| /******************************************************************************************* | |
| * | |
| *   raylib - sample game: pang | |
| * | |
| *   Sample game developed by Ian Eito and Albert Martos and Ramon Santamaria | |
| * | |
| *   This game has been created using raylib v1.3 (www.raylib.com) | |
| *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) | |
| * | |
| *   Copyright (c) 2015 Ramon Santamaria (@raysan5) | |
| * | |
| ********************************************************************************************/ | |
| 
 | |
| #include "raylib.h" | |
|  | |
| #include <math.h> | |
|  | |
| #if defined(PLATFORM_WEB) | |
|     #include <emscripten/emscripten.h> | |
| #endif | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Some Defines | |
| //---------------------------------------------------------------------------------- | |
| #define PLAYER_BASE_SIZE    20.0f | |
| #define PLAYER_SPEED        5.0f | |
| #define PLAYER_MAX_SHOOTS   1 | |
|  | |
| #define MAX_BIG_BALLS       2 | |
| #define BALLS_SPEED         2.0f | |
|  | |
| //---------------------------------------------------------------------------------- | |
| // Types and Structures Definition | |
| //---------------------------------------------------------------------------------- | |
|  | |
| typedef struct Player { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     Vector3 collider; | |
|     float rotation; | |
| } Player; | |
| 
 | |
| typedef struct Shoot { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     float radius; | |
|     float rotation; | |
|     int lifeSpawn; | |
|     bool active; | |
| } Shoot; | |
| 
 | |
| typedef struct Ball { | |
|     Vector2 position; | |
|     Vector2 speed; | |
|     float radius; | |
|     int points; | |
|     bool active; | |
| } Ball; | |
| 
 | |
| typedef struct Points { | |
|     Vector2 position; | |
|     int value; | |
|     float alpha; | |
| } Points; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Global Variables Declaration | |
| //------------------------------------------------------------------------------------ | |
| static int screenWidth = 800; | |
| static int screenHeight = 450; | |
| 
 | |
| static int framesCounter; | |
| static bool gameOver; | |
| static bool pause; | |
| static int score; | |
| 
 | |
| static Player player; | |
| static Shoot shoot[PLAYER_MAX_SHOOTS]; | |
| static Ball bigBalls[MAX_BIG_BALLS]; | |
| static Ball mediumBalls[MAX_BIG_BALLS*2]; | |
| static Ball smallBalls[MAX_BIG_BALLS*4]; | |
| static Points points[5]; | |
| 
 | |
| // NOTE: Defined triangle is isosceles with common angles of 70 degrees. | |
| static float shipHeight; | |
| static float gravity; | |
| 
 | |
| static int countmediumBallss; | |
| static int countsmallBallss; | |
| static int meteorsDestroyed; | |
| static Vector2 linePosition; | |
| 
 | |
| static bool victory; | |
| static bool lose; | |
| static bool awake; | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Module Functions Declaration (local) | |
| //------------------------------------------------------------------------------------ | |
| static void InitGame(void);         // Initialize game | |
| static void UpdateGame(void);       // Update game (one frame) | |
| static void DrawGame(void);         // Draw game (one frame) | |
| static void UnloadGame(void);       // Unload game | |
| static void UpdateDrawFrame(void);  // Update and Draw (one frame) | |
|  | |
| //------------------------------------------------------------------------------------ | |
| // Program main entry point | |
| //------------------------------------------------------------------------------------ | |
| int main() | |
| { | |
|     InitWindow(screenWidth, screenHeight, "sample game: pang"); | |
| 
 | |
|     InitGame(); | |
| 
 | |
| #if defined(PLATFORM_WEB) | |
|     emscripten_set_main_loop(UpdateDrawFrame, 0, 1); | |
| #else | |
|  | |
|     SetTargetFPS(60); | |
|     //-------------------------------------------------------------------------------------- | |
|      | |
|     // Main game loop | |
|     while (!WindowShouldClose())    // Detect window close button or ESC key | |
|     { | |
|         // Update | |
|         //---------------------------------------------------------------------------------- | |
|         UpdateGame(); | |
|         //---------------------------------------------------------------------------------- | |
|  | |
|         // Draw | |
|         //---------------------------------------------------------------------------------- | |
|         DrawGame(); | |
|         //---------------------------------------------------------------------------------- | |
|     } | |
| #endif | |
|  | |
|     // De-Initialization | |
|     //-------------------------------------------------------------------------------------- | |
|     UnloadGame();         // Unload loaded data (textures, sounds, models...) | |
|      | |
|     CloseWindow();        // Close window and OpenGL context | |
|     //-------------------------------------------------------------------------------------- | |
|  | |
|     return 0; | |
| } | |
| 
 | |
| //------------------------------------------------------------------------------------ | |
| // Module Functions Definitions (local) | |
| //------------------------------------------------------------------------------------ | |
|  | |
| // Initialize game variables | |
| static void InitGame(void) | |
| { | |
|     int posx, posy; | |
|     int velx = 0; | |
|     int vely = 0; | |
|      | |
|     framesCounter = 0; | |
|     gameOver = false; | |
|     pause = false; | |
|     score = 0; | |
