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Code review

Most of this code was developed by students, it requires some additional
review to be used for teaching.
raysan5 9 年之前
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4ad375a378
共有 7 個文件被更改,包括 427 次插入523 次删除
  1. 54 71
      games/samples/asteroids.c
  2. 30 42
      games/samples/asteroids_survival.c
  3. 6 6
      games/samples/floppy.c
  4. 32 37
      games/samples/gold_fever.c
  5. 284 346
      games/samples/pang.c
  6. 9 10
      games/samples/space_invaders.c
  7. 12 11
      games/samples/tetris.c

+ 54 - 71
games/samples/asteroids.c

@@ -22,13 +22,14 @@
 //----------------------------------------------------------------------------------
 // Some Defines
 //----------------------------------------------------------------------------------
-#define MAX_SPEED           6
+#define PLAYER_BASE_SIZE    20.0f
+#define PLAYER_SPEED        6.0f
+#define PLAYER_MAX_SHOOTS   10
+
 #define METEORS_SPEED       2
-#define NUM_SHOOTS          10
-#define NUM_BIG_METEORS     4
-#define NUM_MEDIUM_METEORS  8
-#define NUM_SMALL_METEORS   16
-#define SHIP_BASE_SIZE      20.0f
+#define MAX_BIG_METEORS     4
+#define MAX_MEDIUM_METEORS  8
+#define MAX_SMALL_METEORS   16
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
@@ -53,29 +54,13 @@ typedef struct Shoot {
     Color color;
 } Shoot;
 
-typedef struct BigMeteor {
-    Vector2 position;
-    Vector2 speed;
-    float radius;
-    bool active;
-    Color color;
-} BigMeteor;
-
-typedef struct MediumMeteor {
+typedef struct Meteor {
     Vector2 position;
     Vector2 speed;
     float radius;
     bool active;
     Color color;
-} MediumMeteor;
-
-typedef struct SmallMeteor {
-    Vector2 position;
-    Vector2 speed;
-    float radius;
-    bool active;
-    Color color;
-} SmallMeteor;
+} Meteor;
 
 //------------------------------------------------------------------------------------
 // Global Variables Declaration
@@ -92,10 +77,10 @@ static bool victory;
 static float shipHeight;
 
 static Player player;
-static Shoot shoot[NUM_SHOOTS];
-static BigMeteor bigMeteor[NUM_BIG_METEORS];
-static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
-static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
+static Shoot shoot[PLAYER_MAX_SHOOTS];
+static Meteor bigMeteor[MAX_BIG_METEORS];
+static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
+static Meteor smallMeteor[MAX_SMALL_METEORS];
 
 static int countMediumMeteors;
 static int countSmallMeteors;
@@ -169,7 +154,7 @@ void InitGame(void)
     victory = false;
     pause = false;
 
-    shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+    shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
 
     // Initialization player
     player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
@@ -181,10 +166,8 @@ void InitGame(void)
 
     meteorsDestroyed = 0;
 
-    //InitShoot(&shoot);
-
     // Initialization shoot
-    for (int i = 0; i < NUM_SHOOTS; i++)
+    for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
     {
         shoot[i].position = (Vector2){0, 0};
         shoot[i].speed = (Vector2){0, 0};
@@ -194,7 +177,7 @@ void InitGame(void)
         shoot[i].color = WHITE;
     }
 
-    for (int i = 0; i < NUM_BIG_METEORS; i++)
+    for (int i = 0; i < MAX_BIG_METEORS; i++)
     {
         posx = GetRandomValue(0, screenWidth);
 
@@ -236,7 +219,7 @@ void InitGame(void)
         bigMeteor[i].color = BLUE;
     }
 
-    for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+    for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
     {
         mediumMeteor[i].position = (Vector2){-100, -100};
         mediumMeteor[i].speed = (Vector2){0,0};
@@ -245,7 +228,7 @@ void InitGame(void)
         mediumMeteor[i].color = BLUE;
     }
 
-    for (int i = 0; i < NUM_SMALL_METEORS; i++)
+    for (int i = 0; i < MAX_SMALL_METEORS; i++)
     {
         smallMeteor[i].position = (Vector2){-100, -100};
         smallMeteor[i].speed = (Vector2){0,0};
@@ -274,8 +257,8 @@ void UpdateGame(void)
             if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
 
             // Speed
-            player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
-            player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
+            player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
+            player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
 
             // Controller
             if (IsKeyDown(KEY_UP))
@@ -306,14 +289,14 @@ void UpdateGame(void)
              // Activation of shoot
             if (IsKeyPressed(KEY_SPACE))
             {
-                for (int i = 0; i < NUM_SHOOTS; i++)
+                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)*MAX_SPEED;
-                        shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED;
+                        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;
                     }
@@ -321,13 +304,13 @@ void UpdateGame(void)
             }
 
             // Shoot life timer
-            for (int i = 0; i < NUM_SHOOTS; i++)
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
             {
                 if (shoot[i].active) shoot[i].lifeSpawn++;
             }
 
             // Shot logic
-            for (int i = 0; i < NUM_SHOOTS; i++)
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
             {
                 if (shoot[i].active)
                 {
@@ -371,23 +354,23 @@ void UpdateGame(void)
             // Collision Player to 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 < NUM_BIG_METEORS; a++)
+            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 < NUM_MEDIUM_METEORS; a++)
+            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 < NUM_SMALL_METEORS; a++)
+            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;
             }
 
             // Meteor logic
-            for (int i = 0; i < NUM_BIG_METEORS; i++)
+            for (int i = 0; i < MAX_BIG_METEORS; i++)
             {
                 if (bigMeteor[i].active)
                 {
@@ -403,7 +386,7 @@ void UpdateGame(void)
                 }
             }
 
-            for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+            for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
             {
                 if (mediumMeteor[i].active)
                 {
@@ -419,7 +402,7 @@ void UpdateGame(void)
                 }
             }
 
