| /******************************************************************************************* | |
| * | |
| *   raylib game - Dr. Turtle & Mr. Gamera | |
| * | |
| *   Welcome to raylib! | |
| * | |
| *   To test examples, just press F6 and execute raylib_compile_execute script | |
| *   Note that compiled executable is placed in the same folder as .c file | |
| * | |
| *   You can find all basic examples on C:\raylib\raylib\examples folder or | |
| *   raylib official webpage: www.raylib.com | |
| * | |
| *   Enjoy using raylib. :) | |
| * | |
| *   This game has been created using raylib 1.1 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2014 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #define MAX_ENEMIES 10 | |
|  | |
| typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen; | |
| 
 | |
| int main() | |
| { | |
|     // Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     const int screenWidth = 1280; | |
|     const int screenHeight = 720; | |
|      | |
|     // Init window | |
|     InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); | |
|      | |
|     // Load game resources: textures | |
|     Texture2D sky = LoadTexture("resources/sky.png"); | |
|     Texture2D mountains = LoadTexture("resources/mountains.png"); | |
|     Texture2D sea = LoadTexture("resources/sea.png"); | |
|     Texture2D title = LoadTexture("resources/title.png"); | |
|     Texture2D turtle = LoadTexture("resources/turtle.png"); | |
|     Texture2D gamera = LoadTexture("resources/gamera.png"); | |
|     Texture2D shark = LoadTexture("resources/shark.png"); | |
|     Texture2D orca = LoadTexture("resources/orca.png"); | |
|     Texture2D swhale = LoadTexture("resources/swhale.png"); | |
|     Texture2D fish = LoadTexture("resources/fish.png"); | |
|     Texture2D gframe = LoadTexture("resources/gframe.png"); | |
|      | |
|     // Load game resources: fonts | |
|     Font font = LoadFont("resources/komika.png"); | |
| 
 | |
|     // Define scrolling variables | |
|     int backScrolling = 0; | |
|     int seaScrolling = 0; | |
|      | |
|     // Define current screen | |
|     GameScreen currentScreen = TITLE; | |
|      | |
|     // Define player variables | |
|     int playerRail = 1; | |
|     Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; | |
|     bool gameraMode = false; | |
|      | |
|     // Define enemies variables | |
|     Rectangle enemyBounds[MAX_ENEMIES]; | |
|     int enemyRail[MAX_ENEMIES]; | |
|     int enemyType[MAX_ENEMIES]; | |
|     bool enemyActive[MAX_ENEMIES]; | |
|     float enemySpeed = 10; | |
|      | |
|     // Init enemies variables | |
|     for (int i = 0; i < MAX_ENEMIES; i++) | |
|     { | |
|         // Define enemy type (all same probability) | |
|         //enemyType[i] = GetRandomValue(0, 3); | |
|      | |
|         // Probability system for enemies type | |
|         int enemyProb = GetRandomValue(0, 100); | |
|          | |
|         if (enemyProb < 30) enemyType[i] = 0; | |
|         else if (enemyProb < 60) enemyType[i] = 1; | |
|         else if (enemyProb < 90) enemyType[i] = 2; | |
|         else enemyType[i] = 3; | |
| 
 | |
|         // Define enemy rail | |
|         enemyRail[i] = GetRandomValue(0, 4); | |
| 
 | |
|         enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; | |
|         enemyActive[i] = false; | |
|     } | |
|      | |
|     // Define additional game variables | |
|     int score = 0; | |
|     float distance = 0.0f; | |
|     int hiscore = 0; | |
|     float hidistance = 0.0f; | |
|     int foodBar = 0; | |
|     int framesCounter = 0; | |
|      | |
|     SetTargetFPS(60);       // Setup game frames per second | |
|     //-------------------------------------------------------------------------------------- | |
|      | |
|     // Main game loop | |
|     while (!WindowShouldClose())    // Detect window close button or ESC key | |
|     { | |
|         // Update | |
|         //---------------------------------------------------------------------------------- | |
|         framesCounter++; | |
| 
 | |
|         // Game screens management | |
|         switch (currentScreen) | |
|         { | |
|             case TITLE: | |
|             { | |
|                 // Sea scrolling | |
|                 seaScrolling -= 2; | |
|                 if (seaScrolling <= -screenWidth) seaScrolling = 0;  | |
|              | |
|                 // Press enter to change to gameplay screen | |
|                 if (IsKeyPressed(KEY_ENTER)) | |
|                 { | |
|                     currentScreen = GAMEPLAY; | |
|                     framesCounter = 0; | |
|                 } | |
|                  | |
|             } break; | |
|             case GAMEPLAY: | |
|             { | |
|                 // Background scrolling logic | |
|                 backScrolling--; | |
|                 if (backScrolling <= -screenWidth) backScrolling = 0;  | |
|                  | |
|                 // Sea scrolling logic | |
|                 seaScrolling -= (enemySpeed - 2); | |
|                 if (seaScrolling <= -screenWidth) seaScrolling = 0;  | |
|              | |
|                 // Player movement logic | |
|                 if (IsKeyPressed(KEY_DOWN)) playerRail++; | |
|                 else if (IsKeyPressed(KEY_UP)) playerRail--; | |
|                  | |
|                 // Check player not out of rails | |
|                 if (playerRail > 4) playerRail = 4; | |
|                 else if (playerRail < 0) playerRail = 0; | |
|              | |
|                 // Update player bounds | |
|                 playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; | |
|                  | |
|                 // Enemies activation logic (every 40 frames)         | |
|                 if (framesCounter > 40) | |
|                 { | |
|                     for (int i = 0; i < MAX_ENEMIES; i++) | |
|                     { | |
|                         if (enemyActive[i] == false) | |
|                         { | |
|                             enemyActive[i] = true; | |
|                             i = MAX_ENEMIES; | |
|                         } | |
|                     } | |
|                      | |
|                     framesCounter = 0; | |
|                 } | |
|                  | |
|                 // Enemies logic | |
|                 for (int i = 0; i < MAX_ENEMIES; i++) | |
|                 { | |
|                     if (enemyActive[i]) | |
|                     { | |
|                         enemyBounds[i].x -= enemySpeed; | |
|                     } | |
|                      | |
|                     // Check enemies out of screen | |
