/******************************************************************************************* * * raylib - sample game: pang * * Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria * * This game has been created using raylib v1.3 (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2015 Ramon Santamaria (@raysan5) * ********************************************************************************************/ #include "raylib.h" #include #if defined(PLATFORM_WEB) #include #endif //---------------------------------------------------------------------------------- // Some Defines //---------------------------------------------------------------------------------- #define MAX_SPEED 5 #define METEORS_SPEED 2 #define NUM_SHOOTS 1 #define NUM_BIG_METEORS 2 #define NUM_MEDIUM_METEORS 4 #define NUM_SMALL_METEORS 8 #define SHIP_BASE_SIZE 20.0f //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- typedef struct Player { Vector2 position; Vector2 speed; float rotation; Vector3 collider; Color color; } Player; typedef struct Shoot { Vector2 position; Vector2 speed; float radius; float rotation; int lifeSpawn; bool active; Color color; } Shoot; typedef struct BigMeteor { Vector2 position; Vector2 speed; float radius; int points; bool active; Color color; } BigMeteor; typedef struct MediumMeteor { Vector2 position; Vector2 speed; float radius; int points; bool active; Color color; } MediumMeteor; typedef struct SmallMeteor { Vector2 position; Vector2 speed; float radius; int points; bool active; Color color; } SmallMeteor; typedef struct Points { char letter; Vector2 position; int value; Color color; float alpha; } Points; //------------------------------------------------------------------------------------ // Global Variables Declaration //------------------------------------------------------------------------------------ static int screenWidth = 800; static int screenHeight = 450; static int framesCounter; static bool gameOver; static bool pause; static int score; static Player player; static Shoot shoot[NUM_SHOOTS]; static BigMeteor bigMeteor[NUM_BIG_METEORS]; static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS]; static SmallMeteor smallMeteor[NUM_SMALL_METEORS]; static Points points[5]; // NOTE: Defined triangle is isosceles with common angles of 70 degrees. static float shipHeight; static float gravity; static int countMediumMeteors; static int countSmallMeteors; static int meteorsDestroyed; static Vector2 linePosition; static bool victory; static bool lose; static bool awake; //------------------------------------------------------------------------------------ // Module Functions Declaration (local) //------------------------------------------------------------------------------------ static void InitGame(void); // Initialize game static void UpdateGame(void); // Update game (one frame) static void DrawGame(void); // Draw game (one frame) static void UnloadGame(void); // Unload game static void UpdateDrawFrame(void); // Update and Draw (one frame) static void InitShoot(Shoot shoot); static void DrawSpaceship(Vector2 position, float rotation, Color color); //------------------------------------------------------------------------------------ // Program main entry point //------------------------------------------------------------------------------------ int main() { InitWindow(screenWidth, screenHeight, "sample game: pang"); InitGame(); #if defined(PLATFORM_WEB) emscripten_set_main_loop(UpdateDrawFrame, 0, 1); #else SetTargetFPS(60); //-------------------------------------------------------------------------------------- // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { // Update //---------------------------------------------------------------------------------- UpdateGame(); //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- DrawGame(); //---------------------------------------------------------------------------------- } #endif // De-Initialization //-------------------------------------------------------------------------------------- UnloadGame(); // Unload loaded data (textures, sounds, models...) CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } //------------------------------------------------------------------------------------ // Module Functions Definitions (local) //------------------------------------------------------------------------------------ // Initialize game variables static void InitGame(void) { int posx, posy; int velx = 0; int vely = 0; framesCounter = 0; gameOver = false; pause = false; score = 0; victory = false; lose = false; awake = true; gravity = 0.25f; linePosition = (Vector2){ 0.0f , 0.0f }; shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD); // Initialization player player.position = (Vector2){ screenWidth/2, screenHeight }; player.speed = (Vector2){ MAX_SPEED, MAX_SPEED }; player.rotation = 0; player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f }; player.color = LIGHTGRAY; meteorsDestroyed = 0; // Initialize shoots for (int i = 0; i < NUM_SHOOTS; i++) { shoot[i].position = (Vector2){ 0, 0 }; shoot[i].speed = (Vector2){ 0, 0 }; shoot[i].radius = 2; shoot[i].active = false; shoot[i].lifeSpawn = 0; shoot[i].color = WHITE; } // Initialize big meteors for (int i = 0; i < NUM_BIG_METEORS; i++) { bigMeteor[i].radius = 40.0f; posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius); posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2); bigMeteor[i].position = (Vector2){ posx, posy }; while ((velx == 0) || (vely == 0)) { velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); } bigMeteor[i].speed = (Vector2){ velx, vely }; bigMeteor[i].points = 200; bigMeteor[i].active = true; bigMeteor[i].color = BLUE; } // Initialize medium meteors for (int i = 0; i < NUM_MEDIUM_METEORS; i++) { mediumMeteor[i].position = (Vector2){-100, -100}; mediumMeteor[i].speed = (Vector2){0,0}; mediumMeteor[i].radius = 20.0f; mediumMeteor[i].points = 100; mediumMeteor[i].active = false; mediumMeteor[i].color = BLUE; } // Initialize small meteors for (int i = 0; i < NUM_SMALL_METEORS; i++) { smallMeteor[i].position = (Vector2){ -100, -100 }; smallMeteor[i].speed = (Vector2){ 0, 0 }; smallMeteor[i].radius = 10.0f; smallMeteor[i].points = 50; smallMeteor[i].active = false; smallMeteor[i].color = BLUE; } // Initialize animated points for (int i = 0; i < 5; i++) { points[i].position = (Vector2){ 0, 0 }; points[i].value = 0; points[i].alpha = 0.0f; } countMediumMeteors = 0; countSmallMeteors = 0; } // Update game (one frame) void UpdateGame(void) { if (!gameOver) { if (IsKeyPressed('P')) pause = !pause; if (!pause) { if (awake) { // Player logic if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; // Wall behaviour for player if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2; else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2; // Activation of shoot if (IsKeyPressed(KEY_SPACE)) { for (int i = 0; i < NUM_SHOOTS; i++) { if (!shoot[i].active) { shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight }; linePosition = (Vector2){ player.position.x, player.position.y}; shoot[i].active = true; shoot[i].speed.y = MAX_SPEED; break; } } } // Shoot life timer for (int i = 0; i < NUM_SHOOTS; i++) { if (shoot[i].active) shoot[i].lifeSpawn++; } // Shot logic for (int i = 0; i < NUM_SHOOTS; i++) { if (shoot[i].active) { // Movement shoot[i].position.y -= shoot[i].speed.y; // Wall behaviour for shoot if (shoot[i].position.x > screenWidth + shoot[i].radius) { shoot[i].active = false; shoot[i].lifeSpawn = 0; } else if (shoot[i].position.x < 0 - shoot[i].radius) { shoot[i].active = false; shoot[i].lifeSpawn = 0; } if (shoot[i].position.y > screenHeight + shoot[i].radius) { shoot[i].active = false; shoot[i].lifeSpawn = 0; } else if (shoot[i].position.y < 0 - shoot[i].radius) { shoot[i].active = false; shoot[i].lifeSpawn = 0; } // Life of shoot if (shoot[i].lifeSpawn >= 120) { shoot[i].position = (Vector2){0, 0}; shoot[i].speed = (Vector2){0, 0}; shoot[i].lifeSpawn = 0; shoot[i].active = false; } } } // Player collision with meteors player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; for (int i = 0; i < NUM_BIG_METEORS; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active) { gameOver = true; } } for (int i = 0; i < NUM_MEDIUM_METEORS; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active) { gameOver = true; } } for (int i = 0; i < NUM_SMALL_METEORS; i++) { if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active) { gameOver = true; } } // Meteor logic for (int i = 0; i < NUM_BIG_METEORS; i++) { 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; } bigMeteor[i].speed.y += gravity; } } for (int i = 0; i < NUM_MEDIUM_METEORS; i++) { if (mediumMeteor[i].active) { // 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; } } for (int i = 0; i < NUM_SMALL_METEORS; i++) { if (smallMeteor[i].active) { // 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; } } // Collision behaviour for (int i = 0; i < NUM_SHOOTS; i++) { if ((shoot[i].active)) { for (int a = 0; a < NUM_BIG_METEORS; a++) { 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; for (int z = 0; z < 5; z++) { 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; } } for (int j = 0; j < 2; j ++) { 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 ++; } bigMeteor[a].color = RED; a = NUM_BIG_METEORS; } } } if ((shoot[i].active)) { for (int b = 0; b < NUM_MEDIUM_METEORS; b++) { 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; for (int z = 0; z < 5; z++) { 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; } } for (int j = 0; j < 2; j ++) { 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 ++; } mediumMeteor[b].color = GREEN; b = NUM_MEDIUM_METEORS; } } } if ((shoot[i].active)) { for (int c = 0; c < NUM_SMALL_METEORS; c++) { 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; 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) { points[z].position = smallMeteor[c].position; points[z].value = smallMeteor[c].points; points[z].color = YELLOW; 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; points[z].alpha -= 0.02f; } if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; } if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true; } else { framesCounter++; if (framesCounter%180 == 0) awake = false; } } } else { if (IsKeyPressed(KEY_ENTER)) { InitGame(); gameOver = false; } } } // Draw game (one frame) void DrawGame(void) { BeginDrawing(); ClearBackground(DARKGRAY); if (!gameOver) { // Draw player Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) }; Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) }; DrawTriangleLines(v1, v2, v3, player.color); // Draw meteor for (int i = 0;i < NUM_BIG_METEORS; i++) { if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color); else { DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f)); //DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f)); } } for (int i = 0;i < NUM_MEDIUM_METEORS; i++) { if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color); else { DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f)); //DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f)); } } for (int i = 0;i < NUM_SMALL_METEORS; i++) { if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color); else { DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f)); //DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f)); } } // Draw shoot for (int i = 0; i < NUM_SHOOTS; i++) { if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED); } 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)); } } // Draw Text 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 (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY); } else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY); EndDrawing(); } // Unload game variables void UnloadGame(void) { // TODO: Unload all dynamic loaded data (textures, sounds, models...) } // Update and Draw (one frame) void UpdateDrawFrame(void) { UpdateGame(); DrawGame(); }