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