raylib/games/gold_fever.c
Ahmad Fatoum 2c219fb814
Allow use of main instead of android_main
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!
2018-03-16 21:37:22 +01:00

282 lines
9.5 KiB
C

/*******************************************************************************************
*
* raylib - sample game: gold fever
*
* 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"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
int radius;
} Player;
typedef struct Enemy {
Vector2 position;
Vector2 speed;
int radius;
int radiusBounds;
bool moveRight; // RAY: o__O
} Enemy;
typedef struct Points {
Vector2 position;
int radius;
int value;
bool active;
} Points;
typedef struct Home {
Rectangle rec;
bool active;
bool save;
Color color;
} Home;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static bool gameOver;
static bool pause;
static int score;
static int hiScore = 0;
static Player player;
static Enemy enemy;
static Points points;
static Home home;
static bool follow;
//------------------------------------------------------------------------------------
// 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: gold fever");
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)
{
pause = false;
score = 0;
player.position = (Vector2){50, 50};
player.radius = 20;
player.speed = (Vector2){5, 5};
enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
enemy.radius = 20;
enemy.radiusBounds = 150;
enemy.speed = (Vector2){3, 3};
enemy.moveRight = true;
follow = false;
points.radius = 10;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
points.value = 100;
points.active = true;
home.rec.width = 50;
home.rec.height = 50;
home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
home.active = false;
home.save = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
//Control player
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
//wall behaviour player
if (player.position.x - player.radius <= 0) player.position.x = player.radius;
if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius;
if (player.position.y - player.radius <= 0) player.position.y = player.radius;
if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
//IA Enemy
if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save)
{
if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y;
if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y;
}
else
{
if (enemy.moveRight) enemy.position.x += enemy.speed.x;
else enemy.position.x -= enemy.speed.x;
}
//wall behaviour enemy
if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false;
if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius;
if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius;
if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius;
//Collisions
if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active)
{
follow = true;
points.active = false;
home.active = true;
}
if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
{
gameOver = true;
if (hiScore < score) hiScore = score;
}
if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
{
follow = false;
if (!points.active)
{
score += points.value;
points.active = true;
enemy.speed.x += 0.5;
enemy.speed.y += 0.5;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
}
home.save = true;
}
else home.save = false;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
if (follow)
{
DrawRectangle(0, 0, screenWidth, screenHeight, RED);
DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
}
DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
DrawCircleV(enemy.position, enemy.radius, MAROON);
DrawCircleV(player.position, player.radius, GRAY);
if (points.active) DrawCircleV(points.position, points.radius, GOLD);
DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
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();
}