341 lines
12 KiB
C
341 lines
12 KiB
C
/*******************************************************************************************
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*
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* raylib - sample game: arkanoid
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*
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* Sample game Marc Palau and Ramon Santamaria
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*
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* This game has been created using raylib v1.3 (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) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include <time.h>
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#include <math.h>
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#if defined(PLATFORM_ANDROID)
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#include "android_native_app_glue.h"
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#endif
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define PLAYER_MAX_LIFE 5
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#define LINES_OF_BRICKS 5
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#define BRICKS_PER_LINE 20
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
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typedef struct Player {
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Vector2 position;
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Vector2 size;
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int life;
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} Player;
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typedef struct Ball {
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Vector2 position;
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Vector2 speed;
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int radius;
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bool active;
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} Ball;
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typedef struct Brick {
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Vector2 position;
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bool active;
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} Brick;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static int screenWidth = 800;
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static int screenHeight = 450;
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static bool gameOver;
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static bool pause;
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static Player player;
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static Ball ball;
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static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE];
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static Vector2 brickSize;
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void InitGame(void); // Initialize game
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static void UpdateGame(void); // Update game (one frame)
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static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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void android_main(struct android_app *app)
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#else
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int main(void)
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#endif
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{
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// Initialization
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//---------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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InitWindow(screenWidth, screenHeight, app);
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#else
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InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
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#endif
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InitGame();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60);
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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 and Draw
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//----------------------------------------------------------------------------------
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UpdateDrawFrame();
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//----------------------------------------------------------------------------------
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadGame(); // Unload loaded data (textures, sounds, models...)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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#if !defined(PLATFORM_ANDROID)
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return 0;
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#endif
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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//------------------------------------------------------------------------------------
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// Initialize game variables
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void InitGame(void)
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{
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brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 };
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// Initialize player
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player.position = (Vector2){ screenWidth/2, screenHeight*7/8 };
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player.size = (Vector2){ screenWidth/10, 20 };
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player.life = PLAYER_MAX_LIFE;
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// Initialize ball
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ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 };
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ball.speed = (Vector2){ 0, 0 };
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ball.radius = 7;
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ball.active = false;
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// Initialize bricks
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int initialDownPosition = 50;
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition };
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brick[i][j].active = true;
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}
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}
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}
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// Update game (one frame)
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void UpdateGame(void)
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{
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if (!gameOver)
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{
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if (IsKeyPressed('P')) pause = !pause;
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if (!pause)
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{
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// Player movement logic
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if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
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if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
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if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
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if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
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// Ball launching logic
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if (!ball.active)
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{
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if (IsKeyPressed(KEY_SPACE))
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{
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ball.active = true;
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ball.speed = (Vector2){ 0, -5 };
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}
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}
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// Ball movement logic
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if (ball.active)
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{
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ball.position.x += ball.speed.x;
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ball.position.y += ball.speed.y;
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}
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else
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{
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ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
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}
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// Collision logic: ball vs walls
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if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
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if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
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if ((ball.position.y + ball.radius) >= screenHeight)
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{
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ball.speed = (Vector2){ 0, 0 };
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ball.active = false;
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player.life--;
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}
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// Collision logic: ball vs player
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if (CheckCollisionCircleRec(ball.position, ball.radius,
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(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
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{
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if (ball.speed.y > 0)
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{
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ball.speed.y *= -1;
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ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
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}
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}
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// Collision logic: ball vs bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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// Hit below
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if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
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((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
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((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit above
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else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
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((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
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((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit left
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else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
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((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
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((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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// Hit right
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else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
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((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
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((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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}
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}
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}
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// Game over logic
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if (player.life <= 0) gameOver = true;
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else
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{
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gameOver = true;
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active) gameOver = false;
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}
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}
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}
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}
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}
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else
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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InitGame();
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gameOver = false;
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}
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}
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}
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// Draw game (one frame)
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void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw player bar
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DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
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// Draw player lives
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for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
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// Draw ball
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DrawCircleV(ball.position, ball.radius, MAROON);
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// Draw bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
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else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
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}
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}
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}
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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EndDrawing();
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}
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// Unload game variables
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void UnloadGame(void)
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{
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// TODO: Unload all dynamic loaded data (textures, sounds, models...)
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}
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// Update and Draw (one frame)
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void UpdateDrawFrame(void)
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{
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UpdateGame();
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DrawGame();
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} |