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authorRay <[email protected]>2017-05-15 18:20:27 +0200
committerRay <[email protected]>2017-05-15 18:20:27 +0200
commit6a48e7376bb83566617f3f4406f7a90c5b889809 (patch)
tree07cae66ef3d5aadeb97096b5cd5d45ee4fbce3e5 /games/asteroids.c
parent4a31ce4bd239cff7591e2f3795464d9076ecb7fd (diff)
downloadraylib-6a48e7376bb83566617f3f4406f7a90c5b889809.tar.gz
raylib-6a48e7376bb83566617f3f4406f7a90c5b889809.zip
Review example
Diffstat (limited to 'games/asteroids.c')
-rw-r--r--games/asteroids.c95
1 files changed, 46 insertions, 49 deletions
diff --git a/games/asteroids.c b/games/asteroids.c
index 53ebbd8e..11063889 100644
--- a/games/asteroids.c
+++ b/games/asteroids.c
@@ -82,9 +82,9 @@ static Meteor bigMeteor[MAX_BIG_METEORS];
static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
static Meteor smallMeteor[MAX_SMALL_METEORS];
-static int countMediumMeteors;
-static int countSmallMeteors;
-static int meteorsDestroyed;
+static int midMeteorsCount;
+static int smallMeteorsCount;
+static int destroyedMeteorsCount;
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
@@ -95,7 +95,6 @@ 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);
//------------------------------------------------------------------------------------
@@ -164,7 +163,7 @@ 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;
- meteorsDestroyed = 0;
+ destroyedMeteorsCount = 0;
// Initialization shoot
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
@@ -237,8 +236,8 @@ void InitGame(void)
smallMeteor[i].color = BLUE;
}
- countMediumMeteors = 0;
- countSmallMeteors = 0;
+ midMeteorsCount = 0;
+ smallMeteorsCount = 0;
}
// Update game (one frame)
@@ -250,17 +249,15 @@ void UpdateGame(void)
if (!pause)
{
- // Player logic
-
- // Rotation
+ // Player logic: rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
- // Speed
+ // Player logic: speed
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
- // Controller
+ // Player logic: acceleration
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
@@ -276,17 +273,17 @@ void UpdateGame(void)
else if (player.acceleration < 0) player.acceleration = 0;
}
- // Movement
+ // Player logic: movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
- // Wall behaviour for player
+ // Collision logic: player vs walls
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
- // Activation of shoot
+ // Player shoot logic
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
@@ -318,7 +315,7 @@ void UpdateGame(void)
shoot[i].position.x += shoot[i].speed.x;
shoot[i].position.y -= shoot[i].speed.y;
- // Wall behaviour for shoot
+ // Collision logic: shoot vs walls
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
@@ -351,7 +348,7 @@ void UpdateGame(void)
}
}
- // Collision Player to meteors
+ // Collision logic: player vs meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < MAX_BIG_METEORS; a++)
@@ -369,16 +366,16 @@ void UpdateGame(void)
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
+ // Meteors logic: big meteors
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
- // movement
+ // Movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
@@ -386,15 +383,16 @@ void UpdateGame(void)
}
}
+ // Meteors logic: medium meteors
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
- // movement
+ // Movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
@@ -402,15 +400,16 @@ void UpdateGame(void)
}
}
+ // Meteors logic: small meteors
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
- // movement
+ // Movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
- // wall behaviour
+ // Collision logic: meteor vs wall
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
@@ -418,7 +417,7 @@ void UpdateGame(void)
}
}
- // Collision behaviour
+ // Collision logic: player-shoots vs meteors
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
@@ -430,31 +429,30 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
+
for (int j = 0; j < 2; j ++)
{
- if (countMediumMeteors%2 == 0)
+ if (midMeteorsCount%2 == 0)
{
- mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
+ mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
+ mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
- mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
+ mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
+ mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
- mediumMeteor[countMediumMeteors].active = true;
- countMediumMeteors ++;
+ mediumMeteor[midMeteorsCount].active = true;
+ midMeteorsCount ++;
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = MAX_BIG_METEORS;
}
}
- }
- if ((shoot[i].active))
- {
+
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))
@@ -462,31 +460,30 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
+
for (int j = 0; j < 2; j ++)
{
- if (countSmallMeteors%2 == 0)
+ if (smallMeteorsCount%2 == 0)
{
- smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
+ smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
+ smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
- smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
+ smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
+ smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
- smallMeteor[countSmallMeteors].active = true;
- countSmallMeteors ++;
+ smallMeteor[smallMeteorsCount].active = true;
+ smallMeteorsCount ++;
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = MAX_MEDIUM_METEORS;
}
}
- }
- if ((shoot[i].active))
- {
+
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))
@@ -494,7 +491,7 @@ void UpdateGame(void)
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
- meteorsDestroyed++;
+ destroyedMeteorsCount++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = MAX_SMALL_METEORS;
@@ -504,7 +501,7 @@ void UpdateGame(void)
}
}
- if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
+ if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{