|                     if (enemyBounds[i].x <= 0 - 128) | |
|                     { | |
|                         enemyActive[i] = false; | |
|                         enemyType[i] = GetRandomValue(0, 3); | |
|                         enemyRail[i] = GetRandomValue(0, 4); | |
|                     | |
|                         enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; | |
|                     } | |
|                 } | |
|                  | |
|                 if (!gameraMode) enemySpeed += 0.005; | |
|                  | |
|                 // Check collision player vs enemies | |
|                 for (int i = 0; i < MAX_ENEMIES; i++) | |
|                 { | |
|                     if (enemyActive[i]) | |
|                     { | |
|                         if (CheckCollisionRecs(playerBounds, enemyBounds[i])) | |
|                         {                        | |
|                             if (enemyType[i] < 3)   // Bad enemies | |
|                             { | |
|                                 if (gameraMode) | |
|                                 { | |
|                                     if (enemyType[i] == 0) score += 50; | |
|                                     else if (enemyType[i] == 1) score += 150; | |
|                                     else if (enemyType[i] == 2) score += 300; | |
|                                      | |
|                                     foodBar += 15; | |
|                                  | |
|                                     enemyActive[i] = false; | |
|                                      | |
|                                     // After enemy deactivation, reset enemy parameters to be reused | |
|                                     enemyType[i] = GetRandomValue(0, 3); | |
|                                     enemyRail[i] = GetRandomValue(0, 4); | |
|                                      | |
|                                     // Make sure not two consecutive enemies in the same row | |
|                                     if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); | |
|                                      | |
|                                     enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; | |
|                                 } | |
|                                 else | |
|                                 { | |
|                                     // Player die logic                                | |
|                                     currentScreen = ENDING; | |
|                                     framesCounter = 0; | |
|                                      | |
|                                     // Save hiscore and hidistance for next game | |
|                                     if (score > hiscore) hiscore = score; | |
|                                     if (distance > hidistance) hidistance = distance; | |
|                                 } | |
|                             } | |
|                             else    // Sweet fish | |
|                             { | |
|                                 enemyActive[i] = false; | |
|                                 enemyType[i] = GetRandomValue(0, 3); | |
|                                 enemyRail[i] = GetRandomValue(0, 4); | |
|                                  | |
|                                 // Make sure not two consecutive enemies in the same row | |
|                                 if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4); | |
|                                  | |
|                                 enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; | |
|                                  | |
|                                 if (!gameraMode) foodBar += 80; | |
|                                 else foodBar += 25; | |
|                                  | |
|                                 score += 10; | |
|                                  | |
|                                 if (foodBar == 400) | |
|                                 { | |
|                                     gameraMode = true; | |
|                                 } | |
|                             } | |
|                         } | |
|                     } | |
|                 } | |
|                  | |
|                 // Gamera mode logic | |
|                 if (gameraMode) | |
|                 { | |
|                     foodBar--; | |
|                      | |
|                     if (foodBar <= 0)  | |
|                     { | |
|                         gameraMode = false; | |
|                         enemySpeed -= 2; | |
|                         if (enemySpeed < 10) enemySpeed = 10; | |
|                     } | |
|                 } | |
|          | |
|                 // Update distance counter | |
|                 distance += 0.5f; | |
|              | |
|             } break; | |
|             case ENDING: | |
|             { | |
|                 // Press enter to play again | |
|                 if (IsKeyPressed(KEY_ENTER)) | |
|                 { | |
|                     currentScreen = GAMEPLAY; | |
|                      | |
|                     // Reset player | |
|                     playerRail = 1; | |
|                     playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; | |
|                     gameraMode = false; | |
|                      | |
|                     // Reset enemies data | |
|                     for (int i = 0; i < MAX_ENEMIES; i++) | |
|                     { | |
|                         int enemyProb = GetRandomValue(0, 100); | |
|                          | |
|                         if (enemyProb < 30) enemyType[i] = 0; | |
|                         else if (enemyProb < 60) enemyType[i] = 1; | |
|                         else if (enemyProb < 90) enemyType[i] = 2; | |
|                         else enemyType[i] = 3; | |
|                          | |
|                         //enemyType[i] = GetRandomValue(0, 3); | |
|                         enemyRail[i] = GetRandomValue(0, 4); | |
|                          | |
|                         enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 }; | |
|                         enemyActive[i] = false; | |
|                     } | |
|                      | |
|                     enemySpeed = 10; | |
|                      | |
|                     // Reset game variables | |
|                     score = 0; | |
|                     distance = 0.0; | |
|                     foodBar = 0; | |
|                     framesCounter = 0; | |
|                 } | |
|        | |
|             } break; | |
