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- /*******************************************************************************************
- *
- * raylib - sample game: space invaders
- *
- * Sample game developed by Ian Eito, 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"
-
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
-
- //----------------------------------------------------------------------------------
- // Some Defines
- //----------------------------------------------------------------------------------
- #define NUM_SHOOTS 50
- #define NUM_MAX_ENEMIES 50
- #define FIRST_WAVE 10
- #define SECOND_WAVE 20
- #define THIRD_WAVE 50
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- typedef enum { FIRST = 0, SECOND, THIRD } EnemyWave;
-
- typedef struct Player{
- Rectangle rec;
- Vector2 speed;
- Color color;
- } Player;
-
- typedef struct Enemy{
- Rectangle rec;
- Vector2 speed;
- bool active;
- Color color;
- } Enemy;
-
- typedef struct Shoot{
- Rectangle rec;
- Vector2 speed;
- bool active;
- Color color;
- } Shoot;
-
- //------------------------------------------------------------------------------------
- // Global Variables Declaration
- //------------------------------------------------------------------------------------
- static const int screenWidth = 800;
- static const int screenHeight = 450;
-
- static bool gameOver = false;
- static bool pause = false;
- static int score = 0;
- static bool victory = false;
-
- static Player player = { 0 };
- static Enemy enemy[NUM_MAX_ENEMIES] = { 0 };
- static Shoot shoot[NUM_SHOOTS] = { 0 };
- static EnemyWave wave = { 0 };
-
- static int shootRate = 0;
- static float alpha = 0.0f;
-
- static int activeEnemies = 0;
- static int enemiesKill = 0;
- static bool smooth = false;
-
- //------------------------------------------------------------------------------------
- // 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(void)
- {
- // Initialization (Note windowTitle is unused on Android)
- //---------------------------------------------------------
- InitWindow(screenWidth, screenHeight, "sample game: space invaders");
-
- 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 and Draw
- //----------------------------------------------------------------------------------
- UpdateDrawFrame();
- //----------------------------------------------------------------------------------
- }
- #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
- void InitGame(void)
- {
- // Initialize game variables
- shootRate = 0;
- pause = false;
- gameOver = false;
- victory = false;
- smooth = false;
- wave = FIRST;
- activeEnemies = FIRST_WAVE;
- enemiesKill = 0;
- score = 0;
- alpha = 0;
-
- // Initialize player
- player.rec.x = 20;
- player.rec.y = 50;
- player.rec.width = 20;
- player.rec.height = 20;
- player.speed.x = 5;
- player.speed.y = 5;
- player.color = BLACK;
-
- // Initialize enemies
- for (int i = 0; i < NUM_MAX_ENEMIES; i++)
- {
- enemy[i].rec.width = 10;
- enemy[i].rec.height = 10;
- enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
- enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
- enemy[i].speed.x = 5;
- enemy[i].speed.y = 5;
- enemy[i].active = true;
- enemy[i].color = GRAY;
- }
-
- // Initialize shoots
- for (int i = 0; i < NUM_SHOOTS; i++)
- {
- shoot[i].rec.x = player.rec.x;
- shoot[i].rec.y = player.rec.y + player.rec.height/4;
- shoot[i].rec.width = 10;
- shoot[i].rec.height = 5;
- shoot[i].speed.x = 7;
- shoot[i].speed.y = 0;
- shoot[i].active = false;
- shoot[i].color = MAROON;
- }
- }
-
- // Update game (one frame)
- void UpdateGame(void)
- {
- if (!gameOver)
- {
- if (IsKeyPressed('P')) pause = !pause;
-
- if (!pause)
- {
- switch (wave)
- {
- case FIRST:
- {
- if (!smooth)
- {
- alpha += 0.02f;
-
- if (alpha >= 1.0f) smooth = true;
- }
-
- if (smooth) alpha -= 0.02f;
-
- if (enemiesKill == activeEnemies)
- {
- enemiesKill = 0;
-
- for (int i = 0; i < activeEnemies; i++)
- {
- if (!enemy[i].active) enemy[i].active = true;
