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- /*******************************************************************************************
- *
- * raylib - sample game: asteroids
- *
- * 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"
-
- #include <math.h>
-
- #if defined(PLATFORM_WEB)
- #include <emscripten/emscripten.h>
- #endif
-
- //----------------------------------------------------------------------------------
- // Some Defines
- //----------------------------------------------------------------------------------
- #define PLAYER_BASE_SIZE 20.0f
- #define PLAYER_SPEED 6.0f
- #define PLAYER_MAX_SHOOTS 10
-
- #define METEORS_SPEED 2
- #define MAX_BIG_METEORS 4
- #define MAX_MEDIUM_METEORS 8
- #define MAX_SMALL_METEORS 16
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
-
- typedef struct Player {
- Vector2 position;
- Vector2 speed;
- float acceleration;
- float rotation;
- Vector3 collider;
- Color color;
- } Player;
-
- typedef struct Shoot {
- Vector2 position;
- Vector2 speed;
- float radius;
- float rotation;
- int lifeSpawn;
- bool active;
- Color color;
- } Shoot;
-
- typedef struct Meteor {
- Vector2 position;
- Vector2 speed;
- float radius;
- bool active;
- Color color;
- } Meteor;
-
- //------------------------------------------------------------------------------------
- // Global Variables Declaration
- //------------------------------------------------------------------------------------
- static int screenWidth = 800;
- static int screenHeight = 450;
-
- static bool gameOver;
- static bool pause;
- static bool victory;
-
- // NOTE: Defined triangle is isosceles with common angles of 70 degrees.
- static float shipHeight;
-
- static Player player;
- 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 midMeteorsCount;
- static int smallMeteorsCount;
- static int destroyedMeteorsCount;
-
- //------------------------------------------------------------------------------------
- // 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: asteroids");
-
- 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)
- {
- int posx, posy;
- int velx, vely;
- bool correctRange = false;
- victory = false;
- pause = false;
-
- shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
-
- // Initialization player
- player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
- player.speed = (Vector2){0, 0};
- player.acceleration = 0;
- player.rotation = 0;
- player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
- player.color = LIGHTGRAY;
-
- destroyedMeteorsCount = 0;
-
- // Initialization shoot
- 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;
- }
-
- for (int i = 0; i < MAX_BIG_METEORS; i++)
- {
- posx = GetRandomValue(0, screenWidth);
-
- while(!correctRange)
- {
- if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
- else correctRange = true;
- }
-
- correctRange = false;
-
- posy = GetRandomValue(0, screenHeight);
-
- while(!correctRange)
- {
- if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
- else correctRange = true;
- }
-
- bigMeteor[i].position = (Vector2){posx, posy};
-
- correctRange = false;
- velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
- vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
-
- while(!correctRange)
- {
- if (velx == 0 && vely == 0)
- {
- velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
- vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
- }
- else correctRange = true;
- }
-
- bigMeteor[i].speed = (Vector2){velx, vely};
- bigMeteor[i].radius = 40;
- bigMeteor[i].active = true;
- bigMeteor[i].color = BLUE;
- }
-
- for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
- {
- mediumMeteor[i].position = (Vector2){-100, -100};
- mediumMeteor[i].speed = (Vector2){0,0};
- mediumMeteor[i].radius = 20;
- mediumMeteor[i].active = false;
- mediumMeteor[i].color = BLUE;
- }
-
- for (int i = 0; i < MAX_SMALL_METEORS; i++)
- {
- smallMeteor[i].position = (Vector2){-100, -100};
- smallMeteor[i].speed = (Vector2){0,0};
- smallMeteor[i].radius = 10;
- smallMeteor[i].active = false;
- smallMeteor[i].color = BLUE;
- }
-
- midMeteorsCount = 0;
- smallMeteorsCount = 0;
- }
-
- // Update game (one frame)
- void UpdateGame(void)
- {
- if (!gameOver)
- {
- if (IsKeyPressed('P')) pause = !pause;
-
- if (!pause)
- {
- // Player logic: rotation
- if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
- if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
-
- // Player logic: speed
- player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
- player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
-
- // Player logic: acceleration
- if (IsKeyDown(KEY_UP))
- {
- if (player.acceleration < 1) player.acceleration += 0.04f;
- }
- else
- {
- if (player.acceleration > 0) player.acceleration -= 0.02f;
- else if (player.acceleration < 0) player.acceleration = 0;
- }
- if (IsKeyDown(KEY_DOWN))
- {
- if (player.acceleration > 0) player.acceleration -= 0.04f;
- else if (player.acceleration < 0) player.acceleration = 0;
- }
-
- // Player logic: movement
- player.position.x += (player.speed.x*player.acceleration);
- player.position.y -= (player.speed.y*player.acceleration);
-
- // Collision logic: player vs walls
