summaryrefslogtreecommitdiffhomepage
path: root/games/samples/asteroids.c
diff options
context:
space:
mode:
authorraysan5 <[email protected]>2016-02-07 11:23:12 +0100
committerraysan5 <[email protected]>2016-02-07 11:23:12 +0100
commit4ad375a3783472b8629387d45fb90619115c973a (patch)
tree14d2c9c4a70e494d6d02d96c87369c21a8e3986f /games/samples/asteroids.c
parent4a3509f06d60e2761aa048378fe979e11a5a1667 (diff)
downloadraylib-4ad375a3783472b8629387d45fb90619115c973a.tar.gz
raylib-4ad375a3783472b8629387d45fb90619115c973a.zip
Code review
Most of this code was developed by students, it requires some additional review to be used for teaching.
Diffstat (limited to 'games/samples/asteroids.c')
-rw-r--r--games/samples/asteroids.c125
1 files changed, 54 insertions, 71 deletions
diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c
index 676b0154..53ebbd8e 100644
--- a/games/samples/asteroids.c
+++ b/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);