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authorraysan5 <[email protected]>2016-02-20 20:25:01 +0100
committerraysan5 <[email protected]>2016-02-20 20:25:01 +0100
commit7b360d8579c63658ee05377b44d2e0b478d12b74 (patch)
tree16c1553ba117869aeb370ae40f99bb4086701b55 /games/pang.c
parent83459159f4c8622cefe93a062138e7e2391b6761 (diff)
downloadraylib-7b360d8579c63658ee05377b44d2e0b478d12b74.tar.gz
raylib-7b360d8579c63658ee05377b44d2e0b478d12b74.zip
Reorganized games folder
Simplified to match raylib installer package folder structure
Diffstat (limited to 'games/pang.c')
-rw-r--r--games/pang.c630
1 files changed, 630 insertions, 0 deletions
diff --git a/games/pang.c b/games/pang.c
new file mode 100644
index 00000000..fe1c3005
--- /dev/null
+++ b/games/pang.c
@@ -0,0 +1,630 @@
+/*******************************************************************************************
+*
+* 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 int screenWidth = 800;
+static int screenHeight = 450;
+
+static int framesCounter;
+static bool gameOver;
+static bool pause;
+static int score;
+
+static Player player;
+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 countmediumBallss;
+static int countsmallBallss;
+static int meteorsDestroyed;
+static Vector2 linePosition;
+
+static bool victory;
+static bool lose;
+static bool awake;
+
+//------------------------------------------------------------------------------------
+// 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()
+{
+ 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
+ //----------------------------------------------------------------------------------
+ UpdateGame();
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ DrawGame();
+ //----------------------------------------------------------------------------------
+ }
+#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(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
+ }
+ }
+
+ // Draw score (UI)
+ DrawText(FormatText("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();
+} \ No newline at end of file