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/******************************************************************************************* |
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* |
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* raylib game - Dr. Turtle & Mr. Gamera |
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* |
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* Welcome to raylib! |
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* |
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* To test examples, just press F6 and execute raylib_compile_execute script |
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* Note that compiled executable is placed in the same folder as .c file |
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* |
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* You can find all basic examples on C:\raylib\raylib\examples folder or |
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* raylib official webpage: www.raylib.com |
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* |
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* Enjoy using raylib. :) |
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* |
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* This game has been created using raylib 1.1 (www.raylib.com) |
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
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* |
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* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) |
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* |
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********************************************************************************************/ |
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#include "raylib.h" |
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#include <math.h> // Used for sinf() |
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#if defined(PLATFORM_WEB) |
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#include <emscripten/emscripten.h> |
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#endif |
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#define MAX_ENEMIES 10 |
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typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen; |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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const int screenWidth = 1280; |
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const int screenHeight = 720; |
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Texture2D sky; |
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Texture2D mountains; |
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Texture2D sea; |
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Texture2D title; |
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Texture2D turtle; |
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Texture2D gamera; |
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Texture2D shark; |
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Texture2D orca; |
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Texture2D swhale; |
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Texture2D fish; |
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Texture2D gframe; |
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SpriteFont font; |
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Sound eat; |
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Sound die; |
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Sound growl; |
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// Define scrolling variables |
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int backScrolling = 0; |
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int seaScrolling = 0; |
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// Define current screen |
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GameScreen currentScreen = 0; |
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// Define player variables |
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int playerRail = 1; |
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Rectangle playerBounds; |
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bool gameraMode = false; |
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// Define enemies variables |
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Rectangle enemyBounds[MAX_ENEMIES]; |
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int enemyRail[MAX_ENEMIES]; |
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int enemyType[MAX_ENEMIES]; |
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bool enemyActive[MAX_ENEMIES]; |
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float enemySpeed = 10; |
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// Define additional game variables |
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int score = 0; |
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float distance = 0.0f; |
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int hiscore = 0; |
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float hidistance = 0.0f; |
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int foodBar = 0; |
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int framesCounter = 0; |
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unsigned char blue = 200; |
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float timeCounter = 0; |
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//---------------------------------------------------------------------------------- |
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// Module Functions Declaration |
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//---------------------------------------------------------------------------------- |
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void UpdateDrawFrame(void); // Update and Draw one frame |
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//---------------------------------------------------------------------------------- |
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// Main Enry Point |
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//---------------------------------------------------------------------------------- |
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int main() |
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{ |
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// Initialization |
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//-------------------------------------------------------------------------------------- |
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// Init window |
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InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); |
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// Initialize audio device |
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InitAudioDevice(); |
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// Load game resources: textures |
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sky = LoadTexture("resources/sky.png"); |
