/*******************************************************************************************
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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 const int screenWidth = 800;
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								static const int screenHeight = 450;
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								static int framesCounter = 0;
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								static bool gameOver = false;
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								static bool pause = false;
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								static int score = 0;
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								static Player player = { 0 };
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								static Shoot shoot[PLAYER_MAX_SHOOTS] = { 0 };
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								static Ball bigBalls[MAX_BIG_BALLS] = { 0 };
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								static Ball mediumBalls[MAX_BIG_BALLS*2] = { 0 };
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								static Ball smallBalls[MAX_BIG_BALLS*4] = { 0 };
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								static Points points[5] = { 0 };
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								// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
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								static float shipHeight = 0.0f;
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								static float gravity = 0.0f;
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								static int countmediumBallss = 0;
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								static int countsmallBallss = 0;
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								static int meteorsDestroyed = 0;
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								static Vector2 linePosition = { 0 };
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								static bool victory = false;
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								static bool lose = false;
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								static bool awake = false;
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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(void)
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								{
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								    // Initialization (Note windowTitle is unused on Android)
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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 and Draw
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								        //----------------------------------------------------------------------------------
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								        UpdateDrawFrame();
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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;
							 | 
						|
								                }
							 | 
						|
								            }
							 | 
						|
								
							 | 
						|
								            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();
							 | 
						|
								}
							 |