diff options
Diffstat (limited to 'games/samples/pang.c')
| -rw-r--r-- | games/samples/pang.c | 630 |
1 files changed, 284 insertions, 346 deletions
diff --git a/games/samples/pang.c b/games/samples/pang.c index e7b2bb86..fe1c3005 100644 --- a/games/samples/pang.c +++ b/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); } |
