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- /*******************************************************************************************
- *
- * raylib - sample game: pang
- *
- * 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)
- *
- * Copyright (c) 2015 Ramon Santamaria (@raysan5)
- *
- ********************************************************************************************/
- #include "raylib.h"
- #include <math.h>
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
- //----------------------------------------------------------------------------------
- // Some Defines
- //----------------------------------------------------------------------------------
- #define PLAYER_BASE_SIZE 20.0f
- #define PLAYER_SPEED 5.0f
- #define PLAYER_MAX_SHOOTS 1
- #define MAX_BIG_BALLS 2
- #define BALLS_SPEED 2.0f
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- typedef struct Player {
- Vector2 position;
- Vector2 speed;
- Vector3 collider;
- float rotation;
- } Player;
- typedef struct Shoot {
- Vector2 position;
- Vector2 speed;
- float radius;
- float rotation;
- int lifeSpawn;
- bool active;
- } Shoot;
- typedef struct Ball {
- Vector2 position;
- Vector2 speed;
- float radius;
- int points;
- bool active;
- } Ball;
- typedef struct Points {
- Vector2 position;
- int value;
- float alpha;
- } Points;
- //------------------------------------------------------------------------------------
- // Global Variables Declaration
- //------------------------------------------------------------------------------------
- static const int screenWidth = 800;
- static const int screenHeight = 450;
- static int framesCounter = 0;
- static bool gameOver = false;
- static bool pause = false;
- static int score = 0;
- static Player player = { 0 };
- static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 };
- static Ball bigBalls[MAX_BIG_BALLS] = { 0 };
- static Ball mediumBalls[MAX_BIG_BALLS*2] = { 0 };
- static Ball smallBalls[MAX_BIG_BALLS*4] = { 0 };
- static Points points[5] = { 0 };
- // NOTE: Defined triangle is isosceles with common angles of 70 degrees.
- static float shipHeight = 0.0f;
- static float gravity = 0.0f;
- static int countmediumBallss = 0;
- static int countsmallBallss = 0;
- static int meteorsDestroyed = 0;
- static Vector2 linePosition = { 0 };
- static bool victory = false;
- static bool lose = false;
- static bool awake = false;
- //------------------------------------------------------------------------------------
- // Module Functions Declaration (local)
- //------------------------------------------------------------------------------------
- static void InitGame(void); // Initialize game
- static void UpdateGame(void); // Update game (one frame)
- static void DrawGame(void); // Draw game (one frame)
- static void UnloadGame(void); // Unload game
- static void UpdateDrawFrame(void); // Update and Draw (one frame)
- //------------------------------------------------------------------------------------
- // Program main entry point
- //------------------------------------------------------------------------------------
- int main(void)
- {
- // Initialization (Note windowTitle is unused on Android)
- //---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "sample game: pang");
- InitGame();
- #if defined(PLATFORM_WEB)
- emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
- #else
- SetTargetFPS(60);
- //--------------------------------------------------------------------------------------
-
- // Main game loop
- while (!WindowShouldClose()) // Detect window close button or ESC key
- {
- // Update and Draw
- //----------------------------------------------------------------------------------
- UpdateDrawFrame();
- //----------------------------------------------------------------------------------
- }
- #endif
- // De-Initialization
- //--------------------------------------------------------------------------------------
- UnloadGame(); // Unload loaded data (textures, sounds, models...)
-
- CloseWindow(); // Close window and OpenGL context
- //--------------------------------------------------------------------------------------
- return 0;
- }
- //------------------------------------------------------------------------------------
- // Module Functions Definitions (local)
- //------------------------------------------------------------------------------------
- // Initialize game variables
- static void InitGame(void)
- {
- int posx, posy;
- int velx = 0;
- int vely = 0;
-
- framesCounter = 0;
- gameOver = false;
- pause = false;
- score = 0;
-
- victory = false;
- lose = false;
- awake = true;
- gravity = 0.25f;
- linePosition = (Vector2){ 0.0f , 0.0f };
- shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
- // Initialization player
- player.position = (Vector2){ screenWidth/2, screenHeight };
- player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED };
- player.rotation = 0;
- player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
- meteorsDestroyed = 0;
- // Initialize shoots
- 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;
- }
- // Initialize big meteors
- for (int i = 0; i < MAX_BIG_BALLS; i++)
- {
- bigBalls[i].radius = 40.0f;
- posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
- posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
- bigBalls[i].position = (Vector2){ posx, posy };
- while ((velx == 0) || (vely == 0))
- {
- velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
- vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
- }
- bigBalls[i].speed = (Vector2){ velx, vely };
- bigBalls[i].points = 200;
- bigBalls[i].active = true;
- }
- // Initialize medium meteors
- for (int i = 0; i < MAX_BIG_BALLS*2; i++)
- {
