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@ -2,7 +2,7 @@ |
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* |
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* raylib - sample game: pang |
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* |
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* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria |
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* Sample game developed by Ian Eito and Albert Martos and Ramon Santamaria |
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* |
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* This game has been created using raylib v1.3 (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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@ -22,13 +22,12 @@ |
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//---------------------------------------------------------------------------------- |
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// Some Defines |
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//---------------------------------------------------------------------------------- |
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#define MAX_SPEED 5 |
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#define METEORS_SPEED 2 |
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#define NUM_SHOOTS 1 |
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#define NUM_BIG_METEORS 2 |
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#define NUM_MEDIUM_METEORS 4 |
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#define NUM_SMALL_METEORS 8 |
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#define SHIP_BASE_SIZE 20.0f |
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#define PLAYER_BASE_SIZE 20.0f |
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#define PLAYER_SPEED 5.0f |
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#define PLAYER_MAX_SHOOTS 1 |
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#define MAX_BIG_BALLS 2 |
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#define BALLS_SPEED 2.0f |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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@ -37,9 +36,8 @@ |
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typedef struct Player { |
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Vector2 position; |
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Vector2 speed; |
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float rotation; |
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Vector3 collider; |
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n">Color color; |
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kt">float rotation; |
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} Player; |
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typedef struct Shoot { |
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@ -49,41 +47,19 @@ typedef struct Shoot { |
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float rotation; |
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int lifeSpawn; |
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bool active; |
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Color color; |
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} Shoot; |
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typedef struct BigMeteor { |
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Vector2 position; |
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Vector2 speed; |
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float radius; |
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int points; |
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bool active; |
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Color color; |
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} BigMeteor; |
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typedef struct MediumMeteor { |
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typedef struct Ball { |
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Vector2 position; |
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Vector2 speed; |
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float radius; |
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int points; |
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bool active; |
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Color color; |
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} MediumMeteor; |
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typedef struct SmallMeteor { |
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Vector2 position; |
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Vector2 speed; |
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float radius; |
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int points; |
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bool active; |
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Color color; |
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} SmallMeteor; |
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} Ball; |
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typedef struct Points { |
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char letter; |
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Vector2 position; |
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int value; |
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Color color; |
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float alpha; |
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} Points; |
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@ -99,18 +75,18 @@ static bool pause; |
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static int score; |
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static Player player; |
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static Shoot shoot[NUM_SHOOTS]; |
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static BigMeteor bigMeteor[NUM_BIG_METEORS]; |
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static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS]; |
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static SmallMeteor smallMeteor[NUM_SMALL_METEORS]; |
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static Shoot shoot[PLAYER_MAX_SHOOTS]; |
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static Ball bigBalls[MAX_BIG_BALLS]; |
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static Ball mediumBalls[MAX_BIG_BALLS*2]; |
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static Ball smallBalls[MAX_BIG_BALLS*4]; |
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static Points points[5]; |
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// NOTE: Defined triangle is isosceles with common angles of 70 degrees. |
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static float shipHeight; |
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static float gravity; |
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static int countMediumMeteors; |
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static int countSmallMeteors; |
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static int countmediumBallss; |
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static int countsmallBallss; |
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static int meteorsDestroyed; |
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static Vector2 linePosition; |
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@ -127,9 +103,6 @@ static void DrawGame(void); // Draw game (one frame) |
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static void UnloadGame(void); // Unload game |
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static void UpdateDrawFrame(void); // Update and Draw (one frame) |
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static void InitShoot(Shoot shoot); |
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static void DrawSpaceship(Vector2 position, float rotation, Color color); |
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//------------------------------------------------------------------------------------ |
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// Program main entry point |
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//------------------------------------------------------------------------------------ |
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@ -193,69 +166,64 @@ static void InitGame(void) |
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gravity = 0.25f; |
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linePosition = (Vector2){ 0.0f , 0.0f }; |
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shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD); |
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shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); |
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// Initialization player |
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player.position = (Vector2){ screenWidth/2, screenHeight }; |
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player.speed = (Vector2){ MAX_SPEED, MAX_SPEED }; |
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player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED }; |
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player.rotation = 0; |
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player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f }; |
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player.color = LIGHTGRAY; |
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meteorsDestroyed = 0; |
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// Initialize shoots |
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for (int i = 0; i < NUM_SHOOTS; i++) |
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) |
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{ |
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shoot[i].position = (Vector2){ 0, 0 }; |
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shoot[i].speed = (Vector2){ 0, 0 }; |
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shoot[i].radius = 2; |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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shoot[i].color = WHITE; |
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} |
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// Initialize big meteors |
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for (int i = 0; i < NUM_BIG_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS; i++) |
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{ |
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bigMeteor[i].radius = 40.0f; |
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posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius); |
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posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2); |
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bigBalls[i].radius = 40.0f; |
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posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius); |
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posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2); |
