/*******************************************************************************************
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*
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* raylib - sample game: asteroids survival
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*
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* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
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*
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* This game has been created using raylib v1.3 (www.raylib.com)
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* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
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*
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* Copyright (c) 2015 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <math.h>
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#if defined(PLATFORM_WEB)
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#include <emscripten/emscripten.h>
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#endif
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define PLAYER_BASE_SIZE 20.0f
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#define PLAYER_SPEED 6.0f
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#define PLAYER_MAX_SHOOTS 10
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#define METEORS_SPEED 2
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#define MAX_MEDIUM_METEORS 8
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#define MAX_SMALL_METEORS 16
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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typedef struct Player {
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Vector2 position;
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Vector2 speed;
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float acceleration;
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float rotation;
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Vector3 collider;
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Color color;
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} Player;
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typedef struct Meteor {
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Vector2 position;
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Vector2 speed;
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float radius;
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bool active;
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Color color;
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} Meteor;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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//------------------------------------------------------------------------------------
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static int screenWidth = 800;
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static int screenHeight = 450;
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static int framesCounter;
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static bool gameOver;
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static bool pause;
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// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
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static float shipHeight;
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static Player player;
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static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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//------------------------------------------------------------------------------------
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static void InitGame(void); // Initialize game
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static void UpdateGame(void); // Update game (one frame)
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static void DrawGame(void); // Draw game (one frame)
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static void UnloadGame(void); // Unload game
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static void UpdateDrawFrame(void); // Update and Draw (one frame)
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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InitWindow(screenWidth, screenHeight, "sample game: asteroids survival");
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InitGame();
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#if defined(PLATFORM_WEB)
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emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
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#else
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SetTargetFPS(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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UpdateGame();
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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DrawGame();
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//----------------------------------------------------------------------------------
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}
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#endif
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// De-Initialization
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//--------------------------------------------------------------------------------------
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UnloadGame(); // Unload loaded data (textures, sounds, models...)
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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//------------------------------------------------------------------------------------
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// Module Functions Definitions (local)
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//------------------------------------------------------------------------------------
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// Initialize game variables
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void InitGame(void)
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{
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int posx, posy;
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int velx, vely;
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bool correctRange = false;
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pause = false;
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framesCounter = 0;
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shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
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// Initialization player
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player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
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player.speed = (Vector2){0, 0};
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player.acceleration = 0;
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player.rotation = 0;
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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player.color = LIGHTGRAY;
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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posx = GetRandomValue(0, screenWidth);
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while(!correctRange)
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{
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if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
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else correctRange = true;
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}
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correctRange = false;
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posy = GetRandomValue(0, screenHeight);
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while(!correctRange)
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{
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if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
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else correctRange = true;
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}
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correctRange = false;
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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while(!correctRange)
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{
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if (velx == 0 && vely == 0)
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{
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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}
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else correctRange = true;
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}
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mediumMeteor[i].position = (Vector2){posx, posy};
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mediumMeteor[i].speed = (Vector2){velx, vely};
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mediumMeteor[i].radius = 20;
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mediumMeteor[i].active = true;
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mediumMeteor[i].color = GREEN;
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}
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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posx = GetRandomValue(0, screenWidth);
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while(!correctRange)
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{
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if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
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else correctRange = true;
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}
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correctRange = false;
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posy = GetRandomValue(0, screenHeight);
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while(!correctRange)
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{
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if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
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else correctRange = true;
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}
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correctRange = false;
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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while(!correctRange)
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{
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if (velx == 0 && vely == 0)
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{
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velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
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}
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else correctRange = true;
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}
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smallMeteor[i].position = (Vector2){posx, posy};
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smallMeteor[i].speed = (Vector2){velx, vely};
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smallMeteor[i].radius = 10;
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smallMeteor[i].active = true;
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smallMeteor[i].color = YELLOW;
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}
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}
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// Update game (one frame)
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void UpdateGame(void)
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{
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if (!gameOver)
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{
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if (IsKeyPressed('P')) pause = !pause;
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if (!pause)
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{
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framesCounter++;
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// Player logic
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// Rotation
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if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
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if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
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// Speed
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player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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// Controller
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if (IsKeyDown(KEY_UP))
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{
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if (player.acceleration < 1) player.acceleration += 0.04f;
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}
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else
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{
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if (player.acceleration > 0) player.acceleration -= 0.02f;
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else if (player.acceleration < 0) player.acceleration = 0;
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}
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if (IsKeyDown(KEY_DOWN))
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{
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if (player.acceleration > 0) player.acceleration -= 0.04f;
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else if (player.acceleration < 0) player.acceleration = 0;
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}
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// Movement
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player.position.x += (player.speed.x*player.acceleration);
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player.position.y -= (player.speed.y*player.acceleration);
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// Wall behaviour for player
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if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
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else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
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if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
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else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
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// Collision Player to meteors
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player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
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for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
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}
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for (int a = 0; a < MAX_SMALL_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
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}
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// Meteor logic
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active)
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{
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// movement
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mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
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mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
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// wall behaviour
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if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
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else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
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if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
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else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
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}
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}
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active)
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{
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// movement
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smallMeteor[i].position.x += smallMeteor[i].speed.x;
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smallMeteor[i].position.y += smallMeteor[i].speed.y;
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// wall behaviour
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if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
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else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
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if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
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else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
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}
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}
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}
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}
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else
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{
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if (IsKeyPressed(KEY_ENTER))
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{
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InitGame();
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gameOver = false;
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}
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}
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}
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// Draw game (one frame)
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void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw spaceship
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Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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DrawTriangle(v1, v2, v3, MAROON);
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// Draw meteor
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for (int i = 0;i < MAX_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
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else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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for (int i = 0;i < MAX_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// Unload game variables
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void UnloadGame(void)
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{
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// TODO: Unload all dynamic loaded data (textures, sounds, models...)
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}
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// Update and Draw (one frame)
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void UpdateDrawFrame(void)
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{
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UpdateGame();
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DrawGame();
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}
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