/*******************************************************************************************
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								*
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								*   raylib - sample game: asteroids
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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_BIG_METEORS     4
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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 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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								    Color color;
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								} Shoot;
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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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								static bool victory;
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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 Shoot shoot[PLAYER_MAX_SHOOTS];
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								static Meteor bigMeteor[MAX_BIG_METEORS];
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								static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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								static Meteor smallMeteor[MAX_SMALL_METEORS];
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								static int countMediumMeteors;
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								static int countSmallMeteors;
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								static int meteorsDestroyed;
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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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								static void InitShoot(Shoot shoot);
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								static void DrawSpaceship(Vector2 position, float rotation, Color color);
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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");
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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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								    victory = false;
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								    pause = false;
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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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								    meteorsDestroyed = 0;
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								    // Initialization shoot
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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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								        shoot[i].color = WHITE;
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								    }
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								    for (int i = 0; i < MAX_BIG_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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								        bigMeteor[i].position = (Vector2){posx, posy};
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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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								        bigMeteor[i].speed = (Vector2){velx, vely};
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								        bigMeteor[i].radius = 40;
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								        bigMeteor[i].active = true;
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								        bigMeteor[i].color = BLUE;
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								    }
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								    for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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								    {
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								        mediumMeteor[i].position = (Vector2){-100, -100};
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								        mediumMeteor[i].speed = (Vector2){0,0};
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								        mediumMeteor[i].radius = 20;
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								        mediumMeteor[i].active = false;
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								        mediumMeteor[i].color = BLUE;
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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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								        smallMeteor[i].position = (Vector2){-100, -100};
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								        smallMeteor[i].speed = (Vector2){0,0};
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								        smallMeteor[i].radius = 10;
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								        smallMeteor[i].active = false;
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								        smallMeteor[i].color = BLUE;
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								    }
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								    countMediumMeteors = 0;
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								    countSmallMeteors = 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)
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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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								            // 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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								             // Activation of shoot
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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 + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
							 | 
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								                        shoot[i].active = true;
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								                        shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
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								                        shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
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								                        shoot[i].rotation = player.rotation;
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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++;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Shot logic
							 | 
						|
								            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (shoot[i].active)
							 | 
						|
								                {
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								                    // Movement
							 | 
						|
								                    shoot[i].position.x += shoot[i].speed.x;
							 | 
						|
								                    shoot[i].position.y -= shoot[i].speed.y;
							 | 
						|
								
							 | 
						|
								                    // Wall behaviour for shoot
							 | 
						|
								                    if  (shoot[i].position.x > screenWidth + shoot[i].radius)
							 | 
						|
								                    {
							 | 
						|
								                        shoot[i].active = false;
							 | 
						|
								                        shoot[i].lifeSpawn = 0;
							 | 
						|
								                    }
							 | 
						|
								                    else if (shoot[i].position.x < 0 - shoot[i].radius)
							 | 
						|
								                    {
							 | 
						|
								                        shoot[i].active = false;
							 | 
						|
								                        shoot[i].lifeSpawn = 0;
							 | 
						|
								                    }
							 | 
						|
								                    if (shoot[i].position.y > screenHeight + shoot[i].radius)
							 | 
						|
								                    {
							 | 
						|
								                        shoot[i].active = false;
							 | 
						|
								                        shoot[i].lifeSpawn = 0;
							 | 
						|
								                    }
							 | 
						|
								                    else if (shoot[i].position.y < 0 - shoot[i].radius)
							 | 
						|
								                    {
							 | 
						|
								                        shoot[i].active = false;
							 | 
						|
								                        shoot[i].lifeSpawn = 0;
							 | 
						|
								                    }
							 | 
						|
								
							 | 
						|
								                    // Life of shoot
							 | 
						|
								                    if (shoot[i].lifeSpawn >= 60)
							 | 
						|
								                    {
							 | 
						|
								                        shoot[i].position = (Vector2){0, 0};
							 | 
						|
								                        shoot[i].speed = (Vector2){0, 0};
							 | 
						|
								                        shoot[i].lifeSpawn = 0;
							 | 
						|
								                        shoot[i].active = false;
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Collision Player to meteors
							 | 
						|
								            player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
							 | 
						|
								