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bigMeteor[i].position = (Vector2){ posx, posy }; |
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bigBalls[i].position = (Vector2){ posx, posy }; |
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while ((velx == 0) || (vely == 0)) |
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{ |
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); |
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); |
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velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); |
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vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); |
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} |
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bigMeteor[i].speed = (Vector2){ velx, vely }; |
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bigMeteor[i].points = 200; |
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bigMeteor[i].active = true; |
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bigMeteor[i].color = BLUE; |
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bigBalls[i].speed = (Vector2){ velx, vely }; |
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bigBalls[i].points = 200; |
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bigBalls[i].active = true; |
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} |
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// Initialize medium meteors |
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS*2; i++) |
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{ |
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mediumMeteor[i].position = (Vector2){-100, -100}; |
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mediumMeteor[i].speed = (Vector2){0,0}; |
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mediumMeteor[i].radius = 20.0f; |
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mediumMeteor[i].points = 100; |
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mediumMeteor[i].active = false; |
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mediumMeteor[i].color = BLUE; |
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mediumBalls[i].position = (Vector2){-100, -100}; |
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mediumBalls[i].speed = (Vector2){0,0}; |
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mediumBalls[i].radius = 20.0f; |
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mediumBalls[i].points = 100; |
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mediumBalls[i].active = false; |
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} |
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// Initialize small meteors |
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for (int i = 0; i < NUM_SMALL_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS*4; i++) |
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{ |
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smallMeteor[i].position = (Vector2){ -100, -100 }; |
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smallMeteor[i].speed = (Vector2){ 0, 0 }; |
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smallMeteor[i].radius = 10.0f; |
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smallMeteor[i].points = 50; |
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smallMeteor[i].active = false; |
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smallMeteor[i].color = BLUE; |
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smallBalls[i].position = (Vector2){ -100, -100 }; |
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smallBalls[i].speed = (Vector2){ 0, 0 }; |
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smallBalls[i].radius = 10.0f; |
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smallBalls[i].points = 50; |
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smallBalls[i].active = false; |
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} |
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// Initialize animated points |
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@ -266,333 +234,297 @@ static void InitGame(void) |
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points[i].alpha = 0.0f; |
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} |
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countMediumMeteors = 0; |
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countSmallMeteors = 0; |
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countmediumBallss = 0; |
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countsmallBallss = 0; |
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} |
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// Update game (one frame) |
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void UpdateGame(void) |
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{ |
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if (!gameOver) |
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if (!gameOver && !victory) |
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{ |
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if (IsKeyPressed('P')) pause = !pause; |
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if (!pause) |
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{ |
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if (awake) |
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{ |
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// Player logic |
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if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; |
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; |
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// Player logic |
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if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; |
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; |
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// Wall behaviour for player |
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if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2; |
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else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2; |
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// Player vs wall collision logic |
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if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2; |
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else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2; |
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// Activation of shoot |
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if (IsKeyPressed(KEY_SPACE)) |
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// Player shot logic |
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if (IsKeyPressed(KEY_SPACE)) |
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{ |
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) |
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{ |
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for (int i = 0; i < NUM_SHOOTS; i++) |
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if (!shoot[i].active) |
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{ |
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if (!shoot[i].active) |
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{ |
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shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight }; |
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linePosition = (Vector2){ player.position.x, player.position.y}; |
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shoot[i].active = true; |
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shoot[i].speed.y = MAX_SPEED; |
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break; |
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} |
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shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight }; |
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shoot[i].speed.y = PLAYER_SPEED; |
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shoot[i].active = true; |
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linePosition = (Vector2){ player.position.x, player.position.y}; |
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break; |
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} |
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} |
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} |
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// Shoot life timer |
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for (int i = 0; i < NUM_SHOOTS; i++) |
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{ |
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if (shoot[i].active) shoot[i].lifeSpawn++; |
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} |
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// Shoot life timer |
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) |
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{ |
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if (shoot[i].active) shoot[i].lifeSpawn++; |
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} |
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// Shot logic |
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for (int i = 0; i < NUM_SHOOTS; i++) |
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// Shot logic |
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) |
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{ |
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if (shoot[i].active) |
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{ |
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if (shoot[i].active) |
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{ |
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// Movement |
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shoot[i].position.y -= shoot[i].speed.y; |
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shoot[i].position.y -= shoot[i].speed.y; |
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// Wall behaviour for shoot |
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if (shoot[i].position.x > screenWidth + shoot[i].radius) |
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{ |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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} |
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else if (shoot[i].position.x < 0 - shoot[i].radius) |
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{ |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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} |
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if (shoot[i].position.y > screenHeight + shoot[i].radius) |
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{ |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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} |
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else if (shoot[i].position.y < 0 - shoot[i].radius) |
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{ |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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} |
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// Shot vs walls collision logic |
