/*******************************************************************************************
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*
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* raylib - sample game: pang
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*
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* Sample game developed by Ian Eito and 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 5.0f
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#define PLAYER_MAX_SHOOTS 1
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#define MAX_BIG_BALLS 2
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#define BALLS_SPEED 2.0f
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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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Vector3 collider;
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float rotation;
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} Player;
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typedef struct Shoot {
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Vector2 position;
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Vector2 speed;
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float radius;
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float rotation;
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int lifeSpawn;
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bool active;
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} Shoot;
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typedef struct Ball {
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Vector2 position;
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Vector2 speed;
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float radius;
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int points;
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bool active;
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} Ball;
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typedef struct Points {
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Vector2 position;
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int value;
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float alpha;
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} Points;
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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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static int score;
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static Player player;
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static Shoot shoot[PLAYER_MAX_SHOOTS];
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static Ball bigBalls[MAX_BIG_BALLS];
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static Ball mediumBalls[MAX_BIG_BALLS*2];
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static Ball smallBalls[MAX_BIG_BALLS*4];
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static Points points[5];
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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 float gravity;
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static int countmediumBallss;
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static int countsmallBallss;
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static int meteorsDestroyed;
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static Vector2 linePosition;
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static bool victory;
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static bool lose;
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static bool awake;
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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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InitWindow(screenWidth, screenHeight, "sample game: pang");
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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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static void InitGame(void)
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{
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int posx, posy;
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int velx = 0;
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int vely = 0;
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framesCounter = 0;
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gameOver = false;
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pause = false;
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score = 0;
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victory = false;
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lose = false;
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awake = true;
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gravity = 0.25f;
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linePosition = (Vector2){ 0.0f , 0.0f };
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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 };
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player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED };
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player.rotation = 0;
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player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
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meteorsDestroyed = 0;
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// Initialize shoots
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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shoot[i].position = (Vector2){ 0, 0 };
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shoot[i].speed = (Vector2){ 0, 0 };
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shoot[i].radius = 2;
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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// Initialize big meteors
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for (int i = 0; i < MAX_BIG_BALLS; i++)
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{
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bigBalls[i].radius = 40.0f;
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posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
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posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
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bigBalls[i].position = (Vector2){ posx, posy };
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while ((velx == 0) || (vely == 0))
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{
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velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
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vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
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}
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bigBalls[i].speed = (Vector2){ velx, vely };
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bigBalls[i].points = 200;
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bigBalls[i].active = true;
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}
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// Initialize medium meteors
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for (int i = 0; i < MAX_BIG_BALLS*2; i++)
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{
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mediumBalls[i].position = (Vector2){-100, -100};
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mediumBalls[i].speed = (Vector2){0,0};
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mediumBalls[i].radius = 20.0f;
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mediumBalls[i].points = 100;
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mediumBalls[i].active = false;
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}
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// Initialize small meteors
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for (int i = 0; i < MAX_BIG_BALLS*4; i++)
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{
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smallBalls[i].position = (Vector2){ -100, -100 };
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smallBalls[i].speed = (Vector2){ 0, 0 };
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smallBalls[i].radius = 10.0f;
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smallBalls[i].points = 50;
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smallBalls[i].active = false;
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}
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// Initialize animated points
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for (int i = 0; i < 5; i++)
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{
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points[i].position = (Vector2){ 0, 0 };
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points[i].value = 0;
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points[i].alpha = 0.0f;
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}
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countmediumBallss = 0;
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countsmallBallss = 0;
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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 && !victory)
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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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// Player logic
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if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
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if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
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// Player vs wall collision logic
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if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2;
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else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2;
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// Player shot logic
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if (IsKeyPressed(KEY_SPACE))
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{
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if (!shoot[i].active)
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{
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shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
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shoot[i].speed.y = PLAYER_SPEED;
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shoot[i].active = true;
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linePosition = (Vector2){ player.position.x, player.position.y};
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break;
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}
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}
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}
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// Shoot life timer
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if (shoot[i].active) shoot[i].lifeSpawn++;
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}
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// Shot logic
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if (shoot[i].active)
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{
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shoot[i].position.y -= shoot[i].speed.y;
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// Shot vs walls collision logic
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if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) ||
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(shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius))
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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}
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// Player shot life spawn
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if (shoot[i].lifeSpawn >= 120)
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{
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shoot[i].position = (Vector2){ 0.0f, 0.0f };
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shoot[i].speed = (Vector2){ 0.0f, 0.0f };
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shoot[i].lifeSpawn = 0;
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shoot[i].active = false;
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}
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}
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}
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// Player vs meteors collision logic
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player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
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for (int i = 0; i < MAX_BIG_BALLS; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
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{
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gameOver = true;
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}
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}
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for (int i = 0; i < MAX_BIG_BALLS*2; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
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{
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gameOver = true;
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}
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}
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for (int i = 0; i < MAX_BIG_BALLS*4; i++)