-            for (int i = 0; i < NUM_SMALL_METEORS; i++)
+            for (int i = 0; i < MAX_SMALL_METEORS; i++)
             {
                 if (smallMeteor[i].active)
                 {
@@ -436,11 +419,11 @@ void UpdateGame(void)
             }
 
             // Collision behaviour
-            for (int i = 0; i < NUM_SHOOTS; i++)
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
             {
                 if ((shoot[i].active))
                 {
-                    for (int a = 0; a < NUM_BIG_METEORS; a++)
+                    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))
                         {
@@ -466,13 +449,13 @@ void UpdateGame(void)
                             }
                             //bigMeteor[a].position = (Vector2){-100, -100};
                             bigMeteor[a].color = RED;
-                            a = NUM_BIG_METEORS;
+                            a = MAX_BIG_METEORS;
                         }
                     }
                 }
                 if ((shoot[i].active))
                 {
-                    for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
+                    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))
                         {
@@ -498,13 +481,13 @@ void UpdateGame(void)
                             }
                             //mediumMeteor[b].position = (Vector2){-100, -100};
                             mediumMeteor[b].color = GREEN;
-                            b = NUM_MEDIUM_METEORS;
+                            b = MAX_MEDIUM_METEORS;
                         }
                     }
                 }
                 if ((shoot[i].active))
                 {
-                    for (int c = 0; c < NUM_SMALL_METEORS; c++)
+                    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))
                         {
@@ -514,14 +497,14 @@ void UpdateGame(void)
                             meteorsDestroyed++;
                             smallMeteor[c].color = YELLOW;
                            // smallMeteor[c].position = (Vector2){-100, -100};
-                            c = NUM_SMALL_METEORS;
+                            c = MAX_SMALL_METEORS;
                         }
                     }
                 }
             }
         }
 
-        if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
+        if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
     }
     else
     {
@@ -538,39 +521,39 @@ void DrawGame(void)
 {
     BeginDrawing();
 
-        ClearBackground(DARKGRAY);
+        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)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-            Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-            DrawTriangleLines(v1, v2, v3, player.color);
+            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 < NUM_BIG_METEORS; i++)
+            for (int i = 0; i < MAX_BIG_METEORS; i++)
             {
-                if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
-                else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
+                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 < NUM_MEDIUM_METEORS; i++)
+            for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
             {
-                if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
-                else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
+                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 < NUM_SMALL_METEORS; i++)
+            for (int i = 0; i < MAX_SMALL_METEORS; i++)
             {
-                if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
-                else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
+                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 < NUM_SHOOTS; i++)
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
             {
-                if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
+                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);

+ 30 - 42
games/samples/asteroids_survival.c

@@ -22,13 +22,13 @@
 //----------------------------------------------------------------------------------
 // Some Defines
 //----------------------------------------------------------------------------------
-#define MAX_SPEED           6
+#define PLAYER_BASE_SIZE    20.0f
+#define PLAYER_SPEED        6.0f
+#define PLAYER_MAX_SHOOTS   10
+
 #define METEORS_SPEED       2
-#define NUM_SHOOTS          10
-#define NUM_BIG_METEORS     4
-#define NUM_MEDIUM_METEORS  8
-#define NUM_SMALL_METEORS   16
-#define SHIP_BASE_SIZE      20.0f
+#define MAX_MEDIUM_METEORS  8
+#define MAX_SMALL_METEORS   16
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
@@ -43,22 +43,13 @@ typedef struct Player {
     Color color;
 } Player;
 
-typedef struct MediumMeteor {
-    Vector2 position;
-    Vector2 speed;
-    float radius;
-    bool active;
-    Color color;
-} MediumMeteor;
-
-typedef struct SmallMeteor {
+typedef struct Meteor {
     Vector2 position;
     Vector2 speed;
     float radius;
     bool active;
     Color color;
-} SmallMeteor;
-
+} Meteor;
 
 //------------------------------------------------------------------------------------
 // Global Variables Declaration
@@ -74,8 +65,8 @@ static bool pause;
 static float shipHeight;
 
 static Player player;
-static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
-static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
+static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
+static Meteor smallMeteor[MAX_SMALL_METEORS];
 
 //------------------------------------------------------------------------------------
 // Module Functions Declaration (local)
@@ -86,8 +77,6 @@ static void DrawGame(void);         // Draw game (one frame)
 static void UnloadGame(void);       // Unload game
 static void UpdateDrawFrame(void);  // Update and Draw (one frame)
 
-static void DrawSpaceship(Vector2 position, float rotation, Color color);
-
 //------------------------------------------------------------------------------------
 // Program main entry point
 //------------------------------------------------------------------------------------
@@ -146,7 +135,7 @@ void InitGame(void)
 
     framesCounter = 0;
 
-    shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+    shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
 
     // Initialization player
     player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
@@ -156,7 +145,7 @@ void InitGame(void)
     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;
 
-    for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+    for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
     {
         posx = GetRandomValue(0, screenWidth);
 
@@ -196,7 +185,7 @@ void InitGame(void)
         mediumMeteor[i].color = GREEN;
     }
 
-    for (int i = 0; i < NUM_SMALL_METEORS; i++)
+    for (int i = 0; i < MAX_SMALL_METEORS; i++)
     {
         posx = GetRandomValue(0, screenWidth);
 
@@ -255,8 +244,8 @@ void UpdateGame(void)
             if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
 
             // Speed
-            player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
-            player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
+            player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
+            player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
 
             // Controller
             if (IsKeyDown(KEY_UP))
@@ -287,19 +276,19 @@ void UpdateGame(void)
             // Collision Player to 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 < NUM_MEDIUM_METEORS; a++)
+            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 < NUM_SMALL_METEORS; a++)
+            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;
             }
 
