2c219fb814
Inspired by #504. Instead of requiring the user to do PLATFORM_ANDROID #ifdefery, have the android_main entry point exported by raylib and call the user-defined main. This way many games could (in theory) run unmodified on Android and elsewhere. This is untested!
535 lines
20 KiB
C
535 lines
20 KiB
C
/*******************************************************************************************
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*
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* raylib - sample game: missile commander
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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_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 MAX_MISSILES 100
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#define MAX_INTERCEPTORS 30
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#define MAX_EXPLOSIONS 100
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#define LAUNCHERS_AMOUNT 3 // Not a variable, should not be changed
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#define BUILDINGS_AMOUNT 6 // Not a variable, should not be changed
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#define LAUNCHER_SIZE 80
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#define BUILDING_SIZE 60
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#define EXPLOSION_RADIUS 40
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#define MISSILE_SPEED 1
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#define MISSILE_LAUNCH_FRAMES 80
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#define INTERCEPTOR_SPEED 10
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#define EXPLOSION_INCREASE_TIME 90 // In frames
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#define EXPLOSION_TOTAL_TIME 210 // In frames
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#define EXPLOSION_COLOR (Color){ 125, 125, 125, 125 }
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Missile {
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Vector2 origin;
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Vector2 position;
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Vector2 objective;
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Vector2 speed;
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bool active;
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} Missile;
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typedef struct Interceptor {
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Vector2 origin;
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Vector2 position;
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Vector2 objective;
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Vector2 speed;
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bool active;
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} Interceptor;
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typedef struct Explosion {
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Vector2 position;
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float radiusMultiplier;
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int frame;
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bool active;
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} Explosion;
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typedef struct Launcher {
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Vector2 position;
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bool active;
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} Launcher;
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typedef struct Building {
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Vector2 position;
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bool active;
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} Building;
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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 int framesCounter = 0;
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static bool gameOver = false;
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static bool pause = false;
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static int score = 0;
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static Missile missile[MAX_MISSILES];
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static Interceptor interceptor[MAX_INTERCEPTORS];
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static Explosion explosion[MAX_EXPLOSIONS];
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static Launcher launcher[LAUNCHERS_AMOUNT];
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static Building building[BUILDINGS_AMOUNT];
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static int explosionIndex = 0;
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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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// Additional module functions
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static void UpdateOutgoingFire();
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static void UpdateIncomingFire();
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "sample game: missile commander");
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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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return 0;
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}
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//--------------------------------------------------------------------------------------
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// Game Module Functions Definition
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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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// Initialize missiles
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for (int i = 0; i < MAX_MISSILES; i++)
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{
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missile[i].origin = (Vector2){ 0, 0 };
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missile[i].speed = (Vector2){ 0, 0 };
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missile[i].position = (Vector2){ 0, 0 };
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missile[i].active = false;
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}
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// Initialize interceptors
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for (int i = 0; i < MAX_INTERCEPTORS; i++)
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{
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interceptor[i].origin = (Vector2){ 0, 0 };
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interceptor[i].speed = (Vector2){ 0, 0 };
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interceptor[i].position = (Vector2){ 0, 0 };
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interceptor[i].active = false;
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}
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// Initialize explosions
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for (int i = 0; i < MAX_EXPLOSIONS; i++)
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{
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explosion[i].position = (Vector2){ 0, 0 };
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explosion[i].frame = 0;
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explosion[i].active = false;
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}
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// Initialize buildings and launchers
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int sparcing = screenWidth/(LAUNCHERS_AMOUNT + BUILDINGS_AMOUNT + 1);
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// Buildings and launchers placing
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launcher[0].position = (Vector2){ 1*sparcing, screenHeight - LAUNCHER_SIZE/2 };
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building[0].position = (Vector2){ 2*sparcing, screenHeight - BUILDING_SIZE/2 };
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building[1].position = (Vector2){ 3*sparcing, screenHeight - BUILDING_SIZE/2 };
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building[2].position = (Vector2){ 4*sparcing, screenHeight - BUILDING_SIZE/2 };
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launcher[1].position = (Vector2){ 5*sparcing, screenHeight - LAUNCHER_SIZE/2 };
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building[3].position = (Vector2){ 6*sparcing, screenHeight - BUILDING_SIZE/2 };
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building[4].position = (Vector2){ 7*sparcing, screenHeight - BUILDING_SIZE/2 };
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building[5].position = (Vector2){ 8*sparcing, screenHeight - BUILDING_SIZE/2 };
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launcher[2].position = (Vector2){ 9*sparcing, screenHeight - LAUNCHER_SIZE/2 };
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// Buildings and launchers activation
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for (int i = 0; i < LAUNCHERS_AMOUNT; i++) launcher[i].active = true;
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for (int i = 0; i < BUILDINGS_AMOUNT; i++) building[i].active = true;
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// Initialize game variables
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score = 0;
