raylib/games/asteroids.c

566 lines
23 KiB
C

/*******************************************************************************************
*
* raylib - sample game: asteroids
*
* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
*
* This game has been created using raylib v1.3 (www.raylib.com)
* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
*
* Copyright (c) 2015 Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_BASE_SIZE 20.0f
#define PLAYER_SPEED 6.0f
#define PLAYER_MAX_SHOOTS 10
#define METEORS_SPEED 2
#define MAX_BIG_METEORS 4
#define MAX_MEDIUM_METEORS 8
#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float acceleration;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
Color color;
} Shoot;
typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static bool victory = false;
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight = 0.0f;
static Player player = { 0 };
static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 };
static Meteor bigMeteor[MAX_BIG_METEORS] = { 0 };
static Meteor mediumMeteor[MAX_MEDIUM_METEORS] = { 0 };
static Meteor smallMeteor[MAX_SMALL_METEORS] = { 0 };
static int midMeteorsCount = 0;
static int smallMeteorsCount = 0;
static int destroyedMeteorsCount = 0;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
static void InitGame(void); // Initialize game
static void UpdateGame(void); // Update game (one frame)
static void DrawGame(void); // Draw game (one frame)
static void UnloadGame(void); // Unload game
static void UpdateDrawFrame(void); // Update and Draw (one frame)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: asteroids");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#endif
// De-Initialization
//--------------------------------------------------------------------------------------
UnloadGame(); // Unload loaded data (textures, sounds, models...)
CloseWindow(); // Close window and OpenGL context
//--------------------------------------------------------------------------------------
return 0;
}
//------------------------------------------------------------------------------------
// Module Functions Definitions (local)
//------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
int posx, posy;
int velx, vely;
bool correctRange = false;
victory = false;
pause = false;
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
player.speed = (Vector2){0, 0};
player.acceleration = 0;
player.rotation = 0;
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
destroyedMeteorsCount = 0;
// Initialization shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].radius = 2;
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
shoot[i].color = WHITE;
}
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
bigMeteor[i].position = (Vector2){posx, posy};
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
bigMeteor[i].speed = (Vector2){velx, vely};
bigMeteor[i].radius = 40;
bigMeteor[i].active = true;
bigMeteor[i].color = BLUE;
}
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
mediumMeteor[i].radius = 20;
mediumMeteor[i].active = false;
mediumMeteor[i].color = BLUE;
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){-100, -100};
smallMeteor[i].speed = (Vector2){0,0};
smallMeteor[i].radius = 10;
smallMeteor[i].active = false;
smallMeteor[i].color = BLUE;
}
midMeteorsCount = 0;
smallMeteorsCount = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player logic: rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Player logic: speed
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Player logic: acceleration
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
}
else
{
if (player.acceleration > 0) player.acceleration -= 0.02f;
else if (player.acceleration < 0) player.acceleration = 0;
}
if (IsKeyDown(KEY_DOWN))
{
if (player.acceleration > 0) player.acceleration -= 0.04f;
else if (player.acceleration < 0) player.acceleration = 0;
}
// Player logic: movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
// Collision logic: player vs walls
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
// Player shoot logic
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
shoot[i].active = true;
shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].rotation = player.rotation;
break;
}
}
}
// Shoot life timer
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].position.x += shoot[i].speed.x;
shoot[i].position.y -= shoot[i].speed.y;
// Collision logic: shoot vs walls
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.x < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
if (shoot[i].position.y > screenHeight + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.y < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Life of shoot
if (shoot[i].lifeSpawn >= 60)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Collision logic: player vs meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
}
for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteors logic: big meteors
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
// Movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
// Collision logic: meteor vs wall
if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
}
}
// Meteors logic: medium meteors
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// Movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// Collision logic: meteor vs wall
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
}
}
// Meteors logic: small meteors
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// Movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// Collision logic: meteor vs wall
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
}
}
// Collision logic: player-shoots vs meteors
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
destroyedMeteorsCount++;
for (int j = 0; j < 2; j ++)
{
if (midMeteorsCount%2 == 0)
{
mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
mediumMeteor[midMeteorsCount].active = true;
midMeteorsCount ++;
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = MAX_BIG_METEORS;
}
}
for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
destroyedMeteorsCount++;
for (int j = 0; j < 2; j ++)
{
if (smallMeteorsCount%2 == 0)
{
smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
smallMeteor[smallMeteorsCount].active = true;
smallMeteorsCount ++;
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = MAX_MEDIUM_METEORS;
}
}
for (int c = 0; c < MAX_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
destroyedMeteorsCount++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = MAX_SMALL_METEORS;
}
}
}
}
}
if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw spaceship
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
DrawTriangle(v1, v2, v3, MAROON);
// Draw meteors
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
// Draw shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
}
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
EndDrawing();
}
// Unload game variables
void UnloadGame(void)
{
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
}
// Update and Draw (one frame)
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}