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Updated for web

raysan5 9 years ago
parent
commit
182054b662

+ 9 - 9
games/drturtle/04_drturtle_gui.c

@@ -338,7 +338,7 @@ int main()
                     DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
                 
                 } break;
                 case GAMEPLAY:
@@ -388,8 +388,8 @@ int main()
                     DrawRectangle(20, 20, foodBar, 40, ORANGE);
                     DrawRectangleLines(20, 20, 400, 40, BLACK);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
                     
                     if (gameraMode)
                     {
@@ -403,15 +403,15 @@ int main()
                     // Draw a transparent black rectangle that covers all screen
                     DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
                 
-                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
                     
                 } break;
                 default: break;

+ 9 - 9
games/drturtle/05_drturtle_audio.c

@@ -351,7 +351,7 @@ int main()
                     DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
                 
                 } break;
                 case GAMEPLAY:
@@ -401,8 +401,8 @@ int main()
                     DrawRectangle(20, 20, foodBar, 40, ORANGE);
                     DrawRectangleLines(20, 20, 400, 40, BLACK);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
                     
                     if (gameraMode)
                     {
@@ -416,15 +416,15 @@ int main()
                     // Draw a transparent black rectangle that covers all screen
                     DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
                 
-                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
                     
                 } break;
                 default: break;

+ 12 - 10
games/drturtle/06_drturtle_final.c

@@ -21,6 +21,8 @@
 
 #include "raylib.h"
 
+#include <math.h>        // Used for sinf()
+
 #define MAX_ENEMIES 10
 
 typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
@@ -128,7 +130,7 @@ int main()
         framesCounter++;
         
         // Sea color tint effect
-        blue = 210 + 25 * sin(timeCounter);
+        blue = 210 + 25 * sinf(timeCounter);
         timeCounter += 0.01;
 
         // Game screens management
@@ -374,7 +376,7 @@ int main()
                     DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE);
                 
                 } break;
                 case GAMEPLAY:
@@ -424,8 +426,8 @@ int main()
                     DrawRectangle(20, 20, foodBar, 40, ORANGE);
                     DrawRectangleLines(20, 20, 400, 40, BLACK);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
                     
                     if (gameraMode)
                     {
@@ -439,15 +441,15 @@ int main()
                     // Draw a transparent black rectangle that covers all screen
                     DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
                 
-                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
                     
-                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
-                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
-                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
+                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
+                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
                     
                     // Draw blinking text
-                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
                     
                 } break;
                 default: break;

