|  |  | @ -82,9 +82,9 @@ static Meteor bigMeteor[MAX_BIG_METEORS]; | 
		
	
		
			
			|  |  |  | static Meteor mediumMeteor[MAX_MEDIUM_METEORS]; | 
		
	
		
			
			|  |  |  | static Meteor smallMeteor[MAX_SMALL_METEORS]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | static int countMediumMeteors; | 
		
	
		
			
			|  |  |  | static int countSmallMeteors; | 
		
	
		
			
			|  |  |  | static int meteorsDestroyed; | 
		
	
		
			
			|  |  |  | static int midMeteorsCount; | 
		
	
		
			
			|  |  |  | static int smallMeteorsCount; | 
		
	
		
			
			|  |  |  | static int destroyedMeteorsCount; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //------------------------------------------------------------------------------------ | 
		
	
		
			
			|  |  |  | // Module Functions Declaration (local) | 
		
	
	
		
			
				|  |  | @ -95,7 +95,6 @@ static void DrawGame(void);         // Draw game (one frame) | 
		
	
		
			
			|  |  |  | static void UnloadGame(void);       // Unload game | 
		
	
		
			
			|  |  |  | static void UpdateDrawFrame(void);  // Update and Draw (one frame) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | static void InitShoot(Shoot shoot); | 
		
	
		
			
			|  |  |  | static void DrawSpaceship(Vector2 position, float rotation, Color color); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | //------------------------------------------------------------------------------------ | 
		
	
	
		
			
				|  |  | @ -164,7 +163,7 @@ void InitGame(void) | 
		
	
		
			
			|  |  |  | player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; | 
		
	
		
			
			|  |  |  | player.color = LIGHTGRAY; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | meteorsDestroyed = 0; | 
		
	
		
			
			|  |  |  | destroyedMeteorsCount = 0; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Initialization shoot | 
		
	
		
			
			|  |  |  | for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | 
		
	
	
		
			
				|  |  | @ -237,8 +236,8 @@ void InitGame(void) | 
		
	
		
			
			|  |  |  | smallMeteor[i].color = BLUE; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | countMediumMeteors = 0; | 
		
	
		
			
			|  |  |  | countSmallMeteors = 0; | 
		
	
		
			
			|  |  |  | midMeteorsCount = 0; | 
		
	
		
			
			|  |  |  | smallMeteorsCount = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Update game (one frame) | 
		
	
	
		
			
				|  |  | @ -250,17 +249,15 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (!pause) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Player logic | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Rotation | 
		
	
		
			
			|  |  |  | // Player logic: rotation | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_LEFT)) player.rotation -= 5; | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Speed | 
		
	
		
			
			|  |  |  | // Player logic: speed | 
		
	
		
			
			|  |  |  | player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; | 
		
	
		
			
			|  |  |  | player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Controller | 
		
	
		
			
			|  |  |  | // Player logic: acceleration | 
		
	
		
			
			|  |  |  | if (IsKeyDown(KEY_UP)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (player.acceleration < 1) player.acceleration += 0.04f; | 
		
	
	
		
			
				|  |  | @ -276,17 +273,17 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | else if (player.acceleration < 0) player.acceleration = 0; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Movement | 
		
	
		
			
			|  |  |  | // Player logic: movement | 
		
	
		
			
			|  |  |  | player.position.x += (player.speed.x*player.acceleration); | 
		
	
		
			
			|  |  |  | player.position.y -= (player.speed.y*player.acceleration); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Wall behaviour for player | 
		
	
		
			
			|  |  |  | // Collision logic: player vs walls | 
		
	
		
			
			|  |  |  | if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight); | 
		
	
		
			
			|  |  |  | else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight; | 
		
	
		
			
			|  |  |  | if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight); | 
		
	
		
			
			|  |  |  | else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Activation of shoot | 
		