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mountains = LoadTexture("resources/mountains.png"); |
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sea = LoadTexture("resources/sea.png"); |
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title = LoadTexture("resources/title.png"); |
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turtle = LoadTexture("resources/turtle.png"); |
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gamera = LoadTexture("resources/gamera.png"); |
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shark = LoadTexture("resources/shark.png"); |
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orca = LoadTexture("resources/orca.png"); |
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swhale = LoadTexture("resources/swhale.png"); |
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fish = LoadTexture("resources/fish.png"); |
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gframe = LoadTexture("resources/gframe.png"); |
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// Load game resources: fonts |
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font = LoadSpriteFont("resources/komika.png"); |
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// Load game resources: sounds |
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eat = LoadSound("resources/eat.wav"); |
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die = LoadSound("resources/die.wav"); |
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growl = LoadSound("resources/gamera.wav"); |
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// Start playing streaming music |
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PlayMusicStream("resources/speeding.ogg"); |
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playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; |
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// Init enemies variables |
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for (int i = 0; i < MAX_ENEMIES; i++) |
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{ |
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// Define enemy type (all same probability) |
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//enemyType[i] = GetRandomValue(0, 3); |
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// Probability system for enemies type |
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int enemyProb = GetRandomValue(0, 100); |
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if (enemyProb < 30) enemyType[i] = 0; |
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else if (enemyProb < 60) enemyType[i] = 1; |
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else if (enemyProb < 90) enemyType[i] = 2; |
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else enemyType[i] = 3; |
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// define enemy rail |
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enemyRail[i] = GetRandomValue(0, 4); |
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// Make sure not two consecutive enemies in the same row |
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if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); |
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enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; |
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enemyActive[i] = false; |
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} |
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#if defined(PLATFORM_WEB) |
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1); |
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#else |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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// Main game loop |
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while (!WindowShouldClose()) // Detect window close button or ESC key |
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{ |
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UpdateDrawFrame(); |
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} |
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#endif |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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// Unload textures |
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UnloadTexture(sky); |
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UnloadTexture(mountains); |
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UnloadTexture(sea); |
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UnloadTexture(gframe); |
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UnloadTexture(title); |
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UnloadTexture(turtle); |
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UnloadTexture(shark); |
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UnloadTexture(orca); |
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UnloadTexture(swhale); |
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UnloadTexture(fish); |
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UnloadTexture(gamera); |
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// Unload font texture |
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UnloadSpriteFont(font); |
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// Unload sounds |
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UnloadSound(eat); |
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UnloadSound(die); |
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UnloadSound(growl); |
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StopMusicStream(); // Stop music |
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CloseAudioDevice(); // Close audio device |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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return 0; |
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} |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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//---------------------------------------------------------------------------------- |
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void UpdateDrawFrame(void) |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateMusicStream(); |
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framesCounter++; |
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// Sea color tint effect |
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blue = 210 + 25 * sinf(timeCounter); |
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timeCounter += 0.01; |
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// Game screens management |
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switch (currentScreen) |
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{ |
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case TITLE: |
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{ |
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// Sea scrolling |
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seaScrolling -= 2; |
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if (seaScrolling <= -screenWidth) seaScrolling = 0; |
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// Press enter to change to gameplay screen |