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{
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if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
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{
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gameOver = true;
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}
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}
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// Meteors logic (big)
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for (int i = 0; i < MAX_BIG_BALLS; i++)
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{
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if (bigBalls[i].active)
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{
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// Meteor movement logic
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bigBalls[i].position.x += bigBalls[i].speed.x;
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bigBalls[i].position.y += bigBalls[i].speed.y;
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// Meteor vs wall collision logic
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if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1;
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if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5;
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if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
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{
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bigBalls[i].speed.y *= -1;
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bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
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}
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bigBalls[i].speed.y += gravity;
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}
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}
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// Meteors logic (medium)
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for (int i = 0; i < MAX_BIG_BALLS*2; i++)
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{
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if (mediumBalls[i].active)
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{
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// Meteor movement logic
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mediumBalls[i].position.x += mediumBalls[i].speed.x;
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mediumBalls[i].position.y += mediumBalls[i].speed.y;
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// Meteor vs wall collision logic
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if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1;
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if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1;
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if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight)
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{
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mediumBalls[i].speed.y *= -1;
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mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
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}
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mediumBalls[i].speed.y += gravity + 0.12f;
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}
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}
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// Meteors logic (small)
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for (int i = 0; i < MAX_BIG_BALLS*4; i++)
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{
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if (smallBalls[i].active)
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{
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// Meteor movement logic
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smallBalls[i].position.x += smallBalls[i].speed.x;
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smallBalls[i].position.y += smallBalls[i].speed.y;
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// Meteor vs wall collision logic
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if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1;
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if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1;
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if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight)
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{
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smallBalls[i].speed.y *= -1;
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smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
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}
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smallBalls[i].speed.y += gravity + 0.25f;
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}
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}
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// Player-shot vs meteors logic
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if ((shoot[i].active))
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{
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for (int a = 0; a < MAX_BIG_BALLS; a++)
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{
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if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x)
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&& (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y))
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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bigBalls[a].active = false;
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meteorsDestroyed++;
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score += bigBalls[a].points;
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for (int z = 0; z < 5; z++)
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{
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if (points[z].alpha == 0.0f)
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{
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points[z].position = bigBalls[a].position;
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points[z].value = bigBalls[a].points;
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points[z].alpha = 1.0f;
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z = 5;
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}
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}
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for (int j = 0; j < 2; j ++)
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{
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if ((countmediumBallss%2) == 0)
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{
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mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
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mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
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}
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else
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{
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mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
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mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
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}
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mediumBalls[countmediumBallss].active = true;
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countmediumBallss ++;
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}
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a = MAX_BIG_BALLS;
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int b = 0; b < MAX_BIG_BALLS*2; b++)
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{
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if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x)
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&& (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y))
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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mediumBalls[b].active = false;
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meteorsDestroyed++;
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score += mediumBalls[b].points;
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for (int z = 0; z < 5; z++)
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{
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if (points[z].alpha == 0.0f)
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{
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points[z].position = mediumBalls[b].position;
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points[z].value = mediumBalls[b].points;
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points[z].alpha = 1.0f;
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z = 5;
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}
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}
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for (int j = 0; j < 2; j ++)
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{
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if (countsmallBallss%2 == 0)
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{
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smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
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smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
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}
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else
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{
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smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
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smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
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}
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smallBalls[countsmallBallss].active = true;
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countsmallBallss ++;
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}
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b = MAX_BIG_BALLS*2;
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}
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}
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}
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|
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if ((shoot[i].active))
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{
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for (int c = 0; c < MAX_BIG_BALLS*4; c++)
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{
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if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x)
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&& (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y))
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{
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shoot[i].active = false;
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shoot[i].lifeSpawn = 0;
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smallBalls[c].active = false;
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meteorsDestroyed++;
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score += smallBalls[c].points;
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|
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for (int z = 0; z < 5; z++)
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{
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if (points[z].alpha == 0.0f)
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|
{
|
|
points[z].position = smallBalls[c].position;
|
|
points[z].value = smallBalls[c].points;
|
|
points[z].alpha = 1.0f;
|
|
z = 5;
|
|
}
|
|
}
|
|
|
|
c = MAX_BIG_BALLS*4;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if (IsKeyPressed(KEY_ENTER))
|
|
{
|
|
InitGame();
|
|
gameOver = false;
|
|
}
|
|
}
|
|
|
|
// Points move-up and fade logic
|
|
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;
|
|
}
|
|
}
|
|
|
|
// Draw game (one frame)
|
|
void DrawGame(void)
|
|
{
|
|
BeginDrawing();
|
|
|
|
ClearBackground(RAYWHITE);
|
|
|
|
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)*(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 (big)
|
|
for (int i = 0;i < MAX_BIG_BALLS; i++)
|
|
{
|
|
if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY);
|
|
else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
|
}
|
|
|
|
// Draw meteors (medium)
|
|
for (int i = 0;i < MAX_BIG_BALLS*2; i++)
|
|
{
|
|
if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY);
|
|
else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
|
}
|
|
|
|
// Draw meteors (small)
|
|
for (int i = 0;i < MAX_BIG_BALLS*4; i++)
|
|
{
|
|
if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY);
|
|
else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
|
|
}
|
|
|
|
// Draw shoot
|
|
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
|
|
{
|
|
if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
|
|
}
|
|
|
|
// Draw score points
|
|
for (int z = 0; z < 5; z++)
|
|
{
|
|
if (points[z].alpha > 0.0f)
|
|
{
|
|
DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
|
|
}
|
|
}
|
|
|
|
// Draw score (UI)
|
|
DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY);
|
|
|
|
if (victory)
|
|
{
|
|
DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY);
|
|
DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, 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();
|
|
}
|