							 | 
						|
								            for (int a = 0; a < MAX_BIG_METEORS; a++)
							 | 
						|
								            {
							 | 
						|
								                if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
							 | 
						|
								            {
							 | 
						|
								                if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int a = 0; a < MAX_SMALL_METEORS; a++)
							 | 
						|
								            {
							 | 
						|
								                if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Meteor logic
							 | 
						|
								            for (int i = 0; i < MAX_BIG_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (bigMeteor[i].active)
							 | 
						|
								                {
							 | 
						|
								                    // movement
							 | 
						|
								                    bigMeteor[i].position.x += bigMeteor[i].speed.x;
							 | 
						|
								                    bigMeteor[i].position.y += bigMeteor[i].speed.y;
							 | 
						|
								
							 | 
						|
								                    // wall behaviour
							 | 
						|
								                    if  (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
							 | 
						|
								                    else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
							 | 
						|
								                    if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
							 | 
						|
								                    else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (mediumMeteor[i].active)
							 | 
						|
								                {
							 | 
						|
								                    // movement
							 | 
						|
								                    mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
							 | 
						|
								                    mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
							 | 
						|
								
							 | 
						|
								                    // wall behaviour
							 | 
						|
								                    if  (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
							 | 
						|
								                    else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
							 | 
						|
								                    if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
							 | 
						|
								                    else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int i = 0; i < MAX_SMALL_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (smallMeteor[i].active)
							 | 
						|
								                {
							 | 
						|
								                    // movement
							 | 
						|
								                    smallMeteor[i].position.x += smallMeteor[i].speed.x;
							 | 
						|
								                    smallMeteor[i].position.y += smallMeteor[i].speed.y;
							 | 
						|
								
							 | 
						|
								                    // wall behaviour
							 | 
						|
								                    if  (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
							 | 
						|
								                    else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
							 | 
						|
								                    if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
							 | 
						|
								                    else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Collision behaviour
							 | 
						|
								            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
							 | 
						|
								            {
							 | 
						|
								                if ((shoot[i].active))
							 | 
						|
								                {
							 | 
						|
								                    for (int a = 0; a < MAX_BIG_METEORS; a++)
							 | 
						|
								                    {
							 | 
						|
								                        if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
							 | 
						|
								                        {
							 | 
						|
								                            shoot[i].active = false;
							 | 
						|
								                            shoot[i].lifeSpawn = 0;
							 | 
						|
								                            bigMeteor[a].active = false;
							 | 
						|
								                            meteorsDestroyed++;
							 | 
						|
								                            for (int j = 0; j < 2; j ++)
							 | 
						|
								                            {
							 | 
						|
								                                if (countMediumMeteors%2 == 0)
							 | 
						|
								                                {
							 | 
						|
								                                    mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
							 | 
						|
								                                    mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
							 | 
						|
								                                }
							 | 
						|
								                                else
							 | 
						|
								                                {
							 | 
						|
								                                    mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
							 | 
						|
								                                    mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
							 | 
						|
								                                }
							 | 
						|
								
							 | 
						|
								                                mediumMeteor[countMediumMeteors].active = true;
							 | 
						|
								                                countMediumMeteors ++;
							 | 
						|
								                            }
							 | 
						|
								                            //bigMeteor[a].position = (Vector2){-100, -100};
							 | 
						|
								                            bigMeteor[a].color = RED;
							 | 
						|
								                            a = MAX_BIG_METEORS;
							 | 
						|
								                        }
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								                if ((shoot[i].active))
							 | 
						|
								                {
							 | 
						|
								                    for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
							 | 
						|
								                    {
							 | 
						|
								                        if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
							 | 
						|
								                        {
							 | 
						|
								                            shoot[i].active = false;
							 | 
						|
								                            shoot[i].lifeSpawn = 0;
							 | 
						|
								                            mediumMeteor[b].active = false;
							 | 
						|
								                            meteorsDestroyed++;
							 | 
						|
								                            for (int j = 0; j < 2; j ++)
							 | 
						|
								                            {
							 | 
						|
								                                 if (countSmallMeteors%2 == 0)
							 | 
						|
								                                {
							 | 
						|
								                                    smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
							 | 
						|
								                                    smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
							 | 
						|
								                                }
							 | 
						|
								                                else
							 | 
						|
								                                {
							 | 
						|
								                                    smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
							 | 
						|
								                                    smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
							 | 
						|
								                                }
							 | 
						|
								