             // Meteor logic
 
-            for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+            for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
             {
                 if (mediumMeteor[i].active)
                 {
@@ -315,7 +304,7 @@ void UpdateGame(void)
                 }
             }
 
-            for (int i = 0; i < NUM_SMALL_METEORS; i++)
+            for (int i = 0; i < MAX_SMALL_METEORS; i++)
             {
                 if (smallMeteor[i].active)
                 {
@@ -347,31 +336,30 @@ void DrawGame(void)
 {
     BeginDrawing();
 
-        ClearBackground(DARKGRAY);
+        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)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-            Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-
-            DrawTriangleLines(v1, v2, v3, player.color);
+            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 meteor
-            for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
+            for (int i = 0;i < MAX_MEDIUM_METEORS; i++)
             {
-                if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
-                else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
+                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 < NUM_SMALL_METEORS; i++)
+            for (int i = 0;i < MAX_SMALL_METEORS; i++)
             {
-                if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
-                else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
+                if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY);
+                else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
             }
 
-            DrawText(FormatText("SURVIVAL TIME: %.02f", (float)framesCounter/60), 10, 10, 20, WHITE);
+            DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
 
             if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
         }

+ 6 - 6
games/samples/floppy.c

@@ -206,24 +206,24 @@ void DrawGame(void)
 
         if (!gameOver) 
         {
-            DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, BLUE);
+            DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY);
 
             // Draw tubes
             for (int i = 0; i < MAX_TUBES; i++)
             {
-                DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, RED);
-                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, RED);
+                DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY);
+                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);
             }
             
             // Draw flashing fx (one frame only)
             if (superfx)
             {
-                DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
+                DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
                 superfx = false;
             }
 
-            DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
-            DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, VIOLET);
+            DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
+            DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, LIGHTGRAY);
 
             if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
         }

+ 32 - 37
games/samples/gold_fever.c

@@ -22,19 +22,16 @@
 //----------------------------------------------------------------------------------
 typedef struct Player {
     Vector2 position;
-    int radius;
     Vector2 speed;
-    Color color;
+    int radius;
 } Player;
 
 typedef struct Enemy {
     Vector2 position;
+    Vector2 speed;
     int radius;
     int radiusBounds;
-    Vector2 speed;
-    bool moveRight;
-    Color colorBounds;
-    Color color;
+    bool moveRight;         // RAY: o__O
 } Enemy;
 
 typedef struct Points {
@@ -42,15 +39,14 @@ typedef struct Points {
     int radius;
     int value;
     bool active;
-    Color color;
 } Points;
 
-typedef struct Exit {
+typedef struct Home {
     Rectangle rec;
     bool active;
     bool save;
     Color color;
-} Exit;
+} Home;
 
 //------------------------------------------------------------------------------------
 // Global Variables Declaration
@@ -67,7 +63,7 @@ static int hiScore = 0;
 static Player player;
 static Enemy enemy;
 static Points points;
-static Exit exit;
+static Home home;
 static bool follow;
 
 //------------------------------------------------------------------------------------
@@ -136,30 +132,25 @@ void InitGame(void)
     player.position = (Vector2){50, 50};
     player.radius = 20;
     player.speed = (Vector2){5, 5};
-    player.color = DARKGRAY;
 
     enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
     enemy.radius = 20;
     enemy.radiusBounds = 150;
     enemy.speed = (Vector2){3, 3};
     enemy.moveRight = true;
-    enemy.color = MAROON;
-    enemy.colorBounds = RED;
     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;
-    points.color = GOLD;
-
-    exit.rec.width = 50;
-    exit.rec.height = 50;
-    exit.rec.x = GetRandomValue(0, screenWidth - exit.rec.width);
-    exit.rec.y = GetRandomValue(0, screenHeight - exit.rec.height);
-    exit.active = false;
-    exit.save = false;
-    exit.color = PINK;
+
+    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)
@@ -184,7 +175,7 @@ void UpdateGame(void)
             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)) && !exit.save)
+            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;
@@ -212,17 +203,17 @@ void UpdateGame(void)
             {
                 follow = true;
                 points.active = false;
-                exit.active = true;
+                home.active = true;
             }
 
-            if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !exit.save)
+            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, exit.rec))
+            if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
             {
                follow = false;
                
@@ -235,9 +226,9 @@ void UpdateGame(void)
                     points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
                }
                
-               exit.save = true;
+               home.save = true;
             }
-            else exit.save = false;
+            else home.save = false;
         }
     }
     else
@@ -259,18 +250,22 @@ void DrawGame(void)
     
         if (!gameOver)
         {
-            if (follow) ClearBackground(RED);
-
-            DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, enemy.colorBounds);
-            DrawCircleV(enemy.position, enemy.radius, enemy.color);
+            if (follow)
+            {
+                DrawRectangle(0, 0, screenWidth, screenHeight, RED);
+                DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
+            }
             
-            DrawCircleV(player.position, player.radius, player.color);
-            DrawCircleV(points.position, points.radius, points.color);
+            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);
             
-            if (exit.active) DrawRectangleRec(exit.rec, exit.color);
+            DrawCircleV(player.position, player.radius, GRAY);
+            if (points.active) DrawCircleV(points.position, points.radius, GOLD);
 
-            DrawText(FormatText("SCORE: %04i", score), 10, 10, 20, GRAY);
-            DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 10, 20, GRAY);
+            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);
         }

+ 284 - 346
games/samples/pang.c

@@ -2,7 +2,7 @@
 *
 *   raylib - sample game: pang
 *
-*   Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
+*   Sample game developed by Ian Eito and 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)
@@ -22,13 +22,12 @@
 //----------------------------------------------------------------------------------
 // Some Defines
 //----------------------------------------------------------------------------------
-#define MAX_SPEED           5
-#define METEORS_SPEED       2
-#define NUM_SHOOTS          1
-#define NUM_BIG_METEORS     2
-#define NUM_MEDIUM_METEORS  4
-#define NUM_SMALL_METEORS   8
-#define SHIP_BASE_SIZE      20.0f
+#define PLAYER_BASE_SIZE    20.0f
+#define PLAYER_SPEED        5.0f
+#define PLAYER_MAX_SHOOTS   1
+
+#define MAX_BIG_BALLS       2
+#define BALLS_SPEED         2.0f
 