+ 541 - 0
games/drturtle/drturtle_final_web.c

@@ -0,0 +1,541 @@
+/*******************************************************************************************
+*
+*   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 - [email protected])
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <math.h>        // Used for sinf()
+
+#if defined(PLATFORM_WEB)
+    #include <emscripten/emscripten.h>
+#endif
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;
+const int screenHeight = 720;
+    
+Texture2D sky;
+Texture2D mountains;
+Texture2D sea;
+Texture2D title;
+Texture2D turtle;
+Texture2D gamera;
+Texture2D shark;
+Texture2D orca;
+Texture2D swhale;
+Texture2D fish;
+Texture2D gframe;
+
+SpriteFont font;
+
+Sound eat;
+Sound die;
+Sound growl;
+
+// Define scrolling variables
+int backScrolling = 0;
+int seaScrolling = 0;
+
+// Define current screen
+GameScreen currentScreen = 0;
+
+// Define player variables
+int playerRail = 1;
+Rectangle playerBounds;
+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;
+    
+// Define additional game variables
+int score = 0;
+float distance = 0.0f;
+int hiscore = 0;
+float hidistance = 0.0f;
+int foodBar = 0;
+int framesCounter = 0;
+
+unsigned char blue = 200;
+float timeCounter = 0;
+    
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void);     // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
+int main()
+{
+    // Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // Init window
+    InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+    
+    // Initialize audio device
+    InitAudioDevice();      
+    
+    // Load game resources: textures
+    sky = LoadTexture("resources/sky.png");
+    mountains = LoadTexture("resources/mountains.png");
+    sea = LoadTexture("resources/sea.png");
+    title = LoadTexture("resources/title.png");
+    turtle = LoadTexture("resources/turtle.png");
+    gamera = LoadTexture("resources/gamera.png");
+    shark = LoadTexture("resources/shark.png");
+    orca = LoadTexture("resources/orca.png");
+    swhale = LoadTexture("resources/swhale.png");
+    fish = LoadTexture("resources/fish.png");
+    gframe = LoadTexture("resources/gframe.png");
+    
+    // Load game resources: fonts
+    font = LoadSpriteFont("resources/komika.png");
+    
+    // Load game resources: sounds
+    eat = LoadSound("resources/eat.wav");
+    die = LoadSound("resources/die.wav");
+    growl = LoadSound("resources/gamera.wav");
+    
+    // Start playing streaming music
+    PlayMusicStream("resources/speeding.ogg");
+    
+    playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+    
+    // Init enemies variables
+    for (int i = 0; i < MAX_ENEMIES; i++)
+    {
+        // Define enemy type (all same probability)
+        //enemyType[i] = GetRandomValue(0, 3);
+    
+        // Probability system for enemies type
+        int enemyProb = GetRandomValue(0, 100);
+        
+        if (enemyProb < 30) enemyType[i] = 0;
+        else if (enemyProb < 60) enemyType[i] = 1;
+        else if (enemyProb < 90) enemyType[i] = 2;
+        else enemyType[i] = 3;
+
+        // define enemy rail
+        enemyRail[i] = GetRandomValue(0, 4);
+
+        // Make sure not two consecutive enemies in the same row
+        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+        
+        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+        enemyActive[i] = false;
+    }
+    
+#if defined(PLATFORM_WEB)
+    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+    SetTargetFPS(60);   // Set our game to run at 60 frames-per-second
+    //--------------------------------------------------------------------------------------
+    
+    // Main game loop
+    while (!WindowShouldClose())    // Detect window close button or ESC key
+    {
+        UpdateDrawFrame();
+    }
+#endif
+
+    // De-Initialization
+    //--------------------------------------------------------------------------------------
+    
+    // Unload textures
+    UnloadTexture(sky);
+    UnloadTexture(mountains);
+    UnloadTexture(sea);
+    UnloadTexture(gframe);
+    UnloadTexture(title);
+    UnloadTexture(turtle);
+    UnloadTexture(shark);
+    UnloadTexture(orca);
+    UnloadTexture(swhale);
+    UnloadTexture(fish);
+    UnloadTexture(gamera);
+    
+    // Unload font texture
+    UnloadSpriteFont(font);
+    
+    // Unload sounds
+    UnloadSound(eat);
+    UnloadSound(die);
+    UnloadSound(growl);
+    
+    StopMusicStream();      // Stop music
+    CloseAudioDevice();     // Close audio device
+    
+    CloseWindow();          // Close window and OpenGL context
+    //--------------------------------------------------------------------------------------
+    
+    return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+    // Update
+    //----------------------------------------------------------------------------------
+    UpdateMusicStream();
+    
+    framesCounter++;
+    
+    // Sea color tint effect
+    blue = 210 + 25 * sinf(timeCounter);
+    timeCounter += 0.01;
+
+    // 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)
+                {
+                    enemyActive[i] = false;
+                    enemyType[i] = GetRandomValue(0, 3);
+                    enemyRail[i] = GetRandomValue(0, 4);
+                    
+                    // Make sure not two consecutive enemies in the same row
+                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+                    
+                    enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+                }
+            }
+            
+            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)
+                            {
+                                if (enemyType[i] == 0) score += 50;
+                                else if (enemyType[i] == 1) score += 150;
+                                else if (enemyType[i] == 2) score += 300;
+                                
+                                foodBar += 15;
+                            
+                                enemyActive[i] = false;
+                                
+                                // After enemy deactivation, reset enemy parameters to be reused
+                                enemyType[i] = GetRandomValue(0, 3);