							 | 
						|
								                                smallMeteor[countSmallMeteors].active = true;
							 | 
						|
								                                countSmallMeteors ++;
							 | 
						|
								                            }
							 | 
						|
								                            //mediumMeteor[b].position = (Vector2){-100, -100};
							 | 
						|
								                            mediumMeteor[b].color = GREEN;
							 | 
						|
								                            b = MAX_MEDIUM_METEORS;
							 | 
						|
								                        }
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								                if ((shoot[i].active))
							 | 
						|
								                {
							 | 
						|
								                    for (int c = 0; c < MAX_SMALL_METEORS; c++)
							 | 
						|
								                    {
							 | 
						|
								                        if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
							 | 
						|
								                        {
							 | 
						|
								                            shoot[i].active = false;
							 | 
						|
								                            shoot[i].lifeSpawn = 0;
							 | 
						|
								                            smallMeteor[c].active = false;
							 | 
						|
								                            meteorsDestroyed++;
							 | 
						|
								                            smallMeteor[c].color = YELLOW;
							 | 
						|
								                           // smallMeteor[c].position = (Vector2){-100, -100};
							 | 
						|
								                            c = MAX_SMALL_METEORS;
							 | 
						|
								                        }
							 | 
						|
								                    }
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								        }
							 | 
						|
								
							 | 
						|
								        if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
							 | 
						|
								    }
							 | 
						|
								    else
							 | 
						|
								    {
							 | 
						|
								        if (IsKeyPressed(KEY_ENTER))
							 | 
						|
								        {
							 | 
						|
								            InitGame();
							 | 
						|
								            gameOver = false;
							 | 
						|
								        }
							 | 
						|
								    }
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Draw game (one frame)
							 | 
						|
								void DrawGame(void)
							 | 
						|
								{
							 | 
						|
								    BeginDrawing();
							 | 
						|
								
							 | 
						|
								        ClearBackground(RAYWHITE);
							 | 
						|
								
							 | 
						|
								        if (!gameOver)
							 | 
						|
								        {
							 | 
						|
								            // Draw spaceship
							 | 
						|
								            Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
							 | 
						|
								            Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
							 | 
						|
								            Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
							 | 
						|
								            DrawTriangle(v1, v2, v3, MAROON);
							 | 
						|
								            
							 | 
						|
								            // Draw meteors
							 | 
						|
								            for (int i = 0; i < MAX_BIG_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
							 | 
						|
								                else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
							 | 
						|
								                else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            for (int i = 0; i < MAX_SMALL_METEORS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
							 | 
						|
								                else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            // Draw shoot
							 | 
						|
								            for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
							 | 
						|
								            {
							 | 
						|
								                if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
							 | 
						|
								
							 | 
						|
								            if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
							 | 
						|
								        }
							 | 
						|
								        else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
							 | 
						|
								        
							 | 
						|
								    EndDrawing();
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Unload game variables
							 | 
						|
								void UnloadGame(void)
							 | 
						|
								{
							 | 
						|
								    // TODO: Unload all dynamic loaded data (textures, sounds, models...)
							 | 
						|
								}
							 | 
						|
								
							 | 
						|
								// Update and Draw (one frame)
							 | 
						|
								void UpdateDrawFrame(void)
							 | 
						|
								{
							 | 
						|
								    UpdateGame();
							 | 
						|
								    DrawGame();
							 | 
						|
								}
							 |