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
@@ -37,9 +36,8 @@
 typedef struct Player {
     Vector2 position;
     Vector2 speed;
-    float rotation;
     Vector3 collider;
-    Color color;
+    float rotation;
 } Player;
 
 typedef struct Shoot {
@@ -49,41 +47,19 @@ typedef struct Shoot {
     float rotation;
     int lifeSpawn;
     bool active;
-    Color color;
 } Shoot;
 
-typedef struct BigMeteor {
-    Vector2 position;
-    Vector2 speed;
-    float radius;
-    int points;
-    bool active;
-    Color color;
-} BigMeteor;
-
-typedef struct MediumMeteor {
+typedef struct Ball {
     Vector2 position;
     Vector2 speed;
     float radius;
     int points;
     bool active;
-    Color color;
-} MediumMeteor;
-
-typedef struct SmallMeteor {
-    Vector2 position;
-    Vector2 speed;
-    float radius;
-    int points;
-    bool active;
-    Color color;
-} SmallMeteor;
+} Ball;
 
 typedef struct Points {
-    char letter;
     Vector2 position;
     int value;
-    Color color;
     float alpha;
 } Points;
 
@@ -99,18 +75,18 @@ static bool pause;
 static int score;
 
 static Player player;
-static Shoot shoot[NUM_SHOOTS];
-static BigMeteor bigMeteor[NUM_BIG_METEORS];
-static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
-static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
+static Shoot shoot[PLAYER_MAX_SHOOTS];
+static Ball bigBalls[MAX_BIG_BALLS];
+static Ball mediumBalls[MAX_BIG_BALLS*2];
+static Ball smallBalls[MAX_BIG_BALLS*4];
 static Points points[5];
 
 // NOTE: Defined triangle is isosceles with common angles of 70 degrees.
 static float shipHeight;
 static float gravity;
 
-static int countMediumMeteors;
-static int countSmallMeteors;
+static int countmediumBallss;
+static int countsmallBallss;
 static int meteorsDestroyed;
 static Vector2 linePosition;
 
@@ -127,9 +103,6 @@ static void DrawGame(void);         // Draw game (one frame)
 static void UnloadGame(void);       // Unload game
 static void UpdateDrawFrame(void);  // Update and Draw (one frame)
 
-static void InitShoot(Shoot shoot);
-static void DrawSpaceship(Vector2 position, float rotation, Color color);
-
 //------------------------------------------------------------------------------------
 // Program main entry point
 //------------------------------------------------------------------------------------
@@ -193,69 +166,64 @@ static void InitGame(void)
     gravity = 0.25f;
 
     linePosition = (Vector2){ 0.0f , 0.0f };
-    shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+    shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
 
     // Initialization player
     player.position = (Vector2){ screenWidth/2, screenHeight };
-    player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
+    player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED };
     player.rotation = 0;
     player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
-    player.color = LIGHTGRAY;
 
     meteorsDestroyed = 0;
 
     // Initialize shoots
-    for (int i = 0; i < NUM_SHOOTS; i++)
+    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;
     }
 
     // Initialize big meteors
-    for (int i = 0; i < NUM_BIG_METEORS; i++)
+    for (int i = 0; i < MAX_BIG_BALLS; i++)
     {
-        bigMeteor[i].radius = 40.0f;
-        posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
-        posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
+        bigBalls[i].radius = 40.0f;
+        posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
+        posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
 
-        bigMeteor[i].position = (Vector2){ posx, posy };
+        bigBalls[i].position = (Vector2){ posx, posy };
 
         while ((velx == 0) || (vely == 0))
         {
-            velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
-            vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
+            velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
+            vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
         }
 
-        bigMeteor[i].speed = (Vector2){ velx, vely };
-        bigMeteor[i].points = 200;
-        bigMeteor[i].active = true;
-        bigMeteor[i].color = BLUE;
+        bigBalls[i].speed = (Vector2){ velx, vely };
+        bigBalls[i].points = 200;
+        bigBalls[i].active = true;
     }
 
     // Initialize medium meteors
-    for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+    for (int i = 0; i < MAX_BIG_BALLS*2; i++)
     {
-        mediumMeteor[i].position = (Vector2){-100, -100};
-        mediumMeteor[i].speed = (Vector2){0,0};
-        mediumMeteor[i].radius = 20.0f;
-        mediumMeteor[i].points = 100;
-        mediumMeteor[i].active = false;
-        mediumMeteor[i].color = BLUE;
+        mediumBalls[i].position = (Vector2){-100, -100};
+        mediumBalls[i].speed = (Vector2){0,0};
+        mediumBalls[i].radius = 20.0f;
+        mediumBalls[i].points = 100;
+        mediumBalls[i].active = false;
     }
 
     // Initialize small meteors
-    for (int i = 0; i < NUM_SMALL_METEORS; i++)
+    for (int i = 0; i < MAX_BIG_BALLS*4; i++)
     {
-        smallMeteor[i].position = (Vector2){ -100, -100 };
-        smallMeteor[i].speed = (Vector2){ 0, 0 };
-        smallMeteor[i].radius = 10.0f;
-        smallMeteor[i].points = 50;
-        smallMeteor[i].active = false;
-        smallMeteor[i].color = BLUE;
+        smallBalls[i].position = (Vector2){ -100, -100 };
+        smallBalls[i].speed = (Vector2){ 0, 0 };
+        smallBalls[i].radius = 10.0f;
+        smallBalls[i].points = 50;
+        smallBalls[i].active = false;
     }
 
