| /******************************************************************************************* | |
| * | |
| *   raylib - sample game: asteroids | |
| * | |
| *   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 <math.h> | |
|  | |
| #if defined(PLATFORM_WEB) | |
|     #include <emscripten/emscripten.h> | |
| #endif | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Some Defines | |
| //---------------------------------------------------------------------------------- | |
| #define PLAYER_BASE_SIZE    20.0f | |
| #define PLAYER_SPEED        6.0f | |
| #define PLAYER_MAX_SHOOTS   10 | |
|  | |
| #define METEORS_SPEED       2 | |
| #define MAX_BIG_METEORS     4 | |
| #define MAX_MEDIUM_METEORS  8 | |
| #define MAX_SMALL_METEORS   16 | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Types and Structures Definition | |
| //---------------------------------------------------------------------------------- | |
| typedef struct Player { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     float acceleration; | |
|     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 Meteor { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     float radius; | |
|     bool active; | |
|     Color color; | |
| } Meteor; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Global Variables Declaration | |
| //------------------------------------------------------------------------------------ | |
| static const int screenWidth = 800; | |
| static const int screenHeight = 450; | |
| 
 | |
| static bool gameOver = false; | |
| static bool pause = false; | |
| static bool victory = false; | |
| 
 | |
| // NOTE: Defined triangle is isosceles with common angles of 70 degrees. | |
| static float shipHeight = 0.0f; | |
| 
 | |
| static Player player = { 0 }; | |
| static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 }; | |
| static Meteor bigMeteor[MAX_BIG_METEORS] = { 0 }; | |
| static Meteor mediumMeteor[MAX_MEDIUM_METEORS] = { 0 }; | |
| static Meteor smallMeteor[MAX_SMALL_METEORS] = { 0 }; | |
| 
 | |
| static int midMeteorsCount = 0; | |
| static int smallMeteorsCount = 0; | |
| static int destroyedMeteorsCount = 0; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // 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(void) | |
| { | |
|     // Initialization (Note windowTitle is unused on Android) | |
|     //--------------------------------------------------------- | |
|     InitWindow(screenWidth, screenHeight, "sample game: asteroids"); | |
| 
 | |
|     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 and Draw | |
|         //---------------------------------------------------------------------------------- | |
|         UpdateDrawFrame(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| #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) | |
| { | |
|     int posx, posy; | |
|     int velx, vely; | |
|     bool correctRange = false; | |
|     victory = false; | |
|     pause = false; | |
| 
 | |
|     shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); | |
| 
 | |
|     // Initialization player | |
|     player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; | |
|     player.speed = (Vector2){0, 0}; | |
|     player.acceleration = 0; | |
|     player.rotation = 0; | |
|     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; | |
| 
 | |
|     destroyedMeteorsCount = 0; | |
| 
 | |
|     // Initialization shoot | |
|     for (int i = 0; i < PLAYER_MAX_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; | |
|     } | |
| 
 | |
|     for (int i = 0; i < MAX_BIG_METEORS; i++) | |
|     { | |
|         posx = GetRandomValue(0, screenWidth); | |
| 
 | |
|         while(!correctRange) | |
|         { | |
|             if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth); | |
|             else correctRange = true; | |
|         } | |
| 
 | |
|         correctRange = false; | |
| 
 | |
|         posy = GetRandomValue(0, screenHeight); | |
| 
 | |
|         while(!correctRange) | |
|         { | |
|             if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150)  posy = GetRandomValue(0, screenHeight); | |
|             else correctRange = true; | |
|         } | |
| 
 | |
|         bigMeteor[i].position = (Vector2){posx, posy}; | |
| 
 | |
|         correctRange = false; | |
|         velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); | |
|         vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); | |
| 
 | |
|         while(!correctRange) | |
|         { | |
|             if (velx == 0 && vely == 0) | |
|             { | |
|                 velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); | |
|                 vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); | |
|             } | |
|             else correctRange = true; | |
|         } | |
| 
 | |
|         bigMeteor[i].speed = (Vector2){velx, vely}; | |
|         bigMeteor[i].radius = 40; | |
|         bigMeteor[i].active = true; | |
|         bigMeteor[i].color = BLUE; | |
|     } | |
| 
 | |
|     for (int i = 0; i < MAX_MEDIUM_METEORS; i++) | |
|     { | |
|         mediumMeteor[i].position = (Vector2){-100, -100}; | |
|         mediumMeteor[i].speed = (Vector2){0,0}; | |
|         mediumMeteor[i].radius = 20; | |
|         mediumMeteor[i].active = false; | |
|         mediumMeteor[i].color = BLUE; | |