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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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framesCounter++;
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static
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float distance;
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// Interceptors update
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for (int i = 0; i < MAX_INTERCEPTORS; i++)
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{
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if (interceptor[i].active)
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{
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// Update position
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interceptor[i].position.x += interceptor[i].speed.x;
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interceptor[i].position.y += interceptor[i].speed.y;
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// Distance to objective
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distance = sqrt( pow(interceptor[i].position.x - interceptor[i].objective.x, 2) +
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pow(interceptor[i].position.y - interceptor[i].objective.y, 2));
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if (distance < INTERCEPTOR_SPEED)
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{
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// Interceptor dissapears
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interceptor[i].active = false;
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// Explosion
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explosion[explosionIndex].position = interceptor[i].position;
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explosion[explosionIndex].active = true;
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explosion[explosionIndex].frame = 0;
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explosionIndex++;
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if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
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break;
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}
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}
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}
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// Missiles update
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for (int i = 0; i < MAX_MISSILES; i++)
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{
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if (missile[i].active)
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{
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// Update position
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missile[i].position.x += missile[i].speed.x;
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missile[i].position.y += missile[i].speed.y;
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// Collision and missile out of bounds
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if (missile[i].position.y > screenHeight) missile[i].active = false;
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else
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{
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// CHeck collision with launchers
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for (int j = 0; j < LAUNCHERS_AMOUNT; j++)
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{
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if (launcher[j].active)
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{
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if (CheckCollisionPointRec(missile[i].position, (Rectangle){ launcher[j].position.x - LAUNCHER_SIZE/2, launcher[j].position.y - LAUNCHER_SIZE/2,
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LAUNCHER_SIZE, LAUNCHER_SIZE }))
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{
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// Missile dissapears
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missile[i].active = false;
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// Explosion and destroy building
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launcher[j].active = false;
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explosion[explosionIndex].position = missile[i].position;
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explosion[explosionIndex].active = true;
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explosion[explosionIndex].frame = 0;
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explosionIndex++;
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if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
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break;
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}
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}
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}
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// CHeck collision with buildings
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for (int j = 0; j < BUILDINGS_AMOUNT; j++)
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{
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if (building[j].active)
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{
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if (CheckCollisionPointRec(missile[i].position, (Rectangle){ building[j].position.x - BUILDING_SIZE/2, building[j].position.y - BUILDING_SIZE/2,
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BUILDING_SIZE, BUILDING_SIZE }))
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{
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// Missile dissapears
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missile[i].active = false;
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// Explosion and destroy building
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building[j].active = false;
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explosion[explosionIndex].position = missile[i].position;
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explosion[explosionIndex].active = true;
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explosion[explosionIndex].frame = 0;
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explosionIndex++;
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if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
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break;
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}
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}
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}
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// CHeck collision with explosions
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for (int j = 0; j < MAX_EXPLOSIONS; j++)
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{
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if (explosion[j].active)
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{
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if (CheckCollisionPointCircle(missile[i].position, explosion[j].position, EXPLOSION_RADIUS*explosion[j].radiusMultiplier))
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{
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// Missile dissapears and we earn 100 points
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missile[i].active = false;
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score += 100;
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explosion[explosionIndex].position = missile[i].position;
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explosion[explosionIndex].active = true;
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explosion[explosionIndex].frame = 0;
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explosionIndex++;
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if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
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break;
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}
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}
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}
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}
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}
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}
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// Explosions update
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for (int i = 0; i < MAX_EXPLOSIONS; i++)
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{
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if (explosion[i].active)
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{
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explosion[i].frame++;
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if (explosion[i].frame <= EXPLOSION_INCREASE_TIME) explosion[i].radiusMultiplier = explosion[i].frame/(float)EXPLOSION_INCREASE_TIME;
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else if (explosion[i].frame <= EXPLOSION_TOTAL_TIME) explosion[i].radiusMultiplier = 1 - (explosion[i].frame - (float)EXPLOSION_INCREASE_TIME)/(float)EXPLOSION_TOTAL_TIME;
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else
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{
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explosion[i].frame = 0;
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explosion[i].active = false;
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}
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}
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}
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// Fire logic