+                                enemyRail[i] = GetRandomValue(0, 4);
+                                
+                                // Make sure not two consecutive enemies in the same row
+                                if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+                                
+                                enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+                                
+                                PlaySound(eat);
+                            }
+                            else
+                            {
+                                // Player die logic
+                                PlaySound(die);
+                            
+                                currentScreen = ENDING;
+                                framesCounter = 0;
+                                
+                                // Save hiscore and hidistance for next game
+                                if (score > hiscore) hiscore = score;
+                                if (distance > hidistance) hidistance = distance;
+                            }
+                        }
+                        else    // Sweet fish
+                        {
+                            enemyActive[i] = false;
+                            enemyType[i] = GetRandomValue(0, 3);
+                            enemyRail[i] = GetRandomValue(0, 4);
+                            
+                            // Make sure not two consecutive enemies in the same row
+                            if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+                            
+                            enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+                            
+                            if (!gameraMode) foodBar += 80;
+                            else foodBar += 25;
+                            
+                            score += 10;
+                            
+                            if (foodBar == 400)
+                            {
+                                gameraMode = true;
+                                
+                                PlaySound(growl);
+                            }
+                            
+                            PlaySound(eat);
+                        }
+                    }
+                }
+            }
+            
+            // Gamera mode logic
+            if (gameraMode)
+            {
+                foodBar--;
+                
+                if (foodBar <= 0) 
+                {
+                    gameraMode = false;
+                    enemySpeed -= 2;
+                    if (enemySpeed < 10) enemySpeed = 10;
+                }
+            }
+    
+            // Update distance counter
+            distance += 0.5f;
+        
+        } 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++)
+                {
+                    int enemyProb = GetRandomValue(0, 100);
+                    
+                    if (enemyProb < 30) enemyType[i] = 0;
+                    else if (enemyProb < 60) enemyType[i] = 1;
+                    else if (enemyProb < 90) enemyType[i] = 2;
+                    else enemyType[i] = 3;
+                    
+                    //enemyType[i] = GetRandomValue(0, 3);
+                    enemyRail[i] = GetRandomValue(0, 4);
+
+                    // Make sure not two consecutive enemies in the same row
+                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) 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
+                score = 0;
+                distance = 0.0;
+                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, (Color){ 16, 189, blue, 255});
+            DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
+        }
+        else
+        {
+            DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
+            DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
+        }
+        
+        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) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 1, WHITE);
+            
+            } 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], Fade(RED, 0.5f)); break;
+                            case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+                            case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+                            case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
+                            default: break;
+                        }
+                        */
+                    }
+                }
+                
+                // Draw gameplay interface
+                DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+                DrawRectangle(20, 20, foodBar, 40, ORANGE);
+                DrawRectangleLines(20, 20, 400, 40, BLACK);
+                
+                DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
+                DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
+                
+                if (gameraMode)
+                {
+                    DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+                    DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
+                }
+        
+            } break;
+            case ENDING:
+            {
+                // Draw a transparent black rectangle that covers all screen
+                DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+            
+                DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
+                
+                DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
+                DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
+                DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
+                DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
+                
+                // Draw blinking text
+                if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
+                
+            } break;
+            default: break;
+        }
+
+    EndDrawing();
+    //----------------------------------------------------------------------------------
+}

