| /******************************************************************************************* | |
| * | |
| *   raylib - sample game: space invaders | |
| * | |
| *   Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria | |
| * | |
| *   This game has been created using raylib v1.3 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #if defined(PLATFORM_WEB) | |
|     #include <emscripten/emscripten.h> | |
| #endif | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Some Defines | |
| //---------------------------------------------------------------------------------- | |
| #define NUM_SHOOTS 50 | |
| #define NUM_MAX_ENEMIES 50 | |
| #define FIRST_WAVE 10 | |
| #define SECOND_WAVE 20 | |
| #define THIRD_WAVE 50 | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Types and Structures Definition | |
| //---------------------------------------------------------------------------------- | |
| typedef enum { FIRST = 0, SECOND, THIRD } EnemyWave; | |
| 
 | |
| typedef struct Player{ | |
|     Rectangle rec; | |
|     Vector2 speed; | |
|     Color color; | |
| } Player; | |
| 
 | |
| typedef struct Enemy{ | |
|     Rectangle rec; | |
|     Vector2 speed; | |
|     bool active; | |
|     Color color; | |
| } Enemy; | |
| 
 | |
| typedef struct Shoot{ | |
|     Rectangle rec; | |
|     Vector2 speed; | |
|     bool active; | |
|     Color color; | |
| } Shoot; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Global Variables Declaration | |
| //------------------------------------------------------------------------------------ | |
| static int screenWidth = 800; | |
| static int screenHeight = 450; | |
| 
 | |
| static int framesCounter; | |
| static bool gameOver; | |
| static bool pause; | |
| static int score; | |
| static bool victory; | |
| 
 | |
| static Player player; | |
| static Enemy enemy[NUM_MAX_ENEMIES]; | |
| static Shoot shoot[NUM_SHOOTS]; | |
| static EnemyWave wave; | |
| 
 | |
| static int shootRate; | |
| static float alpha; | |
| 
 | |
| static int activeEnemies; | |
| static int enemiesKill; | |
| static bool smooth; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Module Functions Declaration (local) | |
| //------------------------------------------------------------------------------------ | |
| static void InitGame(void);         // Initialize game | |
| static void UpdateGame(void);       // Update game (one frame) | |
| static void DrawGame(void);         // Draw game (one frame) | |
| static void UnloadGame(void);       // Unload game | |
| static void UpdateDrawFrame(void);  // Update and Draw (one frame) | |
|  | |
| //------------------------------------------------------------------------------------ | |
| // Program main entry point | |
| //------------------------------------------------------------------------------------ | |
| int main() | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     InitWindow(screenWidth, screenHeight, "sample game: space invaders"); | |
| 
 | |
|     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 | |
| void InitGame(void) | |
| { | |
|     // Initialize game variables | |
|     shootRate = 0; | |
|     pause = false; | |
|     gameOver = false; | |
|     victory = false; | |
|     smooth = false; | |
|     wave = FIRST; | |
|     activeEnemies = FIRST_WAVE; | |
|     enemiesKill = 0; | |
|     score = 0; | |
|     alpha = 0; | |
| 
 | |
|     // Initialize player | |
|     player.rec.x =  20; | |
|     player.rec.y = 50; | |
|     player.rec.width = 20; | |
|     player.rec.height = 20; | |
|     player.speed.x = 5; | |
|     player.speed.y = 5; | |
|     player.color = BLACK; | |
| 
 | |
|     // Initialize enemies | |
|     for (int i = 0; i < NUM_MAX_ENEMIES; i++) | |
|     { | |
|         enemy[i].rec.width = 10; | |
|         enemy[i].rec.height = 10; | |
|         enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000); | |
|         enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height); | |
|         enemy[i].speed.x = 5; | |
|         enemy[i].speed.y = 5; | |
|         enemy[i].active = true; | |
|         enemy[i].color = GRAY; | |
|     } | |
| 
 | |
|     // Initialize shoots | |
|     for (int i = 0; i < NUM_SHOOTS; i++) | |
|     { | |
|         shoot[i].rec.x = player.rec.x; | |
|         shoot[i].rec.y = player.rec.y + player.rec.height/4; | |
|         shoot[i].rec.width = 10; | |
|         shoot[i].rec.height = 5; | |