	
		
			
			|  |  |  | // Player shoot logic | 
		
	
		
			
			|  |  |  | if (IsKeyPressed(KEY_SPACE)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | 
		
	
	
		
			
				|  |  | @ -318,7 +315,7 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | shoot[i].position.x += shoot[i].speed.x; | 
		
	
		
			
			|  |  |  | shoot[i].position.y -= shoot[i].speed.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Wall behaviour for shoot | 
		
	
		
			
			|  |  |  | // Collision logic: shoot vs walls | 
		
	
		
			
			|  |  |  | if  (shoot[i].position.x > screenWidth + shoot[i].radius) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | shoot[i].active = false; | 
		
	
	
		
			
				|  |  | @ -351,7 +348,7 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Collision ">Player to meteors | 
		
	
		
			
			|  |  |  | // Collision l">logic: player vs meteors | 
		
	
		
			
			|  |  |  | player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int a = 0; a < MAX_BIG_METEORS; a++) | 
		
	
	
		
			
				|  |  | @ -369,16 +366,16 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Meteor logic | 
		
	
		
			
			|  |  |  | // Meteors l">logic: big meteors | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_BIG_METEORS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (bigMeteor[i].active) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // movement | 
		
	
		
			
			|  |  |  | // Movement | 
		
	
		
			
			|  |  |  | bigMeteor[i].position.x += bigMeteor[i].speed.x; | 
		
	
		
			
			|  |  |  | bigMeteor[i].position.y += bigMeteor[i].speed.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // wall behaviour | 
		
	
		
			
			|  |  |  | // Collision logic: meteor vs wall | 
		
	
		
			
			|  |  |  | if  (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius); | 
		
	
		
			
			|  |  |  | else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius; | 
		
	
		
			
			|  |  |  | if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius); | 
		
	
	
		
			
				|  |  | @ -386,15 +383,16 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Meteors logic: medium meteors | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_MEDIUM_METEORS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (mediumMeteor[i].active) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // movement | 
		
	
		
			
			|  |  |  | // Movement | 
		
	
		
			
			|  |  |  | mediumMeteor[i].position.x += mediumMeteor[i].speed.x; | 
		
	
		
			
			|  |  |  | mediumMeteor[i].position.y += mediumMeteor[i].speed.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // wall behaviour | 
		
	
		
			
			|  |  |  | // Collision logic: meteor vs wall | 
		
	
		
			
			|  |  |  | if  (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius); | 
		
	
		
			
			|  |  |  | else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius; | 
		
	
		
			
			|  |  |  | if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius); | 
		
	
	
		
			
				|  |  | @ -402,15 +400,16 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Meteors logic: small meteors | 
		
	
		
			
			|  |  |  | for (int i = 0; i < MAX_SMALL_METEORS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (smallMeteor[i].active) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // movement | 
		
	
		
			
			|  |  |  | // Movement | 
		
	
		
			
			|  |  |  | smallMeteor[i].position.x += smallMeteor[i].speed.x; | 
		
	
		
			
			|  |  |  | smallMeteor[i].position.y += smallMeteor[i].speed.y; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // wall behaviour | 
		
	
		
			
			|  |  |  | // Collision logic: meteor vs wall | 
		
	
		
			
			|  |  |  | if  (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius); | 
		
	
		
			
			|  |  |  | else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius; | 
		
	
		
			
			|  |  |  | if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius); | 
		
	
	
		
			
				|  |  | @ -418,7 +417,7 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Collision ">behaviour | 
		
	
		
			
			|  |  |  | // Collision l">logic: player-shoots vs meteors | 
		
	
		
			
			|  |  |  | for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if ((shoot[i].active)) | 
		
	
	
		
			
				|  |  | @ -430,31 +429,30 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | shoot[i].active = false; | 
		