|      | |
|     victory = false; | |
|     lose = false; | |
|     awake = true; | |
|     gravity = 0.25f; | |
| 
 | |
|     linePosition = (Vector2){ 0.0f , 0.0f }; | |
|     shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); | |
| 
 | |
|     // Initialization player | |
|     player.position = (Vector2){ screenWidth/2, screenHeight }; | |
|     player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED }; | |
|     player.rotation = 0; | |
|     player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f }; | |
| 
 | |
|     meteorsDestroyed = 0; | |
| 
 | |
|     // Initialize shoots | |
|     for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|     { | |
|         shoot[i].position = (Vector2){ 0, 0 }; | |
|         shoot[i].speed = (Vector2){ 0, 0 }; | |
|         shoot[i].radius = 2; | |
|         shoot[i].active = false; | |
|         shoot[i].lifeSpawn = 0; | |
|     } | |
| 
 | |
|     // Initialize big meteors | |
|     for (int i = 0; i < MAX_BIG_BALLS; i++) | |
|     { | |
|         bigBalls[i].radius = 40.0f; | |
|         posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius); | |
|         posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2); | |
| 
 | |
|         bigBalls[i].position = (Vector2){ posx, posy }; | |
| 
 | |
|         while ((velx == 0) || (vely == 0)) | |
|         { | |
|             velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); | |
|             vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); | |
|         } | |
| 
 | |
|         bigBalls[i].speed = (Vector2){ velx, vely }; | |
|         bigBalls[i].points = 200; | |
|         bigBalls[i].active = true; | |
|     } | |
| 
 | |
|     // Initialize medium meteors | |
|     for (int i = 0; i < MAX_BIG_BALLS*2; i++) | |
|     { | |
|         mediumBalls[i].position = (Vector2){-100, -100}; | |
|         mediumBalls[i].speed = (Vector2){0,0}; | |
|         mediumBalls[i].radius = 20.0f; | |
|         mediumBalls[i].points = 100; | |
|         mediumBalls[i].active = false; | |
|     } | |
| 
 | |
|     // Initialize small meteors | |
|     for (int i = 0; i < MAX_BIG_BALLS*4; i++) | |
|     { | |
|         smallBalls[i].position = (Vector2){ -100, -100 }; | |
|         smallBalls[i].speed = (Vector2){ 0, 0 }; | |
|         smallBalls[i].radius = 10.0f; | |
|         smallBalls[i].points = 50; | |
|         smallBalls[i].active = false; | |
|     } | |
| 
 | |
|     // Initialize animated points | |
|     for (int i = 0; i < 5; i++) | |
|     { | |
|         points[i].position = (Vector2){ 0, 0 }; | |
|         points[i].value = 0; | |
|         points[i].alpha = 0.0f; | |
|     } | |
| 
 | |
|     countmediumBallss = 0; | |
|     countsmallBallss = 0; | |
| } | |
| 
 | |
| // Update game (one frame) | |
| void UpdateGame(void) | |
| { | |
|     if (!gameOver && !victory) | |
|     { | |
|         if (IsKeyPressed('P')) pause = !pause; | |
| 
 | |
|         if (!pause) | |
|         { | |
|             // Player logic | |
|             if (IsKeyDown(KEY_LEFT))  player.position.x -= player.speed.x; | |
|             if (IsKeyDown(KEY_RIGHT))  player.position.x += player.speed.x; | |
| 
 | |
|             // Player vs wall collision logic | |
|             if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2; | |
|             else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2; | |
| 
 | |
|             // Player shot logic | |
|             if (IsKeyPressed(KEY_SPACE)) | |
|             { | |
|                 for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|                 { | |
|                     if (!shoot[i].active) | |
|                     { | |
|                         shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight }; | |
|                         shoot[i].speed.y = PLAYER_SPEED; | |
|                         shoot[i].active = true; | |
|                          | |
|                         linePosition = (Vector2){ player.position.x, player.position.y}; | |
| 
 | |
|                         break; | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Shoot life timer | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) shoot[i].lifeSpawn++; | |
|             } | |
| 
 | |
|             // Shot logic | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) | |
|                 { | |
|                     shoot[i].position.y -= shoot[i].speed.y; | |
| 
 | |
|                     // Shot vs walls collision logic | |
|                     if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) || | |
|                         (shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius)) | |
|                     { | |
|                         shoot[i].active = false; | |
|                         shoot[i].lifeSpawn = 0; | |
|                     } | |
| 
 | |
|                     // Player shot life spawn | |
|                     if (shoot[i].lifeSpawn >= 120) | |
|                     { | |
|                         shoot[i].position = (Vector2){ 0.0f, 0.0f }; | |
|                         shoot[i].speed = (Vector2){ 0.0f, 0.0f }; | |
|                         shoot[i].lifeSpawn = 0; | |
|                         shoot[i].active = false; | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             // Player vs meteors collision logic | |
|             player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; | |
| 
 | |
|             for (int i = 0; i < MAX_BIG_BALLS; i++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active) | |
|                 { | |
|                     gameOver = true; | |
|                 } | |
|             } | |