     // Initialize animated points
@@ -266,333 +234,297 @@ static void InitGame(void)
         points[i].alpha = 0.0f;
     }
 
-    countMediumMeteors = 0;
-    countSmallMeteors = 0;
+    countmediumBallss = 0;
+    countsmallBallss = 0;
 }
 
 // Update game (one frame)
 void UpdateGame(void)
 {
-    if (!gameOver)
+    if (!gameOver && !victory)
     {
         if (IsKeyPressed('P')) pause = !pause;
 
         if (!pause)
         {
-            if (awake)
-            {
-                // Player logic
-                if (IsKeyDown(KEY_LEFT))  player.position.x -= player.speed.x;
-                if (IsKeyDown(KEY_RIGHT))  player.position.x += player.speed.x;
+            // Player logic
+            if (IsKeyDown(KEY_LEFT))  player.position.x -= player.speed.x;
+            if (IsKeyDown(KEY_RIGHT))  player.position.x += player.speed.x;
 
-                // Wall behaviour for player
-                if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2;
-                else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2;
+            // Player vs wall collision logic
+            if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2;
+            else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2;
 
-                 // Activation of shoot
-                if (IsKeyPressed(KEY_SPACE))
+            // Player shot logic
+            if (IsKeyPressed(KEY_SPACE))
+            {
+                for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
                 {
-                    for (int i = 0; i < NUM_SHOOTS; i++)
+                    if (!shoot[i].active)
                     {
-                        if (!shoot[i].active)
-                        {
-                            shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
-                            linePosition = (Vector2){ player.position.x, player.position.y};
-                            shoot[i].active = true;
-                            shoot[i].speed.y = MAX_SPEED;
-                            break;
-                        }
+                        shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
+                        shoot[i].speed.y = PLAYER_SPEED;
+                        shoot[i].active = true;
+                        
+                        linePosition = (Vector2){ player.position.x, player.position.y};
+
+                        break;
                     }
                 }
+            }
 
-                // Shoot life timer
-                for (int i = 0; i < NUM_SHOOTS; i++)
-                {
-                    if (shoot[i].active) shoot[i].lifeSpawn++;
-                }
+            // 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 < NUM_SHOOTS; i++)
+            // Shot logic
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
+            {
+                if (shoot[i].active)
                 {
-                    if (shoot[i].active)
-                    {
-                        // Movement
-                        shoot[i].position.y -= shoot[i].speed.y;
+                    shoot[i].position.y -= shoot[i].speed.y;
 
-                        // Wall behaviour for shoot
-                        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;
-                        }
+                    // Shot vs walls collision logic
+                    if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) ||
+                        (shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius))
+                    {
+                        shoot[i].active = false;
+                        shoot[i].lifeSpawn = 0;
+                    }
 
-                        // Life of shoot
-                        if (shoot[i].lifeSpawn >= 120)
-                        {
-                            shoot[i].position = (Vector2){0, 0};
-                            shoot[i].speed = (Vector2){0, 0};
-                            shoot[i].lifeSpawn = 0;
-                            shoot[i].active = false;
-                        }
+                    // Player shot life spawn
+                    if (shoot[i].lifeSpawn >= 120)
+                    {
+                        shoot[i].position = (Vector2){ 0.0f, 0.0f };
+                        shoot[i].speed = (Vector2){ 0.0f, 0.0f };
+                        shoot[i].lifeSpawn = 0;
+                        shoot[i].active = false;
                     }
                 }
+            }
 
-                // Player collision with meteors
-                player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
+            // Player vs meteors collision logic
+            player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
 
-                for (int i = 0; i < NUM_BIG_METEORS; i++)
+            for (int i = 0; i < MAX_BIG_BALLS; i++)
+            {
+                if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
                 {
-                    if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
-                    {
-                        gameOver = true;
-                    }
+                    gameOver = true;
                 }
+            }
 
-                for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+            for (int i = 0; i < MAX_BIG_BALLS*2; i++)
+            {
+                if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
                 {
-                    if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
-                    {
-                        gameOver = true;
-                    }
+                    gameOver = true;
                 }
+            }
 
-                for (int i = 0; i < NUM_SMALL_METEORS; i++)
+            for (int i = 0; i < MAX_BIG_BALLS*4; i++)
+            {
+                if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
                 {
-                    if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
-                    {
-                        gameOver = true;
-                    }
+                    gameOver = true;
                 }
+            }
 
-                // Meteor logic
-                for (int i = 0; i < NUM_BIG_METEORS; i++)
+            // Meteors logic (big)
+            for (int i = 0; i < MAX_BIG_BALLS; i++)
+            {
+                if (bigBalls[i].active)
                 {
-                    if (bigMeteor[i].active)
-                    {
-                        // movement
-                        bigMeteor[i].position.x += bigMeteor[i].speed.x;
-                        bigMeteor[i].position.y += bigMeteor[i].speed.y;
-
-                        // wall behaviour
-                        if (((bigMeteor[i].position.x + bigMeteor[i].radius) >= screenWidth) || ((bigMeteor[i].position.x - bigMeteor[i].radius) <= 0)) bigMeteor[i].speed.x *= -1;
-                        if ((bigMeteor[i].position.y - bigMeteor[i].radius) <= 0) bigMeteor[i].speed.y *= -1.5;
-                        
-                        if ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
-                        {
-                            bigMeteor[i].speed.y *= -1;
-                            bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
-                        }
+                    // Meteor movement logic
+                    bigBalls[i].position.x += bigBalls[i].speed.x;
+                    bigBalls[i].position.y += bigBalls[i].speed.y;
 
-                        bigMeteor[i].speed.y += gravity;
+                    // Meteor vs wall collision logic
+                    if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1;
+                    if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5;
+                    
+                    if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
+                    {
+                        bigBalls[i].speed.y *= -1;
+                        bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
                     }
+
+                    bigBalls[i].speed.y += gravity;
                 }
+            }
 
