texture2D gframe = LoadTexture("resources/gframe.png"); // Load game resources: fonts SpriteFont font = LoadSpriteFont("resources/komika.png"); // Define scrolling variables int backScrolling = 0; int seaScrolling = 0; // Define current screen GameScreen currentScreen = TITLE; // Define player variables int playerRail = 1; Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; bool gameraMode = false; // Define enemies variables Rectangle enemyBounds[MAX_ENEMIES]; int enemyRail[MAX_ENEMIES]; int enemyType[MAX_ENEMIES]; bool enemyActive[MAX_ENEMIES]; float enemySpeed = 10; // Init enemies variables for (int i = 0; i < MAX_ENEMIES; i++) { // Define enemy type (all same probability) //enemyType[i] = GetRandomValue(0, 3); // Probability system for enemies type int enemyProb = GetRandomValue(0, 100); if (enemyProb < 30) enemyType[i] = 0; else if (enemyProb < 60) enemyType[i] = 1; else if (enemyProb < 90) enemyType[i] = 2; else enemyType[i] = 3; // Define enemy rail enemyRail[i] = GetRandomValue(0, 4); enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; enemyActive[i] = false; } // Define additional game variables int score = 0; float distance = 0.0f; int hiscore = 0; float hidistance = 0.0f; int foodBar = 0; int framesCounter = 0; SetTargetFPS(60); // Setup game frames per second //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- framesCounter++; // Game screens management switch (currentScreen) { case TITLE: { // Sea scrolling seaScrolling -= 2; if (seaScrolling <= -screenWidth) seaScrolling = 0; // Press enter to change to gameplay screen if (IsKeyPressed(KEY_ENTER)) { currentScreen = GAMEPLAY; framesCounter = 0; } } break; case GAMEPLAY: { // Background scrolling logic backScrolling--; if (backScrolling <= -screenWidth) backScrolling = 0; // Sea scrolling logic seaScrolling -= (enemySpeed - 2); if (seaScrolling <= -screenWidth) seaScrolling = 0; // Player movement logic if (IsKeyPressed(KEY_DOWN)) playerRail++; else if (IsKeyPressed(KEY_UP)) playerRail--; // Check player not out of rails if (playerRail > 4) playerRail = 4; else if (playerRail < 0) playerRail = 0; // Update player bounds playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; // Enemies activation logic (every 40 frames) if (framesCounter > 40) { for (int i = 0; i < MAX_ENEMIES; i++) { if (enemyActive[i] == false) { enemyActive[i] = true; i = MAX_ENEMIES; } } framesCounter = 0; } // Enemies logic for (int i = 0; i < MAX_ENEMIES; i++) { if (enemyActive[i]) { enemyBounds[i].x -= enemySpeed; } // Check enemies out of screen if (enemyBounds[i].x <= 0 - 128) { enemyActive[i] = false; enemyType[i] = GetRandomValue(0, 3); enemyRail[i] = GetRandomValue(0, 4); enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; } } if (!gameraMode) enemySpeed += 0.005; // Check collision player vs enemies for (int i = 0; i < MAX_ENEMIES; i++) { if (enemyActive[i]) { if (CheckCollisionRecs(playerBounds, enemyBounds[i])) { if (enemyType[i] < 3) // Bad enemies { if (gameraMode) { if (enemyType[i] == 0) score += 50; else if (enemyType[i] == 1) score += 150; else if (enemyType[i] == 2) score += 300; foodBar += 15; enemyActive[i] = false; // After enemy deactivation, reset enemy parameters to be reused enemyType[i] = GetRandomValue(0, 3); enemyRail[i] = GetRandomValue(0, 4); // Make sure not two consecutive enemies in the same row if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; } else { // Player die logic currentScreen = ENDING; framesCounter = 0; // Save hiscore and hidistance for next game if (score > hiscore) hiscore = score; if (distance > hidistance) hidistance = distance; } } else // Sweet fish { enemyActive[i] = false; enemyType[i] = GetRandomValue(0, 3); enemyRail[i] = GetRandomValue(0, 4); // Make sure not two consecutive enemies in the same row if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; if (!gameraMode) foodBar += 80; else foodBar += 25; score += 10; if (foodBar == 400) { gameraMode = true; } } } } } // Gamera mode logic if (gameraMode) { foodBar--; if (foodBar <= 0) { gameraMode = false; enemySpeed -= 2; if (enemySpeed < 10) enemySpeed = 10; } } // Update distance counter distance += 0.5f; } break; case ENDING: { // Press enter to play again if (IsKeyPressed(KEY_ENTER)) { currentScreen = GAMEPLAY; // Reset player playerRail = 1; playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; gameraMode = false; // Reset enemies data for (int i = 0; i < MAX_ENEMIES; i++) { int enemyProb = GetRandomValue(0, 100); if (enemyProb < 30) enemyType[i] = 0; else if (enemyProb < 60) enemyType[i] = 1; else if (enemyProb < 90) enemyType[i] = 2; else enemyType[i] = 3; //enemyType[i] = GetRandomValue(0, 3); enemyRail[i] = GetRandomValue(0, 4); enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; enemyActive[i] = false; } enemySpeed = 10; // Reset game variables score = 0; distance = 0.0; foodBar = 0; framesCounter = 0; } } break; default: break; } //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(RAYWHITE); // Draw background (common to all screens) DrawTexture(sky, 0, 0, WHITE); DrawTexture(mountains, backScrolling, 0, WHITE); DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE); if (!gameraMode) { DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, 227, 255}); DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, 227, 255}); } else { DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255}); DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255}); } switch (currentScreen) { case TITLE: { // Draw title DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE); // Draw blinking text if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.baseSize, 0, WHITE); } break; case GAMEPLAY: { // Draw water lines for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f)); // Draw player if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE); else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE); // Draw player bounding box //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f)); //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f)); // Draw enemies for (int i = 0; i < MAX_ENEMIES; i++) { if (enemyActive[i]) { // Draw enemies switch(enemyType[i]) { case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; default: break; } // Draw enemies bounding boxes /* switch(enemyType[i]) { case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break; default: break; } */ } } // Draw gameplay interface DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f)); DrawRectangle(20, 20, foodBar, 40, ORANGE); DrawRectangleLines(20, 20, 400, 40, BLACK); DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.baseSize, -2, ORANGE); DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.baseSize, -2, ORANGE); if (gameraMode) { DrawText("GAMERA MODE", 60, 22, 40, GRAY); DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f)); } } break; case ENDING: { // Draw a transparent black rectangle that covers all screen DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f)); DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.baseSize*3, -2, MAROON); DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.baseSize, -2, GOLD); DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.baseSize, -2, GOLD); DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.baseSize, -2, ORANGE); DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.baseSize, -2, ORANGE); // Draw blinking text if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.baseSize, -2, LIGHTGRAY); } break; default: break; } EndDrawing(); //---------------------------------------------------------------------------------- } // De-Initialization //-------------------------------------------------------------------------------------- // Unload textures UnloadTexture(sky); UnloadTexture(mountains); UnloadTexture(sea); UnloadTexture(gframe); UnloadTexture(title); UnloadTexture(turtle); UnloadTexture(shark); UnloadTexture(orca); UnloadTexture(swhale); UnloadTexture(fish); UnloadTexture(gamera); // Unload font texture UnloadSpriteFont(font); CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; }