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/*******************************************************************************************
*
* raylib - sample game: pang
*
* Sample game developed by Ian Eito and 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 5.0f
#define PLAYER_MAX_SHOOTS 1
#define MAX_BIG_BALLS 2
#define BALLS_SPEED 2.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
Vector3 collider;
float rotation;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
} Shoot;
typedef struct Ball {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
} Ball;
typedef struct Points {
Vector2 position;
int value;
float alpha;
} Points;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static const int screenWidth = 800;
static const int screenHeight = 450;
static int framesCounter = 0;
static bool gameOver = false;
static bool pause = false;
static int score = 0;
static Player player = { 0 };
static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 };
static Ball bigBalls[MAX_BIG_BALLS] = { 0 };
static Ball mediumBalls[MAX_BIG_BALLS*2] = { 0 };
static Ball smallBalls[MAX_BIG_BALLS*4] = { 0 };
static Points points[5] = { 0 };
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight = 0.0f;
static float gravity = 0.0f;
static int countmediumBallss = 0;
static int countsmallBallss = 0;
static int meteorsDestroyed = 0;
static Vector2 linePosition = { 0 };
static bool victory = false;
static bool lose = false;
static bool awake = 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: pang");
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
static void InitGame(void)
{
int posx, posy;
int velx = 0;
int vely = 0;
framesCounter = 0;
gameOver = false;
pause = false;
score = 0;
victory = false;
lose = false;
awake = true;
gravity = 0.25f;
linePosition = (Vector2){ 0.0f , 0.0f };
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){ screenWidth/2, screenHeight };
player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED };
player.rotation = 0;
player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
meteorsDestroyed = 0;
// Initialize shoots
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;
}
// Initialize big meteors
for (int i = 0; i < MAX_BIG_BALLS; i++)
{
bigBalls[i].radius = 40.0f;
posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
bigBalls[i].position = (Vector2){ posx, posy };
while ((velx == 0) || (vely == 0))
{
velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
}
bigBalls[i].speed = (Vector2){ velx, vely };
bigBalls[i].points = 200;
bigBalls[i].active = true;
}
// Initialize medium meteors
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
{
mediumBalls[i].position = (Vector2){-100, -100};
mediumBalls[i].speed = (Vector2){0,0};
mediumBalls[i].radius = 20.0f;
mediumBalls[i].points = 100;
mediumBalls[i].active = false;
}
// Initialize small meteors
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
{
smallBalls[i].position = (Vector2){ -100, -100 };
smallBalls[i].speed = (Vector2){ 0, 0 };
smallBalls[i].radius = 10.0f;
smallBalls[i].points = 50;
smallBalls[i].active = false;
}
// Initialize animated points
for (int i = 0; i < 5; i++)
{
points[i].position = (Vector2){ 0, 0 };
points[i].value = 0;
points[i].alpha = 0.0f;
}
countmediumBallss = 0;
countsmallBallss = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver && !victory)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
// Player vs wall collision logic
if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2;
else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2;
// Player shot 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, player.position.y - shipHeight };
shoot[i].speed.y = PLAYER_SPEED;
shoot[i].active = true;
linePosition = (Vector2){ player.position.x, player.position.y};
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)
{
shoot[i].position.y -= shoot[i].speed.y;
// Shot vs walls collision logic
if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) ||
(shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Player shot life spawn
if (shoot[i].lifeSpawn >= 120)
{
shoot[i].position = (Vector2){ 0.0f, 0.0f };
shoot[i].speed = (Vector2){ 0.0f, 0.0f };
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Player vs meteors collision logic
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
for (int i = 0; i < MAX_BIG_BALLS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
{
gameOver = true;
}
}
// Meteors logic (big)
for (int i = 0; i < MAX_BIG_BALLS; i++)
{
if (bigBalls[i].active)
{
// Meteor movement logic
bigBalls[i].position.x += bigBalls[i].speed.x;
bigBalls[i].position.y += bigBalls[i].speed.y;
// Meteor vs wall collision logic
if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1;
if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5;
if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
{
bigBalls[i].speed.y *= -1;
bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
}
bigBalls[i].speed.y += gravity;
}
}
// Meteors logic (medium)
for (int i = 0; i < MAX_BIG_BALLS*2; i++)
{
if (mediumBalls[i].active)
{
// Meteor movement logic
mediumBalls[i].position.x += mediumBalls[i].speed.x;
mediumBalls[i].position.y += mediumBalls[i].speed.y;
// Meteor vs wall collision logic
if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1;
if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1;
if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight)
{
mediumBalls[i].speed.y *= -1;
mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
}
mediumBalls[i].speed.y += gravity + 0.12f;
}
}
// Meteors logic (small)
for (int i = 0; i < MAX_BIG_BALLS*4; i++)
{
if (smallBalls[i].active)
{
// Meteor movement logic
smallBalls[i].position.x += smallBalls[i].speed.x;
smallBalls[i].position.y += smallBalls[i].speed.y;
// Meteor vs wall collision logic
if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1;
if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1;
if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight)
{
smallBalls[i].speed.y *= -1;
smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
}
smallBalls[i].speed.y += gravity + 0.25f;
}
}
// Player-shot vs meteors logic
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < MAX_BIG_BALLS; a++)
{
if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x)
&& (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigBalls[a].active = false;
meteorsDestroyed++;
score += bigBalls[a].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = bigBalls[a].position;
points[z].value = bigBalls[a].points;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if ((countmediumBallss%2) == 0)
{
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
}
else
{
mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
}
mediumBalls[countmediumBallss].active = true;
countmediumBallss ++;
}
a = MAX_BIG_BALLS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < MAX_BIG_BALLS*2; b++)
{
if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x)
&& (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumBalls[b].active = false;
meteorsDestroyed++;
score += mediumBalls[b].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = mediumBalls[b].position;
points[z].value = mediumBalls[b].points;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if (countsmallBallss%2 == 0)
{
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
}
else
{
smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
}
smallBalls[countsmallBallss].active = true;
countsmallBallss ++;
}
b = MAX_BIG_BALLS*2;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < MAX_BIG_BALLS*4; c++)
{
if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x)
&& (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallBalls[c].active = false;
meteorsDestroyed++;
score += smallBalls[c].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
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(TextFormat("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
}
}
// Draw score (UI)
DrawText(TextFormat("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();
}