mirror of https://github.com/raysan5/raylib
239 lines
7.3 KiB
C
239 lines
7.3 KiB
C
/*******************************************************************************************
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*
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* raylib - sample game: floppy
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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_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_TUBES 100
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#define FLOPPY_RADIUS 24
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#define TUBES_WIDTH 80
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Floppy {
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Vector2 position;
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int radius;
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Color color;
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} Floppy;
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typedef struct Tubes {
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Rectangle rec;
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Color color;
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bool active;
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} Tubes;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static const int screenWidth = 800;
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static const int screenHeight = 450;
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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 int hiScore = 0;
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static Floppy floppy = { 0 };
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static Tubes tubes[MAX_TUBES*2] = { 0 };
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static Vector2 tubesPos[MAX_TUBES] = { 0 };
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static int tubesSpeedX = 0;
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static bool superfx = false;
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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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int main(void)
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{
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// Initialization
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//---------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "sample game: floppy");
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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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// 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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floppy.radius = FLOPPY_RADIUS;
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floppy.position = (Vector2){80, screenHeight/2 - floppy.radius};
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tubesSpeedX = 2;
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for (int i = 0; i < MAX_TUBES; i++)
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{
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tubesPos[i].x = 400 + 280*i;
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tubesPos[i].y = -GetRandomValue(0, 120);
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}
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for (int i = 0; i < MAX_TUBES*2; i += 2)
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{
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tubes[i].rec.x = tubesPos[i/2].x;
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tubes[i].rec.y = tubesPos[i/2].y;
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tubes[i].rec.width = TUBES_WIDTH;
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tubes[i].rec.height = 255;
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tubes[i+1].rec.x = tubesPos[i/2].x;
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tubes[i+1].rec.y = 600 + tubesPos[i/2].y - 255;
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tubes[i+1].rec.width = TUBES_WIDTH;
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tubes[i+1].rec.height = 255;
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tubes[i/2].active = true;
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}
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score = 0;
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gameOver = false;
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superfx = false;
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pause = 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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for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
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for (int i = 0; i < MAX_TUBES*2; i += 2)
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{
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tubes[i].rec.x = tubesPos[i/2].x;
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tubes[i+1].rec.x = tubesPos[i/2].x;
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}
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if (IsKeyDown(KEY_SPACE) && !gameOver) floppy.position.y -= 3;
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else floppy.position.y += 1;
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// Check Collisions
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for (int i = 0; i < MAX_TUBES*2; i++)
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{
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if (CheckCollisionCircleRec(floppy.position, floppy.radius, tubes[i].rec))
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{
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gameOver = true;
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pause = false;
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}
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else if ((tubesPos[i/2].x < floppy.position.x) && tubes[i/2].active && !gameOver)
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{
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score += 100;
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tubes[i/2].active = false;
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superfx = true;
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if (score > hiScore) hiScore = score;
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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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DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY);
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// Draw tubes
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for (int i = 0; i < MAX_TUBES; i++)
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{
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DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY);
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DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, GRAY);
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}
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// Draw flashing fx (one frame only)
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if (superfx)
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{
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DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
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superfx = false;
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}
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DrawText(TextFormat("%04i", score), 20, 20, 40, GRAY);
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DrawText(TextFormat("HI-SCORE: %04i", hiScore), 20, 70, 20, 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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