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-rw-r--r--games/samples/pang.c630
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);
}