|     } | |
| 
 | |
|     for (int i = 0; i < MAX_SMALL_METEORS; i++) | |
|     { | |
|         smallMeteor[i].position = (Vector2){-100, -100}; | |
|         smallMeteor[i].speed = (Vector2){0,0}; | |
|         smallMeteor[i].radius = 10; | |
|         smallMeteor[i].active = false; | |
|         smallMeteor[i].color = BLUE; | |
|     } | |
| 
 | |
|     midMeteorsCount = 0; | |
|     smallMeteorsCount = 0; | |
| } | |
| 
 | |
| // Update game (one frame) | |
| void UpdateGame(void) | |
| { | |
|     if (!gameOver) | |
|     { | |
|         if (IsKeyPressed('P')) pause = !pause; | |
| 
 | |
|         if (!pause) | |
|         { | |
|             // Player logic: rotation | |
|             if (IsKeyDown(KEY_LEFT)) player.rotation -= 5; | |
|             if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; | |
| 
 | |
|             // Player logic: speed | |
|             player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; | |
|             player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; | |
| 
 | |
|             // Player logic: acceleration | |
|             if (IsKeyDown(KEY_UP)) | |
|             { | |
|                 if (player.acceleration < 1) player.acceleration += 0.04f; | |
|             } | |
|             else | |
|             { | |
|                 if (player.acceleration > 0) player.acceleration -= 0.02f; | |
|                 else if (player.acceleration < 0) player.acceleration = 0; | |
|             } | |
|             if (IsKeyDown(KEY_DOWN)) | |
|             { | |
|                 if (player.acceleration > 0) player.acceleration -= 0.04f; | |
|                 else if (player.acceleration < 0) player.acceleration = 0; | |
|             } | |
| 
 | |
|             // Player logic: movement | |
|             player.position.x += (player.speed.x*player.acceleration); | |
|             player.position.y -= (player.speed.y*player.acceleration); | |
| 
 | |
|             // 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; | |
| 
 | |
|             // Player shoot logic | |
|             if (IsKeyPressed(KEY_SPACE)) | |
|             { | |
|                 for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|                 { | |
|                     if (!shoot[i].active) | |
|                     { | |
|                         shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) }; | |
|                         shoot[i].active = true; | |
|                         shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED; | |
|                         shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; | |
|                         shoot[i].rotation = player.rotation; | |
|                         break; | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Shoot life timer | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) shoot[i].lifeSpawn++; | |
|             } | |
| 
 | |
|             // Shot logic | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) | |
|                 { | |
|                     // Movement | |
|                     shoot[i].position.x += shoot[i].speed.x; | |
|                     shoot[i].position.y -= shoot[i].speed.y; | |
| 
 | |
|                     // Collision logic: shoot vs walls | |
|                     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 >= 60) | |
|                     { | |
|                         shoot[i].position = (Vector2){0, 0}; | |
|                         shoot[i].speed = (Vector2){0, 0}; | |
|                         shoot[i].lifeSpawn = 0; | |
|                         shoot[i].active = false; | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Collision 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++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true; | |
|             } | |
| 
 | |
|             for (int a = 0; a < MAX_MEDIUM_METEORS; a++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true; | |
|             } | |
| 
 | |
|             for (int a = 0; a < MAX_SMALL_METEORS; a++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true; | |
|             } | |
| 
 | |
|             // Meteors logic: big meteors | |
|             for (int i = 0; i < MAX_BIG_METEORS; i++) | |
|             { | |
|                 if (bigMeteor[i].active) | |
|                 { | |
|                     // Movement | |
|                     bigMeteor[i].position.x += bigMeteor[i].speed.x; | |
|                     bigMeteor[i].position.y += bigMeteor[i].speed.y; | |
| 
 | |
|                     // 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); | |
|                     else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius; | |
|                 } | |
|             } | |
| 
 | |
|             // Meteors logic: medium meteors | |
|             for (int i = 0; i < MAX_MEDIUM_METEORS; i++) | |
|             { | |
|                 if (mediumMeteor[i].active) | |
|                 { | |
|                     // Movement | |
|                     mediumMeteor[i].position.x += mediumMeteor[i].speed.x; | |
|                     mediumMeteor[i].position.y += mediumMeteor[i].speed.y; | |
| 
 | |
|                     // 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); | |
|                     else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius; | |
|                 } | |