|         shoot[i].speed.x = 7; | |
|         shoot[i].speed.y = 0; | |
|         shoot[i].active = false; | |
|         shoot[i].color = MAROON; | |
|     } | |
| } | |
| 
 | |
| // Update game (one frame) | |
| void UpdateGame(void) | |
| { | |
|     if (!gameOver) | |
|     { | |
|         if (IsKeyPressed('P')) pause = !pause; | |
| 
 | |
|         if (!pause) | |
|         { | |
|             switch (wave) | |
|             { | |
|                 case FIRST: | |
|                 { | |
|                     if (!smooth) | |
|                     { | |
|                         alpha += 0.02f; | |
|                          | |
|                         if (alpha >= 1.0f) smooth = true; | |
|                     } | |
|                      | |
|                     if (smooth) alpha -= 0.02f; | |
|                      | |
|                     if (enemiesKill == activeEnemies) | |
|                     { | |
|                         enemiesKill = 0; | |
| 
 | |
|                         for (int i = 0; i < activeEnemies; i++) | |
|                         { | |
|                             if (!enemy[i].active) enemy[i].active = true; | |
|                         } | |
|                          | |
|                         activeEnemies = SECOND_WAVE; | |
|                         wave = SECOND; | |
|                         smooth = false; | |
|                         alpha = 0.0f; | |
|                     } | |
|                 } break; | |
|                 case SECOND: | |
|                 { | |
|                     if (!smooth) | |
|                     { | |
|                         alpha += 0.02f; | |
|                          | |
|                         if (alpha >= 1.0f) smooth = true; | |
|                     } | |
|                      | |
|                     if (smooth) alpha -= 0.02f; | |
|                      | |
|                     if (enemiesKill == activeEnemies) | |
|                     { | |
|                         enemiesKill = 0; | |
| 
 | |
|                         for (int i = 0; i < activeEnemies; i++) | |
|                         { | |
|                             if (!enemy[i].active) enemy[i].active = true; | |
|                         } | |
|                          | |
|                         activeEnemies = THIRD_WAVE; | |
|                         wave = THIRD; | |
|                         smooth = false; | |
|                         alpha = 0.0f; | |
|                     } | |
|                 } break; | |
|                 case THIRD: | |
|                 { | |
|                     if (!smooth) | |
|                     { | |
|                         alpha += 0.02f; | |
|                          | |
|                         if (alpha >= 1.0f) smooth = true; | |
|                     } | |
|                      | |
|                     if (smooth) alpha -= 0.02f; | |
|                      | |
|                     if (enemiesKill == activeEnemies) victory = true; | |
|                          | |
|                 } break; | |
|                 default: break; | |
|             } | |
| 
 | |
|             // Player movement | |
|             if (IsKeyDown(KEY_RIGHT)) player.rec.x += player.speed.x; | |
|             if (IsKeyDown(KEY_LEFT)) player.rec.x -= player.speed.x; | |
|             if (IsKeyDown(KEY_UP)) player.rec.y -= player.speed.y; | |
|             if (IsKeyDown(KEY_DOWN)) player.rec.y += player.speed.y; | |
| 
 | |
|             // Player collision with enemy | |
|             for (int i = 0; i < activeEnemies; i++) | |
|             { | |
|                 if (CheckCollisionRecs(player.rec, enemy[i].rec)) gameOver = true; | |
|             } | |
| 
 | |
|              // Enemy behaviour | |
|             for (int i = 0; i < activeEnemies; i++) | |
|             { | |
|                 if (enemy[i].active) | |
|                 { | |
|                     enemy[i].rec.x -= enemy[i].speed.x; | |
| 
 | |
|                     if (enemy[i].rec.x < 0) | |
|                     { | |
|                         enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000); | |
|                         enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height); | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Wall behaviour | |
|             if (player.rec.x <= 0) player.rec.x = 0; | |
