/******************************************************************************************* * * raylib - sample game: asteroids * * 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" #include #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Some Defines //---------------------------------------------------------------------------------- #define PLAYER_BASE_SIZE 20.0f #define PLAYER_SPEED 6.0f #define PLAYER_MAX_SHOOTS 10 #define METEORS_SPEED 2 #define MAX_BIG_METEORS 4 #define MAX_MEDIUM_METEORS 8 #define MAX_SMALL_METEORS 16 //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Player { Vector2 position; Vector2 speed; float acceleration; float rotation; Vector3 collider; Color color; } Player; typedef struct Shoot { Vector2 position; Vector2 speed; float radius; float rotation; int lifeSpawn; bool active; Color color; } Shoot; typedef struct Meteor { Vector2 position; Vector2 speed; float radius; bool active; Color color; } Meteor; //------------------------------------------------------------------------------------ // Global Variables Declaration //------------------------------------------------------------------------------------ static const int screenWidth = 800; static const int screenHeight = 450; static bool gameOver = false; static bool pause = false; static bool victory = false; // NOTE: Defined triangle is isosceles with common angles of 70 degrees. static float shipHeight = 0.0f; static Player player = { 0 }; static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 }; static Meteor bigMeteor[MAX_BIG_METEORS] = { 0 }; static Meteor mediumMeteor[MAX_MEDIUM_METEORS] = { 0 }; static Meteor smallMeteor[MAX_SMALL_METEORS] = { 0 }; static int midMeteorsCount = 0; static int smallMeteorsCount = 0; static int destroyedMeteorsCount = 0; //------------------------------------------------------------------------------------ // 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 //------------------------------------------------------------------------------------ int main(void) { // Initialization (Note windowTitle is unused on Android) //--------------------------------------------------------- InitWindow(screenWidth, screenHeight, "sample game: asteroids"); 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 //-------------------------------------------------------------------------------------- return 0; } //------------------------------------------------------------------------------------ // Module Functions Definitions (local) //------------------------------------------------------------------------------------ // Initialize game variables void InitGame(void) { int posx, posy; int velx, vely; bool correctRange = false; victory = false; pause = false; shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); // Initialization player player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; player.speed = (Vector2){0, 0}; player.acceleration = 0; player.rotation = 0; 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; destroyedMeteorsCount = 0; // Initialization shoot 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; } for (int i = 0; i < MAX_BIG_METEORS; i++) { posx = GetRandomValue(0, screenWidth); while(!correctRange) { if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth); else correctRange = true; } correctRange = false; posy = GetRandomValue(0, screenHeight); while(!correctRange) { if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight); else correctRange = true; } bigMeteor[i].position = (Vector2){posx, posy}; correctRange = false; velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); while(!correctRange) { if (velx == 0 && vely == 0) { velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); } else correctRange = true; } bigMeteor[i].speed = (Vector2){velx, vely}; bigMeteor[i].radius = 40; bigMeteor[i].active = true; bigMeteor[i].color = BLUE; } for (int i = 0; i < MAX_MEDIUM_METEORS; i++) { mediumMeteor[i].position = (Vector2){-100, -100}; mediumMeteor[i].speed = (Vector2){0,0}; mediumMeteor[i].radius = 20; mediumMeteor[i].active = false; mediumMeteor[i].color = BLUE; } for (int i = 0; i < MAX_SMALL_METEORS; i++) { smallMeteor[i].position = (Vector2){-100, -100}; smallMeteor[i].speed = (Vector2){0,0}; smallMeteor[i].radius = 10; smallMeteor[i].active = false; smallMeteor[i].color = BLUE; } midMeteorsCount = 0; smallMeteorsCount = 0; } // Update game (one frame) void UpdateGame(void) { if (!gameOver) { if (IsKeyPressed('P')) pause = !pause; if (!pause) { // Player logic: rotation if (IsKeyDown(KEY_LEFT)) player.rotation -= 5; if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; // Player logic: speed player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; // Player logic: acceleration if (IsKeyDown(KEY_UP)) { if (player.acceleration < 1) player.acceleration += 0.04f; } else { if (player.acceleration > 0) player.acceleration -= 0.02f; else if (player.acceleration < 0) player.acceleration = 0; } if (IsKeyDown(KEY_DOWN)) { if (player.acceleration > 0) player.acceleration -= 0.04f; else if (player.acceleration < 0) player.acceleration = 0; } // Player logic: movement player.position.x += (player.speed.x*player.acceleration); player.position.y -= (player.speed.y*player.acceleration); // Collision logic: player vs walls if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight); else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight; if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight); else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight; // Player shoot logic if (IsKeyPressed(KEY_SPACE)) { 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)*PLAYER_SPEED; shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; shoot[i].rotation = player.rotation; break; } } } // Shoot life timer for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (shoot[i].active) shoot[i].lifeSpawn++; } // Shot logic for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (shoot[i].active) { // Movement shoot[i].position.x += shoot[i].speed.x; shoot[i].position.y -= shoot[i].speed.y; // Collision logic: shoot vs walls 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) { 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 if (shoot[i].lifeSpawn >= 60) { shoot[i].position = (Vector2){0, 0}; shoot[i].speed = (Vector2){0, 0}; shoot[i].lifeSpawn = 0; shoot[i].active = false; } } } // Collision logic: player vs 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 < 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 < 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 < 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; } // Meteors logic: big meteors for (int i = 0; i < MAX_BIG_METEORS; i++) { if (bigMeteor[i].active) { // Movement bigMeteor[i].position.x += bigMeteor[i].speed.x; bigMeteor[i].position.y += bigMeteor[i].speed.y; // Collision logic: meteor vs wall if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius); else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius; if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius); else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius; } } // Meteors logic: medium meteors for (int i = 0; i < MAX_MEDIUM_METEORS; i++) { if (mediumMeteor[i].active) { // Movement mediumMeteor[i].position.x += mediumMeteor[i].speed.x; mediumMeteor[i].position.y += mediumMeteor[i].speed.y; // Collision logic: meteor vs wall if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius); else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius; if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius); else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius; } } // Meteors logic: small meteors for (int i = 0; i < MAX_SMALL_METEORS; i++) { if (smallMeteor[i].active) { // Movement smallMeteor[i].position.x += smallMeteor[i].speed.x; smallMeteor[i].position.y += smallMeteor[i].speed.y; // Collision logic: meteor vs wall if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius); else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius; if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius); else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius; } } // Collision logic: player-shoots vs meteors for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if ((shoot[i].active)) { 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)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; bigMeteor[a].active = false; destroyedMeteorsCount++; for (int j = 0; j < 2; j ++) { if (midMeteorsCount%2 == 0) { mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; } else { mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; } mediumMeteor[midMeteorsCount].active = true; midMeteorsCount ++; } //bigMeteor[a].position = (Vector2){-100, -100}; bigMeteor[a].color = RED; a = MAX_BIG_METEORS; } } 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)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; mediumMeteor[b].active = false; destroyedMeteorsCount++; for (int j = 0; j < 2; j ++) { if (smallMeteorsCount%2 == 0) { smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; } else { smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; } smallMeteor[smallMeteorsCount].active = true; smallMeteorsCount ++; } //mediumMeteor[b].position = (Vector2){-100, -100}; mediumMeteor[b].color = GREEN; b = MAX_MEDIUM_METEORS; } } 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)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; smallMeteor[c].active = false; destroyedMeteorsCount++; smallMeteor[c].color = YELLOW; // smallMeteor[c].position = (Vector2){-100, -100}; c = MAX_SMALL_METEORS; } } } } } if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; } else { if (IsKeyPressed(KEY_ENTER)) { InitGame(); gameOver = false; } } } // Draw game (one frame) void DrawGame(void) { BeginDrawing(); 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)*(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 < MAX_BIG_METEORS; i++) { 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 < MAX_MEDIUM_METEORS; i++) { 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 < MAX_SMALL_METEORS; i++) { 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 < PLAYER_MAX_SHOOTS; i++) { 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); 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(); }