/******************************************************************************************* * * raylib - sample game: pang * * Sample game developed by Ian Eito and 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 5.0f #define PLAYER_MAX_SHOOTS 1 #define MAX_BIG_BALLS 2 #define BALLS_SPEED 2.0f //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Player { Vector2 position; Vector2 speed; Vector3 collider; float rotation; } Player; typedef struct Shoot { Vector2 position; Vector2 speed; float radius; float rotation; int lifeSpawn; bool active; } Shoot; typedef struct Ball { Vector2 position; Vector2 speed; float radius; int points; bool active; } Ball; typedef struct Points { Vector2 position; int value; float alpha; } Points; //------------------------------------------------------------------------------------ // Global Variables Declaration //------------------------------------------------------------------------------------ static int screenWidth = 800; static int screenHeight = 450; static int framesCounter; static bool gameOver; static bool pause; static int score; static Player player; static Shoot shoot[PLAYER_MAX_SHOOTS]; static Ball bigBalls[MAX_BIG_BALLS]; static Ball mediumBalls[MAX_BIG_BALLS*2]; static Ball smallBalls[MAX_BIG_BALLS*4]; static Points points[5]; // NOTE: Defined triangle is isosceles with common angles of 70 degrees. static float shipHeight; static float gravity; static int countmediumBallss; static int countsmallBallss; static int meteorsDestroyed; static Vector2 linePosition; static bool victory; static bool lose; static bool awake; //------------------------------------------------------------------------------------ // 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() { InitWindow(screenWidth, screenHeight, "sample game: pang"); 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 //---------------------------------------------------------------------------------- UpdateGame(); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- DrawGame(); //---------------------------------------------------------------------------------- } #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 static void InitGame(void) { int posx, posy; int velx = 0; int vely = 0; framesCounter = 0; gameOver = false; pause = false; score = 0; victory = false; lose = false; awake = true; gravity = 0.25f; linePosition = (Vector2){ 0.0f , 0.0f }; shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); // Initialization player player.position = (Vector2){ screenWidth/2, screenHeight }; player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED }; player.rotation = 0; player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f }; meteorsDestroyed = 0; // Initialize shoots 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; } // Initialize big meteors for (int i = 0; i < MAX_BIG_BALLS; i++) { bigBalls[i].radius = 40.0f; posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius); posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2); bigBalls[i].position = (Vector2){ posx, posy }; while ((velx == 0) || (vely == 0)) { velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); } bigBalls[i].speed = (Vector2){ velx, vely }; bigBalls[i].points = 200; bigBalls[i].active = true; } // Initialize medium meteors for (int i = 0; i < MAX_BIG_BALLS*2; i++) { mediumBalls[i].position = (Vector2){-100, -100}; mediumBalls[i].speed = (Vector2){0,0}; mediumBalls[i].radius = 20.0f; mediumBalls[i].points = 100; mediumBalls[i].active = false; } // Initialize small meteors for (int i = 0; i < MAX_BIG_BALLS*4; i++) { smallBalls[i].position = (Vector2){ -100, -100 }; smallBalls[i].speed = (Vector2){ 0, 0 }; smallBalls[i].radius = 10.0f; smallBalls[i].points = 50; smallBalls[i].active = false; } // Initialize animated points for (int i = 0; i < 5; i++) { points[i].position = (Vector2){ 0, 0 }; points[i].value = 0; points[i].alpha = 0.0f; } countmediumBallss = 0; countsmallBallss = 0; } // Update game (one frame) void UpdateGame(void) { if (!gameOver && !victory) { if (IsKeyPressed('P')) pause = !pause; if (!pause) { // Player logic if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; // Player vs wall collision logic if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2; else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2; // Player shot 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, player.position.y - shipHeight }; shoot[i].speed.y = PLAYER_SPEED; shoot[i].active = true; linePosition = (Vector2){ player.position.x, player.position.y}; 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) { shoot[i].position.y -= shoot[i].speed.y; // Shot vs walls collision logic if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) || (shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; } // Player shot life spawn if (shoot[i].lifeSpawn >= 120) { shoot[i].position = (Vector2){ 0.0f, 0.0f }; shoot[i].speed = (Vector2){ 0.0f, 0.0f }; shoot[i].lifeSpawn = 0; shoot[i].active = false; } } } // Player vs meteors collision logic player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; for (int i = 0; i < MAX_BIG_BALLS; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active) { gameOver = true; } } for (int i = 0; i < MAX_BIG_BALLS*2; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active) { gameOver = true; } } for (int i = 0; i < MAX_BIG_BALLS*4; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active) { gameOver = true; } } // Meteors logic (big) for (int i = 