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if (IsKeyPressed(KEY_ENTER)) |
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{ |
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currentScreen = GAMEPLAY; |
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framesCounter = 0; |
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} |
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} break; |
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case GAMEPLAY: |
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{ |
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// Background scrolling logic |
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backScrolling--; |
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if (backScrolling <= -screenWidth) backScrolling = 0; |
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// Sea scrolling logic |
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seaScrolling -= (enemySpeed - 2); |
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if (seaScrolling <= -screenWidth) seaScrolling = 0; |
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// Player movement logic |
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if (IsKeyPressed(KEY_DOWN)) playerRail++; |
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else if (IsKeyPressed(KEY_UP)) playerRail--; |
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// Check player not out of rails |
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if (playerRail > 4) playerRail = 4; |
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else if (playerRail < 0) playerRail = 0; |
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// Update player bounds |
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playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; |
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// Enemies activation logic (every 40 frames) |
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if (framesCounter > 40) |
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{ |
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for (int i = 0; i < MAX_ENEMIES; i++) |
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{ |
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if (enemyActive[i] == false) |
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{ |
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enemyActive[i] = true; |
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i = MAX_ENEMIES; |
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} |
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} |
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framesCounter = 0; |
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} |
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// Enemies logic |
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for (int i = 0; i < MAX_ENEMIES; i++) |
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{ |
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if (enemyActive[i]) |
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{ |
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enemyBounds[i].x -= enemySpeed; |
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} |
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// Check enemies out of screen |
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if (enemyBounds[i].x <= 0 - 128) |
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{ |
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enemyActive[i] = false; |
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enemyType[i] = GetRandomValue(0, 3); |
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enemyRail[i] = GetRandomValue(0, 4); |
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// Make sure not two consecutive enemies in the same row |
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if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); |
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enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; |
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} |
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} |
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if (!gameraMode) enemySpeed += 0.005; |
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// Check collision player vs enemies |
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for (int i = 0; i < MAX_ENEMIES; i++) |
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{ |
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if (enemyActive[i]) |
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{ |
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if (CheckCollisionRecs(playerBounds, enemyBounds[i])) |
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{ |
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if (enemyType[i] < 3) // Bad enemies |
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{ |
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if (gameraMode) |
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{ |
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if (enemyType[i] == 0) score += 50; |
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else if (enemyType[i] == 1) score += 150; |
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else if (enemyType[i] == 2) score += 300; |
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foodBar += 15; |
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enemyActive[i] = false; |
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// After enemy deactivation, reset enemy parameters to be reused |
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enemyType[i] = GetRandomValue(0, 3); |
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enemyRail[i] = GetRandomValue(0, 4); |
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// Make sure not two consecutive enemies in the same row |
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if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); |
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enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; |
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PlaySound(eat); |
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} |
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else |
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{ |
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// Player die logic |
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PlaySound(die); |
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currentScreen = ENDING; |
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framesCounter = 0; |
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// Save hiscore and hidistance for next game |
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if (score > hiscore) hiscore = score; |
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|
|
if (distance > hidistance) hidistance = distance; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
else // Sweet fish |
|
|
|
|
|
{ |
|
|
|
|
|
enemyActive[i] = false; |
|
|
|
|
|
enemyType[i] = GetRandomValue(0, 3); |
|
|
|
|
|
enemyRail[i] = GetRandomValue(0, 4); |
|
|
|
|
|
|
|
|
|
|
|
// Make sure not two consecutive enemies in the same row |