- 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 < MAX_BIG_BALLS*4; i++)
- {
- 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
- for (int i = 0; i < 5; i++)
- {
- points[i].position = (Vector2){ 0, 0 };
- points[i].value = 0;
- points[i].alpha = 0.0f;
- }
- countmediumBallss = 0;
- countsmallBallss = 0;
- }
- // Update game (one frame)
- void UpdateGame(void)
- {
- if (!gameOver && !victory)
- {
- if (IsKeyPressed('P')) pause = !pause;
- if (!pause)
- {
- // Player logic
- if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
- if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
- // 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;
- // Player shot logic
- if (IsKeyPressed(KEY_SPACE))
- {
- for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
- {
- if (!shoot[i].active)
- {
- shoot[i].position = (Vector2){ player.position.x, 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 < PLAYER_MAX_SHOOTS; i++)
- {
- if (shoot[i].active) shoot[i].lifeSpawn++;
- }
- // Shot logic
- for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
- {
- if (shoot[i].active)
- {
- shoot[i].position.y -= shoot[i].speed.y;
- // 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;
- }
- // 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 vs meteors collision logic
- player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
- 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)
- {
- gameOver = true;
- }
- }
- 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)
- {
- gameOver = true;
- }
- }
- 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)
- {
- gameOver = true;
- }
- }
- // Meteors logic (big)
- for (int i = 0; i < MAX_BIG_BALLS; i++)
- {
- if (bigBalls[i].active)
- {
- // Meteor movement logic
- bigBalls[i].position.x += bigBalls[i].speed.x;
- bigBalls[i].position.y += bigBalls[i].speed.y;
- // 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;
- }
- }
- // Meteors logic (medium)
- for (int i = 0; i < MAX_BIG_BALLS*2; i++)
- {
- if (mediumBalls[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)
- {
- mediumBalls[i].speed.y *= -1;
- mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
- }
- mediumBalls[i].speed.y += gravity + 0.12f;
- }
- }
- // Meteors logic (small)
- for (int i = 0; i < MAX_BIG_BALLS*4; i++)
- {
- if (smallBalls[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)
- {
- smallBalls[i].speed.y *= -1;
- smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
- }
- smallBalls[i].speed.y += gravity + 0.25f;
- }
- }
- // Player-shot vs meteors logic
- for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
- {
- if ((shoot[i].active))
- {
- for (int a = 0; a < MAX_BIG_BALLS; 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- bigBalls[a].active = false;
- meteorsDestroyed++;
- score += bigBalls[a].points;
- for (int z = 0; z < 5; z++)
- {
- if (points[z].alpha == 0.0f)
- {
- 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 ++)
- {
- 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
- {
- mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
- mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
- }
- mediumBalls[countmediumBallss].active = true;
- countmediumBallss ++;
- }
-
- a = MAX_BIG_BALLS;
- }
- }
- }
- if ((shoot[i].active))
- {
- for (int b = 0; b < MAX_BIG_BALLS*2; 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- mediumBalls[b].active = false;
- meteorsDestroyed++;
- score += mediumBalls[b].points;
- for (int z = 0; z < 5; z++)
- {
- if (points[z].alpha == 0.0f)
- {
- 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 ++)
- {
- if (countsmallBallss%2 == 0)
- {
- smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
- smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
- }
- 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))
- {
- for (int c = 0; c < MAX_BIG_BALLS*4; 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- smallBalls[c].active = false;
- meteorsDestroyed++;
- score += smallBalls[c].points;
- for (int z = 0; z < 5; z++)
- {
- if (points[z].alpha == 0.0f)
- {
- points[z].position = smallBalls[c].position;
- points[z].value = smallBalls[c].points;
- points[z].alpha = 1.0f;
- z = 5;
- }
- }
- c = MAX_BIG_BALLS*4;
- }
- }
- }
- }
- if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true;
- }
- }
- else
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- InitGame();
- 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)
- void DrawGame(void)
- {
- BeginDrawing();
- 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)*(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 (big)
- for (int i = 0;i < MAX_BIG_BALLS; i++)
- {
- if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY);
- else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
- }
- // Draw meteors (medium)
- for (int i = 0;i < MAX_BIG_BALLS*2; i++)
- {
- if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY);
- else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
- }
- // Draw meteors (small)
- for (int i = 0;i < MAX_BIG_BALLS*4; i++)
- {
- 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 < 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(TextFormat("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
- }
- }
- // Draw score (UI)
- DrawText(TextFormat("SCORE: %i", score), 10, 10, 20, 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);
- }
- else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
- EndDrawing();
- }
- // Unload game variables
- void UnloadGame(void)
- {
- // TODO: Unload all dynamic loaded data (textures, sounds, models...)
- }
- // Update and Draw (one frame)
- void UpdateDrawFrame(void)
- {
- UpdateGame();
- DrawGame();
- }
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