- }
-
- activeEnemies = SECOND_WAVE;
- wave = SECOND;
- smooth = false;
- alpha = 0.0f;
- }
- } break;
- case SECOND:
- {
- if (!smooth)
- {
- alpha += 0.02f;
-
- if (alpha >= 1.0f) smooth = true;
- }
-
- if (smooth) alpha -= 0.02f;
-
- if (enemiesKill == activeEnemies)
- {
- enemiesKill = 0;
-
- for (int i = 0; i < activeEnemies; i++)
- {
- if (!enemy[i].active) enemy[i].active = true;
- }
-
- activeEnemies = THIRD_WAVE;
- wave = THIRD;
- smooth = false;
- alpha = 0.0f;
- }
- } break;
- case THIRD:
- {
- if (!smooth)
- {
- alpha += 0.02f;
-
- if (alpha >= 1.0f) smooth = true;
- }
-
- if (smooth) alpha -= 0.02f;
-
- if (enemiesKill == activeEnemies) victory = true;
-
- } break;
- default: break;
- }
-
- // Player movement
- if (IsKeyDown(KEY_RIGHT)) player.rec.x += player.speed.x;
- if (IsKeyDown(KEY_LEFT)) player.rec.x -= player.speed.x;
- if (IsKeyDown(KEY_UP)) player.rec.y -= player.speed.y;
- if (IsKeyDown(KEY_DOWN)) player.rec.y += player.speed.y;
-
- // Player collision with enemy
- for (int i = 0; i < activeEnemies; i++)
- {
- if (CheckCollisionRecs(player.rec, enemy[i].rec)) gameOver = true;
- }
-
- // Enemy behaviour
- for (int i = 0; i < activeEnemies; i++)
- {
- if (enemy[i].active)
- {
- enemy[i].rec.x -= enemy[i].speed.x;
-
- if (enemy[i].rec.x < 0)
- {
- enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
- enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
- }
- }
- }
-
- // Wall behaviour
- if (player.rec.x <= 0) player.rec.x = 0;
- if (player.rec.x + player.rec.width >= screenWidth) player.rec.x = screenWidth - player.rec.width;
- if (player.rec.y <= 0) player.rec.y = 0;
- if (player.rec.y + player.rec.height >= screenHeight) player.rec.y = screenHeight - player.rec.height;
-
- // Shoot initialization
- if (IsKeyDown(KEY_SPACE))
- {
- shootRate += 5;
-
- for (int i = 0; i < NUM_SHOOTS; i++)
- {
- if (!shoot[i].active && shootRate%20 == 0)
- {
- shoot[i].rec.x = player.rec.x;
- shoot[i].rec.y = player.rec.y + player.rec.height/4;
- shoot[i].active = true;
- break;
- }
- }
- }
-
- // Shoot logic
- for (int i = 0; i < NUM_SHOOTS; i++)
- {
- if (shoot[i].active)
- {
- // Movement
- shoot[i].rec.x += shoot[i].speed.x;
-
- // Collision with enemy
- for (int j = 0; j < activeEnemies; j++)
- {
- if (enemy[j].active)
- {
- if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
- {
- shoot[i].active = false;
- enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
- enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
- shootRate = 0;
- enemiesKill++;
- score += 100;
- }
-
- if (shoot[i].rec.x + shoot[i].rec.width >= screenWidth)
- {
- shoot[i].active = false;
- shootRate = 0;
- }
- }
- }
- }
- }
- }
- }
- else
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- InitGame();
- gameOver = false;
- }
- }
- }
-
- // Draw game (one frame)
- void DrawGame(void)
- {
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- if (!gameOver)
- {
- DrawRectangleRec(player.rec, player.color);
-
- if (wave == FIRST) DrawText("FIRST WAVE", screenWidth/2 - MeasureText("FIRST WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
- else if (wave == SECOND) DrawText("SECOND WAVE", screenWidth/2 - MeasureText("SECOND WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
- else if (wave == THIRD) DrawText("THIRD WAVE", screenWidth/2 - MeasureText("THIRD WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
-
- for (int i = 0; i < activeEnemies; i++)
- {
- if (enemy[i].active) DrawRectangleRec(enemy[i].rec, enemy[i].color);
- }
-
- for (int i = 0; i < NUM_SHOOTS; i++)
- {
- if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
- }
-
- DrawText(TextFormat("%04i", score), 20, 20, 40, GRAY);
-
- if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
-
- if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
- }
- else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
-
- 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();
- }
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