+ 186 - 0
games/drturtle/makefile

@@ -0,0 +1,186 @@
+#**************************************************************************************************
+#
+#   raylib - makefile to compile Dr.Turtle game
+#
+#   Copyright (c) 2014 Ramon Santamaria (Ray San - [email protected])
+#    
+#   This software is provided "as-is", without any express or implied warranty. In no event 
+#   will the authors be held liable for any damages arising from the use of this software.
+#
+#   Permission is granted to anyone to use this software for any purpose, including commercial 
+#   applications, and to alter it and redistribute it freely, subject to the following restrictions:
+#
+#     1. The origin of this software must not be misrepresented; you must not claim that you 
+#     wrote the original software. If you use this software in a product, an acknowledgment 
+#     in the product documentation would be appreciated but is not required.
+#
+#     2. Altered source versions must be plainly marked as such, and must not be misrepresented
+#     as being the original software.
+#
+#     3. This notice may not be removed or altered from any source distribution.
+#
+#**************************************************************************************************
+
+# define raylib platform if not defined (by default, compile for RPI)
+# Other possible platform: PLATFORM_DESKTOP
+PLATFORM ?= PLATFORM_DESKTOP
+
+# determine PLATFORM_OS in case PLATFORM_DESKTOP selected
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows
+    ifeq ($(OS),Windows_NT)
+        PLATFORM_OS=WINDOWS
+        LIBPATH=win32
+    else
+        UNAMEOS:=$(shell uname)
+        ifeq ($(UNAMEOS),Linux)
+            PLATFORM_OS=LINUX
+            LIBPATH=linux
+        else
+        ifeq ($(UNAMEOS),Darwin)
+            PLATFORM_OS=OSX
+            LIBPATH=osx
+        endif
+        endif
+    endif
+endif
+
+# define compiler: gcc for C program, define as g++ for C++
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    # define emscripten compiler
+    CC = emcc
+else
+ifeq ($(PLATFORM_OS),OSX)
+    # define llvm compiler for mac
+    CC = clang
+else
+    # define default gcc compiler
+    CC = gcc
+endif
+endif
+
+# define compiler flags:
+#  -O2         defines optimization level
+#  -Wall       turns on most, but not all, compiler warnings
+#  -std=c99    use standard C from 1999 revision
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline
+else
+    CFLAGS = -O2 -Wall -std=c99
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1
+    #-s ASSERTIONS=1 --preload-file resources
+    #-s ALLOW_MEMORY_GROWTH=1   # to allow memory resizing
+    #-s TOTAL_MEMORY=16777216   # to specify heap memory size (default = 16MB)
+endif
+
+# define any directories containing required header files
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
+else
+    INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
+# external libraries headers
+# GLFW3
+    INCLUDES += -I../../external/glfw3/include
+# GLEW
+    INCLUDES += -I../../external/glew/include
+# OpenAL Soft
+    INCLUDES += -I../../external/openal_soft/include
+endif
+
+# define library paths containing required libs
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    LFLAGS = -L. -L../../src -L/opt/vc/lib
+else
+    LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
+    # external libraries to link with
+    # GLFW3
+    LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
+    ifneq ($(PLATFORM_OS),OSX)
+    # OpenAL Soft
+        LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH)
+	# GLEW
+        LFLAGS += -L../../external/glew/lib/$(LIBPATH)
+    endif
+endif
+
+# define any libraries to link into executable
+# if you want to link libraries (libname.so or libname.a), use the -lname
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),LINUX)
+        # libraries for Debian GNU/Linux desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal
+    endif
+    ifeq ($(PLATFORM_OS),OSX)
+    	# libraries for OS X 10.9 desktop compiling
+        # requires the following packages:
+        # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev
+        LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa
+    else
+        # libraries for Windows desktop compiling
+        # NOTE: GLFW3 and OpenAL Soft libraries should be installed
+        LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+    # libraries for Raspberry Pi compiling
+    # NOTE: OpenAL Soft library should be installed (libopenal1 package)
+    LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    LIBS = ../../src/libraylib.bc
+endif
+
+# define additional parameters and flags for windows
+ifeq ($(PLATFORM_OS),WINDOWS)
+    # resources file contains windows exe icon
+    # -Wl,--subsystem,windows hides the console window
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
+endif
+
+ifeq ($(PLATFORM),PLATFORM_WEB)
+    EXT = .html
+endif
+
+# define all screen object files required
+SCREENS = \
+
+# typing 'make' will invoke the first target entry in the file,
+# in this case, the 'default' target entry is advance_game
+default: drturtle
+
+# compile template - advance_game
+drturtle: drturtle_final_web.c $(SCREENS)
+	$(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS)
+
+# clean everything
+clean:
+ifeq ($(PLATFORM),PLATFORM_DESKTOP)
+    ifeq ($(PLATFORM_OS),OSX)
+		find . -type f -perm +ugo+x -delete
+		rm -f *.o
+    else
+    ifeq ($(PLATFORM_OS),LINUX)
+		find . -type f -executable -delete
+		rm -f *.o
+    else
+		del *.o *.exe
+    endif
+    endif
+endif
+ifeq ($(PLATFORM),PLATFORM_RPI)
+	find . -type f -executable -delete
+	rm -f *.o
+endif
+ifeq ($(PLATFORM),PLATFORM_WEB)
+	del *.o *.html *.js
+endif
+	@echo Cleaning done
+
+# instead of defining every module one by one, we can define a pattern
+# this pattern below will automatically compile every module defined on $(OBJS)
+#%.exe : %.c
+#	$(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM)

+ 4 - 4
games/light_my_ritual/makefile

@@ -81,7 +81,7 @@ endif
 ifeq ($(PLATFORM),PLATFORM_RPI)
     INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads
 else
-    INCLUDES = -I. -IC:/raylib/raylib/src -IC:/raylib/raylib/src
+    INCLUDES = -I. -I../../src
 # external libraries headers
 # GLFW3
     INCLUDES += -I../../external/glfw3/include
@@ -95,7 +95,7 @@ endif
 ifeq ($(PLATFORM),PLATFORM_RPI)
     LFLAGS = -L. -L../../src -L/opt/vc/lib
 else
-    LFLAGS = -L. -LC:/raylib/raylib/src -L../../../src
+    LFLAGS = -L. -L../../src
     # external libraries to link with
     # GLFW3
     LFLAGS += -L../../external/glfw3/lib/$(LIBPATH)
@@ -133,14 +133,14 @@ ifeq ($(PLATFORM),PLATFORM_RPI)
     LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal
 endif
 ifeq ($(PLATFORM),PLATFORM_WEB)
-    LIBS = C:/raylib/raylib/src/libraylib.bc
+    LIBS = ../../src/libraylib.bc
 endif
 
 # define additional parameters and flags for windows
 ifeq ($(PLATFORM_OS),WINDOWS)
     # resources file contains windows exe icon
     # -Wl,--subsystem,windows hides the console window
-    WINFLAGS = C:/raylib/raylib/src/resources -Wl,--subsystem,windows
+    WINFLAGS = ../../src/resources -Wl,--subsystem,windows
 endif
 
 ifeq ($(PLATFORM),PLATFORM_WEB)