|             if (player.rec.x + player.rec.width >= screenWidth) player.rec.x = screenWidth - player.rec.width; | |
|             if (player.rec.y <= 0) player.rec.y = 0; | |
|             if (player.rec.y + player.rec.height >= screenHeight) player.rec.y = screenHeight - player.rec.height; | |
| 
 | |
|             //Shoot initialization | |
|             if (IsKeyDown(KEY_SPACE)) | |
|             { | |
|                 shootRate += 5; | |
| 
 | |
|                 for (int i = 0; i < NUM_SHOOTS; i++) | |
|                 { | |
|                     if (!shoot[i].active && shootRate%20 == 0) | |
|                     { | |
|                         shoot[i].rec.x = player.rec.x; | |
|                         shoot[i].rec.y = player.rec.y + player.rec.height/4; | |
|                         shoot[i].active = true; | |
|                         break; | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Shoot logic | |
|             for (int i = 0; i < NUM_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) | |
|                 { | |
|                     // Movement | |
|                     shoot[i].rec.x += shoot[i].speed.x; | |
| 
 | |
|                     // Collision with enemy | |
|                     for (int j = 0; j < activeEnemies; j++) | |
|                     { | |
|                         if (enemy[j].active) | |
|                         { | |
|                             if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec)) | |
|                             { | |
|                                 shoot[i].active = false; | |
|                                 enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000); | |
|                                 enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height); | |
|                                 shootRate = 0; | |
|                                 enemiesKill++; | |
|                                 score += 100; | |
|                             } | |
|                              | |
|                             if (shoot[i].rec.x + shoot[i].rec.width >= screenWidth) | |
|                             { | |
|                                 shoot[i].active = false; | |
|                                 shootRate = 0; | |
|                             } | |
|                         } | |
|                     } | |
|                 } | |
|             } | |
|         } | |
|     } | |
|     else | |
|     { | |
|         if (IsKeyPressed(KEY_ENTER)) | |
|         { | |
|             InitGame(); | |
|             gameOver = false; | |
|         } | |
|     } | |
| } | |
| 
 | |
| // Draw game (one frame) | |
| void DrawGame(void) | |
| { | |
|     BeginDrawing(); | |
| 
 | |
|         ClearBackground(RAYWHITE); | |
|          | |
|         if (!gameOver) | |
|         { | |
|             DrawRectangleRec(player.rec, player.color); | |
| 
 | |
|             if (wave == FIRST) DrawText("FIRST WAVE", screenWidth/2 - MeasureText("FIRST WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha)); | |
|             else if (wave == SECOND) DrawText("SECOND WAVE", screenWidth/2 - MeasureText("SECOND WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha)); | |
|             else if (wave == THIRD) DrawText("THIRD WAVE", screenWidth/2 - MeasureText("THIRD WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha)); | |
|              | |
|             for (int i = 0; i < activeEnemies; i++) | |
|             { | |
|                 if (enemy[i].active) DrawRectangleRec(enemy[i].rec, enemy[i].color); | |
|             } | |
| 
 | |
|             for (int i = 0; i < NUM_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color); | |
|             } | |
|              | |
|             DrawText(FormatText("%04i", score), 20, 20, 40, GRAY); | |
|          | |
|             if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK); | |
|          | |
|             if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY); | |
|         } | |
|         else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); | |
| 
 | |
|     EndDrawing(); | |
| } | |
| 
 | |
| // Unload game variables | |
| void UnloadGame(void) | |
| { | |
|     // TODO: Unload all dynamic loaded data (textures, sounds, models...) | |
| } | |
| 
 | |
| // Update and Draw (one frame) | |
| void UpdateDrawFrame(void) | |
| { | |
|     UpdateGame(); | |
|     DrawGame(); | |
| } |