|             default: break; | |
|         } | |
|         //---------------------------------------------------------------------------------- | |
|          | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         BeginDrawing(); | |
|          | |
|             ClearBackground(RAYWHITE); | |
|              | |
|             // Draw background (common to all screens) | |
|             DrawTexture(sky, 0, 0, WHITE); | |
|              | |
|             DrawTexture(mountains, backScrolling, 0, WHITE); | |
|             DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE); | |
|              | |
|             if (!gameraMode) | |
|             { | |
|                 DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, 227, 255}); | |
|                 DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, 227, 255}); | |
|             } | |
|             else | |
|             { | |
|                 DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255}); | |
|                 DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255}); | |
|             } | |
|              | |
|             switch (currentScreen) | |
|             { | |
|                 case TITLE: | |
|                 { | |
|                     // Draw title | |
|                     DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE); | |
|                      | |
|                     // Draw blinking text | |
|                     if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.baseSize, 0, WHITE); | |
|                  | |
|                 } break; | |
|                 case GAMEPLAY: | |
|                 { | |
|                     // Draw water lines | |
|                     for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f)); | |
|                      | |
|                     // Draw player | |
|                     if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE); | |
|                     else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE); | |
|                      | |
|                     // Draw player bounding box | |
|                     //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f)); | |
|                     //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f)); | |
|                      | |
|                     // Draw enemies | |
|                     for (int i = 0; i < MAX_ENEMIES; i++) | |
|                     { | |
|                         if (enemyActive[i])  | |
|                         { | |
|                             // Draw enemies | |
|                             switch(enemyType[i]) | |
|                             { | |
|                                 case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; | |
|                                 case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; | |
|                                 case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; | |
|                                 case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break; | |
|                                 default: break; | |
|                             } | |
|                              | |
|                             // Draw enemies bounding boxes | |
|                             /* | |
|                             switch(enemyType[i]) | |
|                             { | |
|                                 case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; | |
|                                 case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; | |
|                                 case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break; | |
|                                 case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break; | |
|                                 default: break; | |
|                             } | |
|                             */ | |
|                         } | |
|                     } | |
|                      | |
|                     // Draw gameplay interface | |
|                     DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f)); | |
|                     DrawRectangle(20, 20, foodBar, 40, ORANGE); | |
|                     DrawRectangleLines(20, 20, 400, 40, BLACK); | |
|                      | |
|                     DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.baseSize, -2, ORANGE); | |
|                     DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.baseSize, -2, ORANGE); | |
|                      | |
|                     if (gameraMode) | |
|                     { | |
|                         DrawText("GAMERA MODE", 60, 22, 40, GRAY); | |
|                         DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f)); | |
|                     } | |
|              | |
|                 } break; | |
|                 case ENDING: | |
|                 { | |
|                     // Draw a transparent black rectangle that covers all screen | |
|                     DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f)); | |
|                  | |
|                     DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.baseSize*3, -2, MAROON); | |
|                      | |
|                     DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.baseSize, -2, GOLD); | |
|                     DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.baseSize, -2, GOLD); | |
|                     DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.baseSize, -2, ORANGE); | |
|                     DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.baseSize, -2, ORANGE); | |
|                      | |
|                     // Draw blinking text | |
|                     if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.baseSize, -2, LIGHTGRAY); | |
|                      | |
|                 } break; | |
|                 default: break; | |
|             } | |
| 
 | |
|         EndDrawing(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| 
 | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|      | |
|     // Unload textures | |
|     UnloadTexture(sky); | |
|     UnloadTexture(mountains); | |
|     UnloadTexture(sea); | |
|     UnloadTexture(gframe); | |
|     UnloadTexture(title); | |
|     UnloadTexture(turtle); | |
|     UnloadTexture(shark); | |
|     UnloadTexture(orca); | |
|     UnloadTexture(swhale); | |
|     UnloadTexture(fish); | |
|     UnloadTexture(gamera); | |
|      | |
|     // Unload font texture | |
|     UnloadFont(font); | |
|      | |
|     CloseWindow();          // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|      | |
|     return 0; | |
| }
 |