/*******************************************************************************************
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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_ANDROID)
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#include "android_native_app_glue.h"
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#endif
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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 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 midMeteorsCount;
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static int smallMeteorsCount;
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static int destroyedMeteorsCount;
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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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#if defined(PLATFORM_ANDROID)
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void android_main(struct android_app *app)
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#else
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int main(void)
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#endif
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{
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// Initialization
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//---------------------------------------------------------
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#if defined(PLATFORM_ANDROID)
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InitWindow(screenWidth, screenHeight, app);
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#else
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InitWindow(screenWidth, screenHeight, "sample game: asteroids");
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#endif
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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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#if !defined(PLATFORM_ANDROID)
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return 0;
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#endif
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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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destroyedMeteorsCount = 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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midMeteorsCount = 0;
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smallMeteorsCount = 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: 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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// Player logic: 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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// Player logic: acceleration
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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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// Player logic: 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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// Collision logic: player vs walls
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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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// Player shoot 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 + 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++;
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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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// Movement
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shoot[i].position.x += shoot[i].speed.x;
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shoot[i].position.y -= shoot[i].speed.y;
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// Collision logic: shoot vs walls
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if (shoot[i].position.x > screenWidth + 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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else if (shoot[i].position.x < 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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if (shoot[i].position.y > screenHeight + 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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else if (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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// Life of shoot
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if (shoot[i].lifeSpawn >= 60)
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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].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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// Collision logic: player vs meteors
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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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for (int a = 0; a < MAX_BIG_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
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}
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for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
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}
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for (int a = 0; a < MAX_SMALL_METEORS; a++)
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{
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if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
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}
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// Meteors logic: big meteors
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for (int i = 0; i < MAX_BIG_METEORS; i++)
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{
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if (bigMeteor[i].active)
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{
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// Movement
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bigMeteor[i].position.x += bigMeteor[i].speed.x;
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bigMeteor[i].position.y += bigMeteor[i].speed.y;
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// Collision logic: meteor vs wall
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if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
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else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
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if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
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else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
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}
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}
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// Meteors logic: medium meteors
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for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
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{
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if (mediumMeteor[i].active)
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{
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// Movement
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mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
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mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
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// Collision logic: meteor vs wall
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if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
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else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
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if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
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else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
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}
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}
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// Meteors logic: small meteors
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for (int i = 0; i < MAX_SMALL_METEORS; i++)
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{
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if (smallMeteor[i].active)
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{
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// Movement
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smallMeteor[i].position.x += smallMeteor[i].speed.x;
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smallMeteor[i].position.y += smallMeteor[i].speed.y;
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// Collision logic: meteor vs wall
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if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
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else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
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if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
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else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
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}
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}
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// Collision logic: player-shoots vs meteors
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for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
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{
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if ((shoot[i].active))
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{
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for (int a = 0; a < MAX_BIG_METEORS; a++)
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{
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if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].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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bigMeteor[a].active = false;
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destroyedMeteorsCount++;
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for (int j = 0; j < 2; j ++)
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{
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if (midMeteorsCount%2 == 0)
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{
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mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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}
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else
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{
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mediumMeteor[midMeteorsCount].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
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mediumMeteor[midMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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}
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mediumMeteor[midMeteorsCount].active = true;
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midMeteorsCount ++;
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}
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//bigMeteor[a].position = (Vector2){-100, -100};
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bigMeteor[a].color = RED;
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a = MAX_BIG_METEORS;
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}
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}
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for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
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{
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if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].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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mediumMeteor[b].active = false;
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destroyedMeteorsCount++;
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for (int j = 0; j < 2; j ++)
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{
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if (smallMeteorsCount%2 == 0)
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{
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smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
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}
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else
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{
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smallMeteor[smallMeteorsCount].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
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smallMeteor[smallMeteorsCount].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
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}
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smallMeteor[smallMeteorsCount].active = true;
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smallMeteorsCount ++;
|
|
}
|
|
//mediumMeteor[b].position = (Vector2){-100, -100};
|
|
mediumMeteor[b].color = GREEN;
|
|
b = MAX_MEDIUM_METEORS;
|
|
}
|
|
}
|
|
|
|
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;
|
|
destroyedMeteorsCount++;
|
|
smallMeteor[c].color = YELLOW;
|
|
// smallMeteor[c].position = (Vector2){-100, -100};
|
|
c = MAX_SMALL_METEORS;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (destroyedMeteorsCount == 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();
|
|
}
|