|             } | |
| 
 | |
|             // Meteors logic: small meteors | |
|             for (int i = 0; i < MAX_SMALL_METEORS; i++) | |
|             { | |
|                 if (smallMeteor[i].active) | |
|                 { | |
|                     // Movement | |
|                     smallMeteor[i].position.x += smallMeteor[i].speed.x; | |
|                     smallMeteor[i].position.y += smallMeteor[i].speed.y; | |
| 
 | |
|                     // 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); | |
|                     else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius; | |
|                 } | |
|             } | |
| 
 | |
|             // Collision logic: player-shoots vs meteors | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if ((shoot[i].active)) | |
|                 { | |
|                     for (int a = 0; a < MAX_BIG_METEORS; a++) | |
|                     { | |
|                         if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             bigMeteor[a].active = false; | |
|                             destroyedMeteorsCount++; | |
|                              | |
|                             for (int j = 0; j < 2; j ++) | |
|                             { | |
|                                 if (midMeteorsCount%2 == 0) | |
|                                 { | |
|                                     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[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[midMeteorsCount].active = true; | |
|                                 midMeteorsCount ++; | |
|                             } | |
|                             //bigMeteor[a].position = (Vector2){-100, -100}; | |
|                             bigMeteor[a].color = RED; | |
|                             a = MAX_BIG_METEORS; | |
|                         } | |
|                     } | |
| 
 | |
|                     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)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             mediumMeteor[b].active = false; | |
|                             destroyedMeteorsCount++; | |
|                              | |
|                             for (int j = 0; j < 2; j ++) | |
|                             { | |
|                                  if (smallMeteorsCount%2 == 0) | |
|                                 { | |
|                                     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[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[smallMeteorsCount].active = true; | |
|                                 smallMeteorsCount ++; | |
|                             } | |
|                             //mediumMeteor[b].position = (Vector2){-100, -100}; | |
|                             mediumMeteor[b].color = GREEN; | |
|                             b = MAX_MEDIUM_METEORS; | |
|                         } | |
|                     } | |
| 
 | |
|                     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)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             smallMeteor[c].active = false; | |
|                             destroyedMeteorsCount++; | |
|                             smallMeteor[c].color = YELLOW; | |
|                            // smallMeteor[c].position = (Vector2){-100, -100}; | |
|                             c = MAX_SMALL_METEORS; | |
|                         } | |
|                     } | |
|                 } | |
|             } | |
|         } | |
| 
 | |
|         if (destroyedMeteorsCount == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; | |
|     } | |
|     else | |
|     { | |
|         if (IsKeyPressed(KEY_ENTER)) | |
|         { | |
|             InitGame(); | |
|             gameOver = false; | |
|         } | |
|     } | |
| } | |
| 
 | |
| // Draw game (one frame) | |
| void DrawGame(void) | |
| { | |
|     BeginDrawing(); | |
| 
 | |
|         ClearBackground(RAYWHITE); | |
| 
 | |
|         if (!gameOver) | |
|         { | |
|             // Draw spaceship | |
|             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)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; | |
|             Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; | |
|             DrawTriangle(v1, v2, v3, MAROON); | |
|              | |
|             // Draw meteors | |
|             for (int i = 0; i < MAX_BIG_METEORS; i++) | |
|             { | |
|                 if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY); | |
|                 else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             for (int i = 0; i < MAX_MEDIUM_METEORS; i++) | |
|             { | |
|                 if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY); | |
|                 else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             for (int i = 0; i < MAX_SMALL_METEORS; i++) | |
|             { | |
|                 if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY); | |
|                 else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             // Draw shoot | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK); | |
|             } | |
| 
 | |
|             if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY); | |
| 
 | |
|             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(); | |
| }
 |