- if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
- else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
- if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
- else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
-
- // Player shoot 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 + 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)*PLAYER_SPEED;
- shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
- shoot[i].rotation = player.rotation;
- 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)
- {
- // Movement
- shoot[i].position.x += shoot[i].speed.x;
- shoot[i].position.y -= shoot[i].speed.y;
-
- // Collision logic: shoot vs walls
- 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;
- }
-
- // Life of shoot
- if (shoot[i].lifeSpawn >= 60)
- {
- shoot[i].position = (Vector2){0, 0};
- shoot[i].speed = (Vector2){0, 0};
- shoot[i].lifeSpawn = 0;
- shoot[i].active = false;
- }
- }
- }
-
- // Collision logic: player vs 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 < 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 < 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 < 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;
- }
-
- // Meteors logic: big meteors
- for (int i = 0; i < MAX_BIG_METEORS; i++)
- {
- if (bigMeteor[i].active)
- {
- // Movement
- bigMeteor[i].position.x += bigMeteor[i].speed.x;
- bigMeteor[i].position.y += bigMeteor[i].speed.y;
-
- // Collision logic: meteor vs wall
- if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
- else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
- if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
- else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
- }
- }
-
- // Meteors logic: medium meteors
- for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
- {
- if (mediumMeteor[i].active)
- {
- // Movement
- mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
- mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
-
- // Collision logic: meteor vs wall
- if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
- else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
- if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
- else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
- }
- }
-
- // Meteors logic: small meteors
- for (int i = 0; i < MAX_SMALL_METEORS; i++)
- {
- if (smallMeteor[i].active)
- {
- // Movement
- smallMeteor[i].position.x += smallMeteor[i].speed.x;
- smallMeteor[i].position.y += smallMeteor[i].speed.y;
-
- // Collision logic: meteor vs wall
- if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
- else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
- if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
- else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
- }
- }
-
- // Collision logic: player-shoots vs meteors
- for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
- {
- if ((shoot[i].active))
- {
- 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- bigMeteor[a].active = false;
- destroyedMeteorsCount++;
-
- for (int j = 0; j < 2; j ++)
- {
- if (midMeteorsCount%2 == 0)
- {
- mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
- }
- else
- {
- mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
- mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
- }
-
- mediumMeteor[midMeteorsCount].active = true;
- midMeteorsCount ++;
- }
- //bigMeteor[a].position = (Vector2){-100, -100};
- bigMeteor[a].color = RED;
- a = MAX_BIG_METEORS;
- }
- }
-
- 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- mediumMeteor[b].active = false;
- destroyedMeteorsCount++;
-
- for (int j = 0; j < 2; j ++)
- {
- if (smallMeteorsCount%2 == 0)
- {
- smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
- }
- else
- {
- smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
- smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
- }
-
- smallMeteor[smallMeteorsCount].active = true;
- smallMeteorsCount ++;
- }
- //mediumMeteor[b].position = (Vector2){-100, -100};
- mediumMeteor[b].color = GREEN;
- b = MAX_MEDIUM_METEORS;
- }
- }
-
- 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))
- {
- shoot[i].active = false;
- shoot[i].lifeSpawn = 0;
- smallMeteor[c].active = false;
- destroyedMeteorsCount++;
- smallMeteor[c].color = YELLOW;
- // smallMeteor[c].position = (Vector2){-100, -100};
- c = MAX_SMALL_METEORS;
- }
- }
- }
- }
- }
-
- if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
- }
- else
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- InitGame();
- gameOver = false;
- }
- }
- }
-
- // Draw game (one frame)
- void DrawGame(void)
- {
- BeginDrawing();
-
- 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)*(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 < MAX_BIG_METEORS; i++)
- {
- 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 < MAX_MEDIUM_METEORS; i++)
- {
- 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 < MAX_SMALL_METEORS; i++)
- {
- 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 < PLAYER_MAX_SHOOTS; i++)
- {
- 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);
-
- 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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