	
		
			
			|  |  |  | shoot[i].lifeSpawn = 0; | 
		
	
		
			
			|  |  |  | bigMeteor[a].active = false; | 
		
	
		
			
			|  |  |  | meteorsDestroyed++; | 
		
	
		
			
			|  |  |  | destroyedMeteorsCount++; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int j = 0; j < 2; j ++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (countMediumMeteors%2 == 0) | 
		
	
		
			
			|  |  |  | if (midMeteorsCount%2 == 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; | 
		
	
		
			
			|  |  |  | mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; | 
		
	
		
			
			|  |  |  | mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; | 
		
	
		
			
			|  |  |  | mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; | 
		
	
		
			
			|  |  |  | mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; | 
		
	
		
			
			|  |  |  | mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; | 
		
	
		
			
			|  |  |  | mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | mediumMeteor[countMediumMeteors].active = true; | 
		
	
		
			
			|  |  |  | countMediumMeteors ++; | 
		
	
		
			
			|  |  |  | mediumMeteor[midMeteorsCount].active = true; | 
		
	
		
			
			|  |  |  | midMeteorsCount ++; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | //bigMeteor[a].position = (Vector2){-100, -100}; | 
		
	
		
			
			|  |  |  | bigMeteor[a].color = RED; | 
		
	
		
			
			|  |  |  | a = MAX_BIG_METEORS; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | if ((shoot[i].active)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int b = 0; b < MAX_MEDIUM_METEORS; b++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius)) | 
		
	
	
		
			
				|  |  | @ -462,31 +460,30 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | shoot[i].active = false; | 
		
	
		
			
			|  |  |  | shoot[i].lifeSpawn = 0; | 
		
	
		
			
			|  |  |  | mediumMeteor[b].active = false; | 
		
	
		
			
			|  |  |  | meteorsDestroyed++; | 
		
	
		
			
			|  |  |  | destroyedMeteorsCount++; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int j = 0; j < 2; j ++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (countSmallMeteors%2 == 0) | 
		
	
		
			
			|  |  |  | if (smallMeteorsCount%2 == 0) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; | 
		
	
		
			
			|  |  |  | smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; | 
		
	
		
			
			|  |  |  | smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; | 
		
	
		
			
			|  |  |  | smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; | 
		
	
		
			
			|  |  |  | smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; | 
		
	
		
			
			|  |  |  | smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; | 
		
	
		
			
			|  |  |  | smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | smallMeteor[countSmallMeteors].active = true; | 
		
	
		
			
			|  |  |  | countSmallMeteors ++; | 
		
	
		
			
			|  |  |  | smallMeteor[smallMeteorsCount].active = true; | 
		
	
		
			
			|  |  |  | smallMeteorsCount ++; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | //mediumMeteor[b].position = (Vector2){-100, -100}; | 
		
	
		
			
			|  |  |  | mediumMeteor[b].color = GREEN; | 
		
	
		
			
			|  |  |  | b = MAX_MEDIUM_METEORS; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | if ((shoot[i].active)) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int c = 0; c < MAX_SMALL_METEORS; c++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius)) | 
		
	
	
		
			
				|  |  | @ -494,7 +491,7 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | shoot[i].active = false; | 
		
	
		
			
			|  |  |  | shoot[i].lifeSpawn = 0; | 
		
	
		
			
			|  |  |  | smallMeteor[c].active = false; | 
		
	
		
			
			|  |  |  | meteorsDestroyed++; | 
		
	
		
			
			|  |  |  | destroyedMeteorsCount++; | 
		
	
		
			
			|  |  |  | smallMeteor[c].color = YELLOW; | 
		
	
		
			
			|  |  |  | // smallMeteor[c].position = (Vector2){-100, -100}; | 
		
	
		
			
			|  |  |  | c = MAX_SMALL_METEORS; | 
		
	
	
		
			
				|  |  | @ -504,7 +501,7 @@ void UpdateGame(void) | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; | 
		
	
		
			
			|  |  |  | if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
	
		
			
				|  |  |  |