-                for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+            // Meteors logic (medium)
+            for (int i = 0; i < MAX_BIG_BALLS*2; i++)
+            {
+                if (mediumBalls[i].active)
                 {
-                    if (mediumMeteor[i].active)
+                    // Meteor movement logic
+                    mediumBalls[i].position.x += mediumBalls[i].speed.x;
+                    mediumBalls[i].position.y += mediumBalls[i].speed.y;
+
+                    // Meteor vs wall collision logic
+                    if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1;
+                    if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1;
+                    if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight)
                     {
-                        // Movement logic
-                        mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
-                        mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
-
-                        // Wall behaviour
-                        if (mediumMeteor[i].position.x + mediumMeteor[i].radius >= screenWidth || mediumMeteor[i].position.x - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.x *= -1;
-                        if (mediumMeteor[i].position.y - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.y *= -1;
-                        if (mediumMeteor[i].position.y + mediumMeteor[i].radius >= screenHeight)
-                        {
-                            mediumMeteor[i].speed.y *= -1;
-                            mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
-                        }
-
-                        mediumMeteor[i].speed.y += gravity + 0.12f;
+                        mediumBalls[i].speed.y *= -1;
+                        mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
                     }
+
+                    mediumBalls[i].speed.y += gravity + 0.12f;
                 }
+            }
 
-                for (int i = 0; i < NUM_SMALL_METEORS; i++)
+            // Meteors logic (small)
+            for (int i = 0; i < MAX_BIG_BALLS*4; i++)
+            {
+                if (smallBalls[i].active)
                 {
-                    if (smallMeteor[i].active)
+                    // Meteor movement logic
+                    smallBalls[i].position.x += smallBalls[i].speed.x;
+                    smallBalls[i].position.y += smallBalls[i].speed.y;
+
+                    // Meteor vs wall collision logic
+                    if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1;
+                    if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1;
+                    if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight)
                     {
-                        // movement
-                        smallMeteor[i].position.x += smallMeteor[i].speed.x;
-                        smallMeteor[i].position.y += smallMeteor[i].speed.y;
-
-                        // wall behaviour
-                        if (smallMeteor[i].position.x + smallMeteor[i].radius >= screenWidth || smallMeteor[i].position.x - smallMeteor[i].radius <= 0) smallMeteor[i].speed.x *= -1;
-                        if (smallMeteor[i].position.y - smallMeteor[i].radius <= 0) smallMeteor[i].speed.y *= -1;
-                        if (smallMeteor[i].position.y + smallMeteor[i].radius >= screenHeight)
-                        {
-                            smallMeteor[i].speed.y *= -1;
-                            smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
-                        }
-
-                        smallMeteor[i].speed.y += gravity + 0.25f;
+                        smallBalls[i].speed.y *= -1;
+                        smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
                     }
+
+                    smallBalls[i].speed.y += gravity + 0.25f;
                 }
+            }
 
-                // Collision behaviour
-                for (int i = 0; i < NUM_SHOOTS; i++)
+            // Player-shot vs meteors logic
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
+            {
+                if ((shoot[i].active))
                 {
-                    if ((shoot[i].active))
+                    for (int a = 0; a < MAX_BIG_BALLS; a++)
                     {
-                        for (int a = 0; a < NUM_BIG_METEORS; a++)
+                        if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x)
+                            && (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y))
                         {
-                            if (bigMeteor[a].active && (bigMeteor[a].position.x - bigMeteor[a].radius <= linePosition.x && bigMeteor[a].position.x + bigMeteor[a].radius >= linePosition.x)
-                                && (bigMeteor[a].position.y + bigMeteor[a].radius >= shoot[i].position.y))
-                            {
-                                shoot[i].active = false;
-                                shoot[i].lifeSpawn = 0;
-                                bigMeteor[a].active = false;
-                                meteorsDestroyed++;
-                                score +=  bigMeteor[a].points;
+                            shoot[i].active = false;
+                            shoot[i].lifeSpawn = 0;
+                            bigBalls[a].active = false;
+                            meteorsDestroyed++;
+                            score +=  bigBalls[a].points;
 
-                                for (int z = 0; z < 5; z++)
+                            for (int z = 0; z < 5; z++)
+                            {
+                                if (points[z].alpha == 0.0f)
                                 {
-                                    if (points[z].alpha == 0.0f)
-                                    {
-                                        points[z].position = bigMeteor[a].position;
-                                        points[z].value = bigMeteor[a].points;
-                                        points[z].color = RED;
-                                        points[z].alpha = 1.0f;
-                                        z = 5;
-                                    }
+                                    points[z].position = bigBalls[a].position;
+                                    points[z].value = bigBalls[a].points;
+                                    points[z].alpha = 1.0f;
+                                    z = 5;
                                 }
+                            }
 
-                                for (int j = 0; j < 2; j ++)
+                            for (int j = 0; j < 2; j ++)
+                            {
+                                if ((countmediumBallss%2) == 0)
+                                {
+                                    mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
+                                    mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
+                                }
+                                else
                                 {
-                                    if ((countMediumMeteors%2) == 0)
-                                    {
-                                        mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
-                                        mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED};
-                                    }
-                                    else
-                                    {
-                                        mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
-                                        mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED};
-                                    }
-
-                                    mediumMeteor[countMediumMeteors].active = true;
-                                    countMediumMeteors ++;
+                                    mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
+                                    mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
                                 }
 
-                                bigMeteor[a].color = RED;
-                                a = NUM_BIG_METEORS;
+                                mediumBalls[countmediumBallss].active = true;
+                                countmediumBallss ++;
                             }
+                            
+                            a = MAX_BIG_BALLS;
                         }
                     }
+                }
 