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UpdateOutgoingFire();
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UpdateIncomingFire();
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// Game over logic
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int checker = 0;
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for (int i = 0; i < LAUNCHERS_AMOUNT; i++)
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{
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if (!launcher[i].active) checker++;
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if (checker == LAUNCHERS_AMOUNT) gameOver = true;
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}
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checker = 0;
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for (int i = 0; i < BUILDINGS_AMOUNT; i++)
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{
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if (!building[i].active) checker++;
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if (checker == BUILDINGS_AMOUNT) gameOver = true;
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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 missiles
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for (int i = 0; i < MAX_MISSILES; i++)
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{
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if (missile[i].active)
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{
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DrawLine(missile[i].origin.x, missile[i].origin.y, missile[i].position.x, missile[i].position.y, RED);
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if (framesCounter % 16 < 8) DrawCircle(missile[i].position.x, missile[i].position.y, 3, YELLOW);
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}
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}
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// Draw interceptors
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for (int i = 0; i < MAX_INTERCEPTORS; i++)
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{
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if (interceptor[i].active)
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{
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DrawLine(interceptor[i].origin.x, interceptor[i].origin.y, interceptor[i].position.x, interceptor[i].position.y, GREEN);
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if (framesCounter % 16 < 8) DrawCircle(interceptor[i].position.x, interceptor[i].position.y, 3, BLUE);
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}
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}
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// Draw explosions
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for (int i = 0; i < MAX_EXPLOSIONS; i++)
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{
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if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, EXPLOSION_RADIUS*explosion[i].radiusMultiplier, EXPLOSION_COLOR);
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}
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// Draw buildings and launchers
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for (int i = 0; i < LAUNCHERS_AMOUNT; i++)
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{
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if (launcher[i].active) DrawRectangle(launcher[i].position.x - LAUNCHER_SIZE/2, launcher[i].position.y - LAUNCHER_SIZE/2, LAUNCHER_SIZE, LAUNCHER_SIZE, GRAY);
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}
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for (int i = 0; i < BUILDINGS_AMOUNT; i++)
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{
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if (building[i].active) DrawRectangle(building[i].position.x - BUILDING_SIZE/2, building[i].position.y - BUILDING_SIZE/2, BUILDING_SIZE, BUILDING_SIZE, LIGHTGRAY);
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}
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// Draw score
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DrawText(FormatText("SCORE %4i", score), 20, 20, 40, LIGHTGRAY);
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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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}
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//--------------------------------------------------------------------------------------
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// Additional module functions
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//--------------------------------------------------------------------------------------
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static void UpdateOutgoingFire()
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{
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static int interceptorNumber = 0;
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int launcherShooting = 0;
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) launcherShooting = 1;
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if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) launcherShooting = 2;
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) launcherShooting = 3;
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if (launcherShooting > 0 && launcher[launcherShooting - 1].active)
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{
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float module;
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float sideX;
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float sideY;
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// Activate the interceptor
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interceptor[interceptorNumber].active = true;
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// Assign start position
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interceptor[interceptorNumber].origin = launcher[launcherShooting - 1].position;
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interceptor[interceptorNumber].position = interceptor[interceptorNumber].origin;
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interceptor[interceptorNumber].objective = GetMousePosition();
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// Calculate speed
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module = sqrt( pow(interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x, 2) +
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pow(interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y, 2));
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sideX = (interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x)*INTERCEPTOR_SPEED/module;
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sideY = (interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y)*INTERCEPTOR_SPEED/module;
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interceptor[interceptorNumber].speed = (Vector2){ sideX, sideY };
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// Update
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interceptorNumber++;
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if (interceptorNumber == MAX_INTERCEPTORS) interceptorNumber = 0;
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}
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}
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static void UpdateIncomingFire()
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{
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static int missileIndex = 0;
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// Launch missile
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if (framesCounter % MISSILE_LAUNCH_FRAMES == 0)
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{
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float module;
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float sideX;
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float sideY;
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// Activate the missile
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missile[missileIndex].active = true;
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// Assign start position
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missile[missileIndex].origin = (Vector2){ GetRandomValue(20, screenWidth - 20), -10 };
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missile[missileIndex].position = missile[missileIndex].origin;
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missile[missileIndex].objective = (Vector2){ GetRandomValue(20, screenWidth - 20), screenHeight + 10 };
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// Calculate speed
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module = sqrt( pow(missile[missileIndex].objective.x - missile[missileIndex].origin.x, 2) +
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pow(missile[missileIndex].objective.y - missile[missileIndex].origin.y, 2));
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sideX = (missile[missileIndex].objective.x - missile[missileIndex].origin.x)*MISSILE_SPEED/module;
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sideY = (missile[missileIndex].objective.y - missile[missileIndex].origin.y)*MISSILE_SPEED/module;
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missile[missileIndex].speed = (Vector2){ sideX, sideY };
|
|
|
|
// Update
|
|
missileIndex++;
|
|
if (missileIndex == MAX_MISSILES) missileIndex = 0;
|
|
}
|
|
}
|