|
|
|
|
|
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); |
|
|
|
|
|
|
|
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|
|
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; |
|
|
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|
|
|
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|
|
if (!gameraMode) foodBar += 80; |
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|
else foodBar += 25; |
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|
|
score += 10; |
|
|
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|
|
|
|
|
|
|
|
if (foodBar == 400) |
|
|
|
|
|
{ |
|
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|
|
gameraMode = true; |
|
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|
|
|
|
|
|
|
|
PlaySound(growl); |
|
|
|
|
|
} |
|
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|
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|
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|
|
|
PlaySound(eat); |
|
|
|
|
|
} |
|
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|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Gamera mode logic |
|
|
|
|
|
if (gameraMode) |
|
|
|
|
|
{ |
|
|
|
|
|
foodBar--; |
|
|
|
|
|
|
|
|
|
|
|
if (foodBar <= 0) |
|
|
|
|
|
{ |
|
|
|
|
|
gameraMode = false; |
|
|
|
|
|
enemySpeed -= 2; |
|
|
|
|
|
if (enemySpeed < 10) enemySpeed = 10; |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Update distance counter |
|
|
|
|
|
distance += 0.5f; |
|
|
|
|
|
|
|
|
|
|
|
} break; |
|
|
|
|
|
case ENDING: |
|
|
|
|
|
{ |
|
|
|
|
|
// Press enter to play again |
|
|
|
|
|
if (IsKeyPressed(KEY_ENTER)) |
|
|
|
|
|
{ |
|
|
|
|
|
currentScreen = GAMEPLAY; |
|
|
|
|
|
|
|
|
|
|
|
// Reset player |
|
|
|
|
|
playerRail = 1; |
|
|
|
|
|
playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; |
|
|
|
|
|
gameraMode = false; |
|
|
|
|
|
|
|
|
|
|
|
// Reset enemies data |
|
|
|
|
|
for (int i = 0; i < MAX_ENEMIES; i++) |
|
|
|
|
|
{ |
|
|
|
|
|
int enemyProb = GetRandomValue(0, 100); |
|
|
|
|
|
|
|
|
|
|
|
if (enemyProb < 30) enemyType[i] = 0; |
|
|
|
|
|
else if (enemyProb < 60) enemyType[i] = 1; |
|
|
|
|
|
else if (enemyProb < 90) enemyType[i] = 2; |
|
|
|
|
|
else enemyType[i] = 3; |
|
|
|
|
|
|
|
|
|
|
|
//enemyType[i] = GetRandomValue(0, 3); |
|
|
|
|
|
enemyRail[i] = GetRandomValue(0, 4); |
|
|
|
|
|
|
|
|
|
|
|
// Make sure not two consecutive enemies in the same row |
|
|
|
|
|
if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); |
|
|
|
|
|
|
|
|
|
|
|
enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; |
|
|
|
|
|
enemyActive[i] = false; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
enemySpeed = 10; |
|
|
|
|
|
|
|
|
|
|
|
// Reset game variables |
|
|
|
|
|
score = 0; |
|
|
|
|
|
distance = 0.0; |
|
|
|
|
|
foodBar = 0; |
|
|
|
|
|
framesCounter = 0; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
} break; |
|
|
|
|
|
default: break; |
|
|
|
|
|
} |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
|
|
|
|
|
|
// Draw |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
BeginDrawing(); |
|
|
|
|
|
|
|
|
|
|
|
ClearBackground(RAYWHITE); |
|
|
|
|
|
|
|
|
|
|
|
// Draw background (common to all screens) |
|
|
|
|
|
DrawTexture(sky, 0, 0, WHITE); |
|
|
|
|
|
|
|
|
|
|
|
DrawTexture(mountains, backScrolling, 0, WHITE); |
|
|
|
|
|
DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE); |
|
|
|
|
|
|
|
|
|
|
|
if (!gameraMode) |
|
|
|
|
|
{ |
|
|
|
|
|
DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255}); |
|
|
|
|
|
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255}); |
|
|
|
|
|
} |
|
|
|
|
|
else |
|
|
|
|
|
{ |
|
|
|
|
|
DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255}); |
|
|
|
|
|
DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255}); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
switch (currentScreen) |
|
|
|
|
|
{ |
|
|
|
|
|
case TITLE: |
|
|
|
|
|
{ |
|
|
|
|
|
// Draw title |
|
|
|
|
|
DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE); |
|
|
|
|
|
|
|
|
|
|
|
// Draw blinking text |
|
|
|
|
|
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 1, WHITE); |
|
|
|
|
|
|
|
|
|
|
|
} break; |
|
|
|
|
|
case GAMEPLAY: |
|
|
|
|
|
{ |
|
|
|
|
|
// Draw water lines |
|
|
|
|
|
for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f)); |
|
|
|
|
|
|
|
|
|
|
|
// Draw player |
|
|
|
|
|
if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE); |
|
|
|
|
|
else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE); |
|
|
|
|
|
|
|
|
|
|
|
// Draw player bounding box |
|
|
|
|
|
//if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f)); |
|
|
|
|
|
//else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f)); |
|
|
|
|
|
|
|
|
|
|
|
// Draw enemies |
|
|
|
|
|
for (int i = 0; i < MAX_ENEMIES; i++) |
|
|
|
|
|
{ |
|
|
|
|
|
if (enemyActive[i]) |
|
|
|
|
|
{ |
|
|
|
|
|
// Draw enemies |
|
|
|
|
|
switch(enemyType[i]) |
|
|
|
|
|
{ |
|
|
|
|
|
case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; |
|
|
|
|
|
case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; |
|
|
|
|
|
case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; |
|
|
|
|
|
case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; |
|
|
|
|
|
default: break; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Draw enemies bounding boxes |
|
|
|
|
|
/* |
|
|
|
|
|
switch(enemyType[i]) |
|
|
|
|
|
{ |
|
|
|
|
|
case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; |
|
|
|
|
|
case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; |
|
|
|
|
|
case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; |
|
|
|
|
|
case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break; |
|
|
|
|
|
default: break; |
|
|
|
|
|
} |
|
|
|
|
|
*/ |
|
|
|
|
|
} |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
// Draw gameplay interface |
|
|
|
|
|
DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f)); |
|
|
|
|
|
DrawRectangle(20, 20, foodBar, 40, ORANGE); |
|
|
|
|
|
DrawRectangleLines(20, 20, 400, 40, BLACK); |
|
|
|
|
|
|
|
|
|
|
|
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE); |
|
|
|
|
|
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE); |
|
|
|
|
|
|
|
|
|
|
|
if (gameraMode) |
|
|
|
|
|
{ |
|
|
|
|
|
DrawText("GAMERA MODE", 60, 22, 40, GRAY); |
|
|
|
|
|
DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f)); |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
} break; |
|
|
|
|
|
case ENDING: |
|
|
|
|
|
{ |
|
|
|
|
|
// Draw a transparent black rectangle that covers all screen |
|
|
|
|
|
DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f)); |
|
|
|
|
|
|
|
|
|
|
|
DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON); |
|
|
|
|
|
|
|
|
|
|
|
DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD); |
|
|
|
|
|
DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD); |
|
|
|
|
|
DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE); |
|
|
|
|
|
DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE); |
|
|
|
|
|
|
|
|
|
|
|
// Draw blinking text |
|
|
|
|
|
if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY); |
|
|
|
|
|
|
|
|
|
|
|
} break; |
|
|
|
|
|
default: break; |
|
|
|
|
|
} |
|
|
|
|
|
|
|
|
|
|
|
EndDrawing(); |
|
|
|
|
|
//---------------------------------------------------------------------------------- |
|
|
|
|
|
} |