raylib/games/drturtle/03_drturtle_enemies.c

393 lines
15 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 (Ray San - raysan@raysanweb.com)
*
********************************************************************************************/
#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");
Texture2D shark = LoadTexture("resources/shark.png");
Texture2D orca = LoadTexture("resources/orca.png");
Texture2D swhale = LoadTexture("resources/swhale.png");
Texture2D fish = LoadTexture("resources/fish.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 enemies variables
Rectangle enemyBounds[MAX_ENEMIES];
int enemyRail[MAX_ENEMIES];
int enemyType[MAX_ENEMIES];
bool enemyActive[MAX_ENEMIES];
float enemySpeed = 10;
// Init enemies variables
for (int i = 0; i < MAX_ENEMIES; i++)
{
// Define enemy type (all same probability)
enemyType[i] = GetRandomValue(0, 3);
// Define enemy rail
enemyRail[i] = GetRandomValue(0, 4);
// Define enemy bounding box
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
// Define additional game variables
int foodBar = 0;
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 -= (enemySpeed - 2);
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 };
// Enemies activation logic (every 40 frames)
if (framesCounter > 40)
{
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i] == false)
{
enemyActive[i] = true;
i = MAX_ENEMIES;
}
}
framesCounter = 0;
}
// Enemies logic
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
enemyBounds[i].x -= enemySpeed;
}
// Check enemies out of screen
if (enemyBounds[i].x <= 0 - 128)
{
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
}
// Enemies speed increase every frame
if (!gameraMode) enemySpeed += 0.005;
// Check collision player vs enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
{
if (enemyType[i] < 3) // Bad enemies
{
if (gameraMode)
{
foodBar += 15;
// After enemy deactivation, reset enemy parameters to be reused
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
else
{
// Player die logic
currentScreen = ENDING;
framesCounter = 0;
}
}
else // Sweet fish
{
enemyActive[i] = false;
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
if (!gameraMode) foodBar += 80;
else foodBar += 25;
if (foodBar == 400)
{
gameraMode = true;
}
}
}
}
}
// Gamera mode logic
if (gameraMode)
{
foodBar--;
if (foodBar <= 0)
{
gameraMode = false;
enemySpeed -= 2;
if (enemySpeed < 10) enemySpeed = 10;
}
}
} 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;
// Reset enemies data
for (int i = 0; i < MAX_ENEMIES; i++)
{
enemyType[i] = GetRandomValue(0, 3);
enemyRail[i] = GetRandomValue(0, 4);
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
enemyActive[i] = false;
}
enemySpeed = 10;
// Reset game variables
foodBar = 0;
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);
// Draw blinking text
if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);
} break;
case GAMEPLAY:
{
// Draw water lines
for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
// 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, Fade(GREEN, 0.4f));
//else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
// Draw enemies
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyActive[i])
{
// Draw enemies
/*
switch(enemyType[i])
{
case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
default: break;
}
*/
// Draw enemies bounding boxes
switch(enemyType[i])
{
case 0: DrawRectangleRec(enemyBounds[i], RED); break;
case 1: DrawRectangleRec(enemyBounds[i], RED); break;
case 2: DrawRectangleRec(enemyBounds[i], RED); break;
case 3: DrawRectangleRec(enemyBounds[i], GREEN); break;
default: break;
}
}
}
// Draw gameplay interface
// Draw food bar
DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
DrawRectangle(20, 20, foodBar, 40, ORANGE);
DrawRectangleLines(20, 20, 400, 40, BLACK);
if (gameraMode)
{
DrawText("GAMERA MODE", 60, 22, 40, GRAY);
}
} 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);
UnloadTexture(shark);
UnloadTexture(orca);
UnloadTexture(swhale);
UnloadTexture(fish);
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}