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if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) || |
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(shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius)) |
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{ |
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shoot[i].active = false; |
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shoot[i].lifeSpawn = 0; |
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} |
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// Life of shoot |
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if (shoot[i].lifeSpawn >= 120) |
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{ |
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shoot[i].position = (Vector2){0, 0}; |
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shoot[i].speed = (Vector2){0, 0}; |
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shoot[i].lifeSpawn = 0; |
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shoot[i].active = false; |
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} |
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// Player shot life spawn |
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if (shoot[i].lifeSpawn >= 120) |
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{ |
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shoot[i].position = (Vector2){ 0.0f, 0.0f }; |
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shoot[i].speed = (Vector2){ 0.0f, 0.0f }; |
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shoot[i].lifeSpawn = 0; |
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shoot[i].active = false; |
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} |
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} |
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} |
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// Player collision with meteors |
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player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; |
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// Player vs meteors collision logic |
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player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; |
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for (int i = 0; i < NUM_BIG_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS; i++) |
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{ |
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active) |
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{ |
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active) |
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{ |
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gameOver = true; |
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} |
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gameOver = true; |
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} |
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} |
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS*2; i++) |
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{ |
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active) |
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{ |
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active) |
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{ |
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gameOver = true; |
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} |
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gameOver = true; |
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} |
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} |
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for (int i = 0; i < NUM_SMALL_METEORS; i++) |
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for (int i = 0; i < MAX_BIG_BALLS*4; i++) |
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{ |
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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; |
|
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points[z].alpha -= 0.02f; |
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c = MAX_BIG_BALLS*4; |
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} |
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} |
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if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; |
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} |
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if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true; |
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} |
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else |
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{ |
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framesCounter++; |
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if (framesCounter%180 == 0) awake = false; |
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} |
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if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true; |
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} |
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} |
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else |
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@ -603,6 +535,18 @@ void UpdateGame(void) |
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gameOver = false; |
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} |
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} |
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// Points move-up and fade logic |
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for (int z = 0; z < 5; z++) |
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{ |
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if (points[z].alpha > 0.0f) |
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{ |
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points[z].position.y -= 2; |
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points[z].alpha -= 0.02f; |
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} |
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if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; |
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} |
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} |
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// Draw game (one frame) |
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@ -610,66 +554,60 @@ void DrawGame(void) |
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{ |
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BeginDrawing(); |
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ClearBackground(DARKGRAY); |
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ClearBackground(RAYWHITE); |
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if (!gameOver) |
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{ |
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// Draw player |
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Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; |
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) }; |
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) }; |
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DrawTriangleLines(v1, v2, v3, player.color); |
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; |
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; |
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DrawTriangle(v1, v2, v3, MAROON); |
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// Draw meteor |
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for (int i = 0;i < NUM_BIG_METEORS; i++) |
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// Draw meteors (big) |
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for (int i = 0;i < MAX_BIG_BALLS; i++) |
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{ |
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if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color); |
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else |
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{ |
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DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f)); |
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//DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f)); |
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} |
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if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY); |
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else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); |
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} |
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for (int i = 0;i < NUM_MEDIUM_METEORS; i++) |
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// Draw meteors (medium) |
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|
for (int i = 0;i < MAX_BIG_BALLS*2; i++) |
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{ |
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|
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color); |
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|
else |
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|
{ |
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|
DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f)); |
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//DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f)); |
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} |
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if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY); |
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|
else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); |
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} |
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|
for (int i = 0;i < NUM_SMALL_METEORS; i++) |
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|
// Draw meteors (small) |
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|
|
for (int i = 0;i < MAX_BIG_BALLS*4; i++) |
|
|
|
{ |
|
|
|
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color); |
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|
else |
|
|
|
{ |
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|
|
DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f)); |
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|
//DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f)); |
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|
} |
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|
if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY); |
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|
else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); |
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|
|
} |
|
|
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|
|
|
// Draw shoot |
|
|
|
|
|
|
|
for (int i = 0; i < NUM_SHOOTS; i++) |
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|
|
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); |
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|
} |
|
|
|
|
|
|
|
// 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); |
|
|
|
} |
|
|
|