raylib/games/drturtle/02_drturtle_player.c
2017-03-19 12:52:13 +01:00

212 lines
7.5 KiB
C

/*******************************************************************************************
*
* 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");
// 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 additional game variables
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 -= 8;
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 };
if (IsKeyPressed(KEY_SPACE)) gameraMode = !gameraMode;
if (IsKeyPressed(KEY_ENTER)) currentScreen = ENDING;
} 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;
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, BLUE);
DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
}
else
{
DrawTexture(sea, seaScrolling, 0, RED);
DrawTexture(sea, screenWidth + seaScrolling, 0, RED);
}
switch (currentScreen)
{
case TITLE:
{
// Draw title
//DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
DrawRectangle(380, 140, 500, 300, GRAY);
// Draw blinking text
if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);
} break;
case GAMEPLAY:
{
// 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, GREEN);
else DrawRectangleRec(playerBounds, ORANGE);
} break;
case ENDING:
{
// Draw a transparent black rectangle that covers all screen
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
DrawText("GAME OVER", 300, 200, 100, MAROON);
// Draw blinking text
if ((framesCounter/30) % 2) DrawText("PRESS ENTER to REPLAY", 400, 420, 30, LIGHTGRAY);
} break;
default: break;
}
EndDrawing();
//----------------------------------------------------------------------------------
}
// De-Initialization
//--------------------------------------------------------------------------------------
// Unload textures
UnloadTexture(sky);
UnloadTexture(mountains);
UnloadTexture(sea);
UnloadTexture(title);
UnloadTexture(turtle);
UnloadTexture(gamera);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}