| /******************************************************************************************* | |
| * | |
| *   raylib - sample game: gold fever | |
| * | |
| *   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 | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Types and Structures Definition | |
| //---------------------------------------------------------------------------------- | |
| typedef struct Player { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     int radius; | |
| } Player; | |
| 
 | |
| typedef struct Enemy { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     int radius; | |
|     int radiusBounds; | |
|     bool moveRight; | |
| } Enemy; | |
| 
 | |
| typedef struct Points { | |
|     Vector2 position; | |
|     int radius; | |
|     int value; | |
|     bool active; | |
| } Points; | |
| 
 | |
| typedef struct Home { | |
|     Rectangle rec; | |
|     bool active; | |
|     bool save; | |
|     Color color; | |
| } Home; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Global Variables Declaration | |
| //------------------------------------------------------------------------------------ | |
| static const int screenWidth = 800; | |
| static const int screenHeight = 450; | |
| 
 | |
| static bool gameOver = false; | |
| static bool pause = false; | |
| static int score = 0; | |
| static int hiScore = 0; | |
| 
 | |
| static Player player = { 0 }; | |
| static Enemy enemy = { 0 }; | |
| static Points points = { 0 }; | |
| static Home home = { 0 }; | |
| static bool follow = false; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // 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: gold fever"); | |
| 
 | |
|     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) | |
| { | |
|     pause = false; | |
|     score = 0; | |
| 
 | |
|     player.position = (Vector2){50, 50}; | |
|     player.radius = 20; | |
|     player.speed = (Vector2){5, 5}; | |
| 
 | |
|     enemy.position = (Vector2){screenWidth - 50, screenHeight/2}; | |
|     enemy.radius = 20; | |
|     enemy.radiusBounds = 150; | |
|     enemy.speed = (Vector2){3, 3}; | |
|     enemy.moveRight = true; | |
|     follow = false; | |
| 
 | |
|     points.radius = 10; | |
|     points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)}; | |
|     points.value = 100; | |
|     points.active = true; | |
| 
 | |
|     home.rec.width = 50; | |
|     home.rec.height = 50; | |
|     home.rec.x = GetRandomValue(0, screenWidth - home.rec.width); | |
|     home.rec.y = GetRandomValue(0, screenHeight - home.rec.height); | |
|     home.active = false; | |
|     home.save = false; | |
| } | |
| 
 | |
| // Update game (one frame) | |
| void UpdateGame(void) | |
| { | |
|     if (!gameOver) | |
|     { | |
|         if (IsKeyPressed('P')) pause = !pause; | |
| 
 | |
|         if (!pause) | |
|         { | |
|             // Control player | |
|             if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; | |
|             if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; | |
|             if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y; | |
|             if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y; | |
| 
 | |
|             // Wall behaviour player | |
|             if (player.position.x - player.radius <= 0) player.position.x = player.radius; | |
|             if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius; | |
|             if (player.position.y - player.radius <= 0) player.position.y = player.radius; | |
|             if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius; | |
| 
 | |
|             // IA Enemy | |
|             if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save) | |
|             { | |
|                 if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x; | |
|                 if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x; | |
| 
 | |
|                 if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y; | |
|                 if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y; | |
|             } | |
|             else | |
|             { | |
|                 if (enemy.moveRight) enemy.position.x += enemy.speed.x; | |
|                 else enemy.position.x -= enemy.speed.x; | |
|             } | |
| 
 | |
|             // Wall behaviour enemy | |
|             if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true; | |
|             if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false; | |
| 
 | |
|             if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius; | |
|             if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius; | |
|             if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius; | |
|             if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius; | |
| 
 | |
|             // Collisions | |
|             if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active) | |
|             { | |
|                 follow = true; | |
|                 points.active = false; | |
|                 home.active = true; | |
|             } | |
| 
 | |
|             if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save) | |
|             { | |
|                 gameOver = true; | |
|                  | |
|                 if (hiScore < score) hiScore = score; | |
|             } | |
| 
 | |
|             if (CheckCollisionCircleRec(player.position, player.radius, home.rec)) | |
|             { | |
|                follow = false; | |
|                 | |
|                if (!points.active) | |
|                { | |
|                     score += points.value; | |
|                     points.active = true; | |
|                     enemy.speed.x += 0.5; | |
|                     enemy.speed.y += 0.5; | |
|                     points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)}; | |
|                } | |
|                 | |
|                home.save = true; | |
|             } | |
|             else home.save = false; | |
|         } | |
|     } | |
|     else | |
|     { | |
|         if (IsKeyPressed(KEY_ENTER)) | |
|         { | |
|             InitGame(); | |
|             gameOver = false; | |
|         } | |
|     } | |
| } | |
| 
 | |
| // Draw game (one frame) | |
| void DrawGame(void) | |
| { | |
|     BeginDrawing(); | |
|      | |
|         ClearBackground(RAYWHITE); | |
|      | |
|         if (!gameOver) | |
|         { | |
|             if (follow) | |
|             { | |
|                 DrawRectangle(0, 0, screenWidth, screenHeight, RED); | |
|                 DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE); | |
|             } | |
|              | |
|             DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE); | |
| 
 | |
|             DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED); | |
|             DrawCircleV(enemy.position, enemy.radius, MAROON); | |
|              | |
|             DrawCircleV(player.position, player.radius, GRAY); | |
|             if (points.active) DrawCircleV(points.position, points.radius, GOLD); | |
| 
 | |
|             DrawText(TextFormat("SCORE: %04i", score), 20, 15, 20, GRAY); | |
|             DrawText(TextFormat("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY); | |
| 
 | |
|             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(); | |
| }
 |