0; i < MAX_BIG_BALLS; i++) { if (bigBalls[i].active) { // Meteor movement logic bigBalls[i].position.x += bigBalls[i].speed.x; bigBalls[i].position.y += bigBalls[i].speed.y; // Meteor vs wall collision logic if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1; if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5; if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight) { bigBalls[i].speed.y *= -1; bigBalls[i].position.y = screenHeight - bigBalls[i].radius; } bigBalls[i].speed.y += gravity; } } // Meteors logic (medium) for (int i = 0; i < MAX_BIG_BALLS*2; i++) { if (mediumBalls[i].active) { // Meteor movement logic mediumBalls[i].position.x += mediumBalls[i].speed.x; mediumBalls[i].position.y += mediumBalls[i].speed.y; // Meteor vs wall collision logic if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1; if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1; if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight) { mediumBalls[i].speed.y *= -1; mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius; } mediumBalls[i].speed.y += gravity + 0.12f; } } // Meteors logic (small) for (int i = 0; i < MAX_BIG_BALLS*4; i++) { if (smallBalls[i].active) { // Meteor movement logic smallBalls[i].position.x += smallBalls[i].speed.x; smallBalls[i].position.y += smallBalls[i].speed.y; // Meteor vs wall collision logic if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1; if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1; if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight) { smallBalls[i].speed.y *= -1; smallBalls[i].position.y = screenHeight - smallBalls[i].radius; } smallBalls[i].speed.y += gravity + 0.25f; } } // Player-shot vs meteors logic for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if ((shoot[i].active)) { for (int a = 0; a < MAX_BIG_BALLS; a++) { if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x) && (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; bigBalls[a].active = false; meteorsDestroyed++; score += bigBalls[a].points; for (int z = 0; z < 5; z++) { if (points[z].alpha == 0.0f) { points[z].position = bigBalls[a].position; points[z].value = bigBalls[a].points; points[z].alpha = 1.0f; z = 5; } } for (int j = 0; j < 2; j ++) { if ((countmediumBallss%2) == 0) { mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED }; } else { mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED }; } mediumBalls[countmediumBallss].active = true; countmediumBallss ++; } a = MAX_BIG_BALLS; } } } if ((shoot[i].active)) { for (int b = 0; b < MAX_BIG_BALLS*2; b++) { if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x) && (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; mediumBalls[b].active = false; meteorsDestroyed++; score += mediumBalls[b].points; for (int z = 0; z < 5; z++) { if (points[z].alpha == 0.0f) { points[z].position = mediumBalls[b].position; points[z].value = mediumBalls[b].points; points[z].alpha = 1.0f; z = 5; } } for (int j = 0; j < 2; j ++) { if (countsmallBallss%2 == 0) { smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1}; } else { smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1}; } smallBalls[countsmallBallss].active = true; countsmallBallss ++; } b = MAX_BIG_BALLS*2; } } } if ((shoot[i].active)) { for (int c = 0; c < MAX_BIG_BALLS*4; c++) { if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x) && (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y)) { shoot[i].active = false; shoot[i].lifeSpawn = 0; smallBalls[c].active = false; meteorsDestroyed++; score += smallBalls[c].points; for (int z = 0; z < 5; z++) { if (points[z].alpha == 0.0f) { points[z].position = smallBalls[c].position; points[z].value = smallBalls[c].points; points[z].alpha = 1.0f; z = 5; } } c = MAX_BIG_BALLS*4; } } } } if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true; } } else { if (IsKeyPressed(KEY_ENTER)) { InitGame(); gameOver = false; } } // Points move-up and fade logic for (int z = 0; z < 5; z++) { if (points[z].alpha > 0.0f) { points[z].position.y -= 2; points[z].alpha -= 0.02f; } if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; } } // Draw game (one frame) void DrawGame(void) { BeginDrawing(); ClearBackground(RAYWHITE); if (!gameOver) { // Draw player 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 (big) for (int i = 0;i < MAX_BIG_BALLS; i++) { if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY); else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); } // Draw meteors (medium) for (int i = 0;i < MAX_BIG_BALLS*2; i++) { if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY); else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); } // Draw meteors (small) for (int i = 0;i < MAX_BIG_BALLS*4; i++) { if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY); else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); } // Draw shoot for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) { if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED); } // Draw score points for (int z = 0; z < 5; z++) { if (points[z].alpha > 0.0f) { DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha)); } } // Draw score (UI) DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY); if (victory) { DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY); DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY); } if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY); } else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY); 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(); }