-                    if ((shoot[i].active))
+                if ((shoot[i].active))
+                {
+                    for (int b = 0; b < MAX_BIG_BALLS*2; b++)
                     {
-                        for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
+                        if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x)
+                            && (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y))
                         {
-                            if (mediumMeteor[b].active && (mediumMeteor[b].position.x - mediumMeteor[b].radius <= linePosition.x && mediumMeteor[b].position.x + mediumMeteor[b].radius >= linePosition.x)
-                                && (mediumMeteor[b].position.y + mediumMeteor[b].radius >= shoot[i].position.y))
-                            {
-                                shoot[i].active = false;
-                                shoot[i].lifeSpawn = 0;
-                                mediumMeteor[b].active = false;
-                                meteorsDestroyed++;
-                                score +=  mediumMeteor[b].points;
+                            shoot[i].active = false;
+                            shoot[i].lifeSpawn = 0;
+                            mediumBalls[b].active = false;
+                            meteorsDestroyed++;
+                            score +=  mediumBalls[b].points;
 
-                                for (int z = 0; z < 5; z++)
+                            for (int z = 0; z < 5; z++)
+                            {
+                                if (points[z].alpha == 0.0f)
                                 {
-                                    if (points[z].alpha == 0.0f)
-                                    {
-                                        points[z].position = mediumMeteor[b].position;
-                                        points[z].value = mediumMeteor[b].points;
-                                        points[z].color = GREEN;
-                                        points[z].alpha = 1.0f;
-                                        z = 5;
-                                    }
+                                    points[z].position = mediumBalls[b].position;
+                                    points[z].value = mediumBalls[b].points;
+                                    points[z].alpha = 1.0f;
+                                    z = 5;
                                 }
+                            }
 
-                                for (int j = 0; j < 2; j ++)
+                            for (int j = 0; j < 2; j ++)
+                            {
+                                 if (countsmallBallss%2 == 0)
                                 {
-                                     if (countSmallMeteors%2 == 0)
-                                    {
-                                        smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
-                                        smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED*-1};
-                                    }
-                                    else
-                                    {
-                                        smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
-                                        smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED*-1};
-                                    }
-
-                                    smallMeteor[countSmallMeteors].active = true;
-                                    countSmallMeteors ++;
+                                    smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
+                                    smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
                                 }
-                                mediumMeteor[b].color = GREEN;
-                                b = NUM_MEDIUM_METEORS;
+                                else
+                                {
+                                    smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
+                                    smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
+                                }
+
+                                smallBalls[countsmallBallss].active = true;
+                                countsmallBallss ++;
                             }
+
+                            b = MAX_BIG_BALLS*2;
                         }
                     }
+                }
 
-                    if ((shoot[i].active))
+                if ((shoot[i].active))
+                {
+                    for (int c = 0; c < MAX_BIG_BALLS*4; c++)
                     {
-                        for (int c = 0; c < NUM_SMALL_METEORS; c++)
+                        if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x)
+                            && (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y))
                         {
-                            if (smallMeteor[c].active && (smallMeteor[c].position.x - smallMeteor[c].radius <= linePosition.x && smallMeteor[c].position.x + smallMeteor[c].radius >= linePosition.x)
-                                && (smallMeteor[c].position.y + smallMeteor[c].radius >= shoot[i].position.y))
+                            shoot[i].active = false;
+                            shoot[i].lifeSpawn = 0;
+                            smallBalls[c].active = false;
+                            meteorsDestroyed++;
+                            score +=  smallBalls[c].points;
+
+                            for (int z = 0; z < 5; z++)
                             {
-                                shoot[i].active = false;
-                                shoot[i].lifeSpawn = 0;
-                                smallMeteor[c].active = false;
-                                meteorsDestroyed++;
-                                smallMeteor[c].color = YELLOW;
-                                score +=  smallMeteor[c].points;
-
-                                for (int z = 0; z < 5; z++)
+                                if (points[z].alpha == 0.0f)
                                 {
-                                    if (points[z].alpha == 0.0f)
-                                    {
-                                        points[z].position = smallMeteor[c].position;
-                                        points[z].value = smallMeteor[c].points;
-                                        points[z].color = YELLOW;
-                                        points[z].alpha = 1.0f;
-                                        z = 5;
-                                    }
+                                    points[z].position = smallBalls[c].position;
+                                    points[z].value = smallBalls[c].points;
+                                    points[z].alpha = 1.0f;
+                                    z = 5;
                                 }
-
-                                c = NUM_SMALL_METEORS;
                             }
-                        }
-                    }
-                }
 
-                for (int z = 0; z < 5; z++)
-                {
-                    if (points[z].alpha > 0.0f)
-                    {
-                        points[z].position.y -= 2;
-                        points[z].alpha -= 0.02f;
+                            c = MAX_BIG_BALLS*4;
+                        }
                     }
-                    
-                    if (points[z].alpha < 0.0f) points[z].alpha = 0.0f;
                 }
-                
-                if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true;
-            }
-            else
-            {
-                framesCounter++;
-                if (framesCounter%180 == 0) awake = false;
             }
+
+            if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true;
         }
     }
     else
@@ -603,6 +535,18 @@ void UpdateGame(void)
             gameOver = false;
         }
     }
+    
+    // Points move-up and fade logic
+    for (int z = 0; z < 5; z++)
+    {
+        if (points[z].alpha > 0.0f)
+        {
+            points[z].position.y -= 2;
+            points[z].alpha -= 0.02f;
+        }
+        
+        if (points[z].alpha < 0.0f) points[z].alpha = 0.0f;
+    }
 }
 
 // Draw game (one frame)
@@ -610,66 +554,60 @@ void DrawGame(void)
 {
     BeginDrawing();
 
-        ClearBackground(DARKGRAY);
+        ClearBackground(RAYWHITE);
         
         if (!gameOver)
         {
             // Draw player
             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)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-            Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-            DrawTriangleLines(v1, v2, v3, player.color);
+            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 meteor
-            for (int i = 0;i < NUM_BIG_METEORS; i++)
+            // Draw meteors (big)
+            for (int i = 0;i < MAX_BIG_BALLS; i++)
             {
-                if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
-                else
-                {
-                    DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
-                    //DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x  - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
-                }
+                if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY);
+                else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
             }
 
