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- /*******************************************************************************************
- *
- * raylib - sample game: gold fever
- *
- * 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
-
- //----------------------------------------------------------------------------------
- // Types and Structures Definition
- //----------------------------------------------------------------------------------
- typedef struct Player {
- Vector2 position;
- Vector2 speed;
- int radius;
- } Player;
-
- typedef struct Enemy {
- Vector2 position;
- Vector2 speed;
- int radius;
- int radiusBounds;
- bool moveRight; // RAY: o__O
- } Enemy;
-
- typedef struct Points {
- Vector2 position;
- int radius;
- int value;
- bool active;
- } Points;
-
- typedef struct Home {
- Rectangle rec;
- bool active;
- bool save;
- Color color;
- } Home;
-
- //------------------------------------------------------------------------------------
- // Global Variables Declaration
- //------------------------------------------------------------------------------------
- static int screenWidth = 800;
- static int screenHeight = 450;
-
- static bool gameOver;
- static bool pause;
- static int score;
- static int hiScore = 0;
-
- static Player player;
- static Enemy enemy;
- static Points points;
- static Home home;
- static bool follow;
-
- //------------------------------------------------------------------------------------
- // 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: gold fever");
-
- 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)
- {
- pause = false;
- score = 0;
-
- player.position = (Vector2){50, 50};
- player.radius = 20;
- player.speed = (Vector2){5, 5};
-
- enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
- enemy.radius = 20;
- enemy.radiusBounds = 150;
- enemy.speed = (Vector2){3, 3};
- enemy.moveRight = true;
- follow = false;
-
- points.radius = 10;
- points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
- points.value = 100;
- points.active = true;
-
- home.rec.width = 50;
- home.rec.height = 50;
- home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
- home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
- home.active = false;
- home.save = false;
- }
-
- // Update game (one frame)
- void UpdateGame(void)
- {
- if (!gameOver)
- {
- if (IsKeyPressed('P')) pause = !pause;
-
- if (!pause)
- {
- //Control player
- if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
- if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
- if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
- if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
-
- //wall behaviour player
- if (player.position.x - player.radius <= 0) player.position.x = player.radius;
- if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius;
- if (player.position.y - player.radius <= 0) player.position.y = player.radius;
- if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
-
- //IA Enemy
- if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save)
- {
- if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
- if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
-
- if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y;
- if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y;
- }
- else
- {
- if (enemy.moveRight) enemy.position.x += enemy.speed.x;
- else enemy.position.x -= enemy.speed.x;
- }
-
- //wall behaviour enemy
- if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true;
- if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false;
-
- if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius;
- if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius;
- if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius;
- if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius;
-
- //Collisions
- if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active)
- {
- follow = true;
- points.active = false;
- home.active = true;
- }
-
- if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
- {
- gameOver = true;
-
- if (hiScore < score) hiScore = score;
- }
-
- if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
- {
- follow = false;
-
- if (!points.active)
- {
- score += points.value;
- points.active = true;
- enemy.speed.x += 0.5;
- enemy.speed.y += 0.5;
- points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
- }
-
- home.save = true;
- }
- else home.save = false;
- }
- }
- else
- {
- if (IsKeyPressed(KEY_ENTER))
- {
- InitGame();
- gameOver = false;
- }
- }
- }
-
- // Draw game (one frame)
- void DrawGame(void)
- {
- BeginDrawing();
-
- ClearBackground(RAYWHITE);
-
- if (!gameOver)
- {
- if (follow)
- {
- DrawRectangle(0, 0, screenWidth, screenHeight, RED);
- DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
- }
-
- DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
-
- DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
- DrawCircleV(enemy.position, enemy.radius, MAROON);
-
- DrawCircleV(player.position, player.radius, GRAY);
- if (points.active) DrawCircleV(points.position, points.radius, GOLD);
-
- DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
- DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
-
- 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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