294 lines
9.8 KiB
C
294 lines
9.8 KiB
C
/*******************************************************************************************
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*
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* raylib - sample game: gold fever
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*
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* Sample game developed by Ian Eito, Albert Martos 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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#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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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Player {
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Vector2 position;
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Vector2 speed;
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int radius;
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} Player;
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typedef struct Enemy {
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Vector2 position;
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Vector2 speed;
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int radius;
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int radiusBounds;
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bool moveRight; // RAY: o__O
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} Enemy;
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typedef struct Points {
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Vector2 position;
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int radius;
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int value;
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bool active;
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} Points;
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typedef struct Home {
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Rectangle rec;
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bool active;
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bool save;
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Color color;
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} Home;
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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 int score;
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static int hiScore = 0;
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static Player player;
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static Enemy enemy;
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static Points points;
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static Home home;
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static bool follow;
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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: gold fever");
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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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pause = false;
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score = 0;
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player.position = (Vector2){50, 50};
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player.radius = 20;
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player.speed = (Vector2){5, 5};
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enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
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enemy.radius = 20;
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enemy.radiusBounds = 150;
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enemy.speed = (Vector2){3, 3};
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enemy.moveRight = true;
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follow = false;
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points.radius = 10;
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points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
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points.value = 100;
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points.active = true;
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home.rec.width = 50;
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home.rec.height = 50;
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home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
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home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
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home.active = false;
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home.save = false;
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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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//Control player
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
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if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
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if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
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if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
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//wall behaviour player
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if (player.position.x - player.radius <= 0) player.position.x = player.radius;
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if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius;
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if (player.position.y - player.radius <= 0) player.position.y = player.radius;
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if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
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//IA Enemy
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if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save)
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{
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if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
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if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
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if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y;
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if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y;
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}
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else
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{
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if (enemy.moveRight) enemy.position.x += enemy.speed.x;
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else enemy.position.x -= enemy.speed.x;
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}
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//wall behaviour enemy
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if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true;
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if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false;
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if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius;
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if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius;
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if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius;
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if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius;
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//Collisions
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if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active)
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{
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follow = true;
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points.active = false;
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home.active = true;
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}
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if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
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{
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gameOver = true;
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if (hiScore < score) hiScore = score;
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}
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if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
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{
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follow = false;
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if (!points.active)
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{
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score += points.value;
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points.active = true;
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enemy.speed.x += 0.5;
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enemy.speed.y += 0.5;
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points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
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}
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home.save = true;
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}
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else home.save = false;
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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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if (follow)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, RED);
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DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
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}
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DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
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DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
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DrawCircleV(enemy.position, enemy.radius, MAROON);
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DrawCircleV(player.position, player.radius, GRAY);
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if (points.active) DrawCircleV(points.position, points.radius, GOLD);
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DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
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DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
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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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} |