-            for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
+            // Draw meteors (medium)
+            for (int i = 0;i < MAX_BIG_BALLS*2; i++)
             {
-                if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
-                else
-                {
-                    DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
-                    //DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x  - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
-                }
+                if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY);
+                else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
             }
 
-            for (int i = 0;i < NUM_SMALL_METEORS; i++)
+            // Draw meteors (small)
+            for (int i = 0;i < MAX_BIG_BALLS*4; i++)
             {
-                if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
-                else
-                {
-                    DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
-                    //DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f));
-                }
+                if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY);
+                else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
             }
 
             // Draw shoot
-
-            for (int i = 0; i < NUM_SHOOTS; i++)
+            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
             {
                 if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
             }
 
+            // Draw score points
             for (int z = 0; z < 5; z++)
             {
                 if (points[z].alpha > 0.0f)
                 {
-                    DrawText(FormatText("+%i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(points[z].color, points[z].alpha));
+                    DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
                 }
             }
 
-            // Draw Text
+            // Draw score (UI)
             DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY);
             
-            if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
+            if (victory) 
+            {
+                DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY);
+                DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
+            }
             
             if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
         }

+ 9 - 10
games/samples/space_invaders.c

@@ -29,7 +29,7 @@
 //----------------------------------------------------------------------------------
 // Types and Structures Definition
 //----------------------------------------------------------------------------------
-typedef enum { FIRST = 0, SECOND, THIRD } enemyWave;
+typedef enum { FIRST = 0, SECOND, THIRD } EnemyWave;
 
 typedef struct Player{
     Rectangle rec;
@@ -66,7 +66,7 @@ static bool victory;
 static Player player;
 static Enemy enemy[NUM_MAX_ENEMIES];
 static Shoot shoot[NUM_SHOOTS];
-static enemyWave wave;
+static EnemyWave wave;
 
 static int shootRate;
 static float alpha;
@@ -149,8 +149,8 @@ void InitGame(void)
     // Initialize player
     player.rec.x =  20;
     player.rec.y = 50;
-    player.rec.width = 10;
-    player.rec.height = 10;
+    player.rec.width = 20;
+    player.rec.height = 20;
     player.speed.x = 5;
     player.speed.y = 5;
     player.color = BLACK;
@@ -165,7 +165,7 @@ void InitGame(void)
         enemy[i].speed.x = 5;
         enemy[i].speed.y = 5;
         enemy[i].active = true;
-        enemy[i].color = DARKGRAY;
+        enemy[i].color = GRAY;
     }
 
     // Initialize shoots
@@ -178,7 +178,7 @@ void InitGame(void)
         shoot[i].speed.x = 7;
         shoot[i].speed.y = 0;
         shoot[i].active = false;
-        shoot[i].color = WHITE;
+        shoot[i].color = MAROON;
     }
 }
 
@@ -325,10 +325,9 @@ void UpdateGame(void)
                     {
                         if (enemy[j].active)
                         {
-                           if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
+                            if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
                             {
                                 shoot[i].active = false;
-                                enemy[j].active = false;
                                 enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
                                 enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
                                 shootRate = 0;
@@ -362,7 +361,7 @@ void DrawGame(void)
 {
     BeginDrawing();
 
-        ClearBackground(LIGHTGRAY);
+        ClearBackground(RAYWHITE);
         
         if (!gameOver)
         {
@@ -382,7 +381,7 @@ void DrawGame(void)
                 if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
             }
             
-            DrawText(FormatText("%04i", score), 20, 20, 40, DARKGRAY);
+            DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
         
             if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
         

+ 12 - 11
games/samples/tetris.c

@@ -25,7 +25,7 @@
 //----------------------------------------------------------------------------------
 // Some Defines
 //----------------------------------------------------------------------------------
-#define SQUARE_SIZE             30
+#define SQUARE_SIZE             20
 
 #define GRID_HORIZONTAL_SIZE    12
 #define GRID_VERTICAL_SIZE      20
@@ -45,7 +45,7 @@ typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
 // Global Variables Declaration
 //------------------------------------------------------------------------------------
 static int screenWidth = 800;
-static int screenHeight = 620;
+static int screenHeight = 450;
 
 static bool gameOver = false;
 static bool pause = false;
@@ -289,6 +289,8 @@ void UpdateGame(void)
                     DeleteCompleteLines();
                     fadeLineCounter = 0;
                     lineToDelete = false;
+                    
+                    lines++;
                 }
             }
         }
@@ -314,10 +316,10 @@ void DrawGame(void)
         {
             // Draw gameplay area
             Vector2 offset;
-            offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2);
+            offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
             offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
 
-            offset.y -= 60;     // NOTE: Harcoded position!
+            offset.y -= 50;     // NOTE: Harcoded position!
 
             int controller = offset.x;
 
@@ -360,13 +362,9 @@ void DrawGame(void)
                 offset.y += SQUARE_SIZE;
             }
             
-            // Draw incoming piece
-            //offset.x = screenWidth/2 - (4*SQUARE_SIZE/2);
-            //offset.y = (screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2)) - (3*SQUARE_SIZE);
-
-            // NOTE: Harcoded positions for the demo!
-            offset.x = 850;
-            offset.y = 75;
+            // Draw incoming piece (hardcoded)
+            offset.x = 500;
+            offset.y = 45;
 
             int controler = offset.x;
             
@@ -393,6 +391,9 @@ void DrawGame(void)
                 offset.y += SQUARE_SIZE;
             }
             
+            DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
+            DrawText(FormatText("LINES:      %04i", lines), offset.x, offset.y + 20, 10, 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);