| 
 | |
|             for (int i = 0; i < MAX_BIG_BALLS*2; i++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active) | |
|                 { | |
|                     gameOver = true; | |
|                 } | |
|             } | |
| 
 | |
|             for (int i = 0; i < MAX_BIG_BALLS*4; i++) | |
|             { | |
|                 if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active) | |
|                 { | |
|                     gameOver = true; | |
|                 } | |
|             } | |
| 
 | |
|             // Meteors logic (big) | |
|             for (int i = 0; i < MAX_BIG_BALLS; i++) | |
|             { | |
|                 if (bigBalls[i].active) | |
|                 { | |
|                     // Meteor movement logic | |
|                     bigBalls[i].position.x += bigBalls[i].speed.x; | |
|                     bigBalls[i].position.y += bigBalls[i].speed.y; | |
| 
 | |
|                     // Meteor vs wall collision logic | |
|                     if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1; | |
|                     if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5; | |
|                      | |
|                     if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight) | |
|                     { | |
|                         bigBalls[i].speed.y *= -1; | |
|                         bigBalls[i].position.y = screenHeight - bigBalls[i].radius; | |
|                     } | |
| 
 | |
|                     bigBalls[i].speed.y += gravity; | |
|                 } | |
|             } | |
| 
 | |
|             // Meteors logic (medium) | |
|             for (int i = 0; i < MAX_BIG_BALLS*2; i++) | |
|             { | |
|                 if (mediumBalls[i].active) | |
|                 { | |
|                     // Meteor movement logic | |
|                     mediumBalls[i].position.x += mediumBalls[i].speed.x; | |
|                     mediumBalls[i].position.y += mediumBalls[i].speed.y; | |
| 
 | |
|                     // Meteor vs wall collision logic | |
|                     if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1; | |
|                     if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1; | |
|                     if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight) | |
|                     { | |
|                         mediumBalls[i].speed.y *= -1; | |
|                         mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius; | |
|                     } | |
| 
 | |
|                     mediumBalls[i].speed.y += gravity + 0.12f; | |
|                 } | |
|             } | |
| 
 | |
|             // Meteors logic (small) | |
|             for (int i = 0; i < MAX_BIG_BALLS*4; i++) | |
|             { | |
|                 if (smallBalls[i].active) | |
|                 { | |
|                     // Meteor movement logic | |
|                     smallBalls[i].position.x += smallBalls[i].speed.x; | |
|                     smallBalls[i].position.y += smallBalls[i].speed.y; | |
| 
 | |
|                     // Meteor vs wall collision logic | |
|                     if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1; | |
|                     if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1; | |
|                     if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight) | |
|                     { | |
|                         smallBalls[i].speed.y *= -1; | |
|                         smallBalls[i].position.y = screenHeight - smallBalls[i].radius; | |
|                     } | |
| 
 | |
|                     smallBalls[i].speed.y += gravity + 0.25f; | |
|                 } | |
|             } | |
| 
 | |
|             // Player-shot vs meteors logic | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if ((shoot[i].active)) | |
|                 { | |
|                     for (int a = 0; a < MAX_BIG_BALLS; a++) | |
|                     { | |
|                         if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x) | |
|                             && (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             bigBalls[a].active = false; | |
|                             meteorsDestroyed++; | |
|                             score +=  bigBalls[a].points; | |
| 
 | |
|                             for (int z = 0; z < 5; z++) | |
|                             { | |
|                                 if (points[z].alpha == 0.0f) | |
|                                 { | |
|                                     points[z].position = bigBalls[a].position; | |
|                                     points[z].value = bigBalls[a].points; | |
|                                     points[z].alpha = 1.0f; | |
|                                     z = 5; | |
|                                 } | |
|                             } | |
| 
 | |
|                             for (int j = 0; j < 2; j ++) | |
|                             { | |
|                                 if ((countmediumBallss%2) == 0) | |
|                                 { | |
|                                     mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; | |
|                                     mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED }; | |
|                                 } | |
|                                 else | |
|                                 { | |
|                                     mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; | |
|                                     mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED }; | |
|                                 } | |
| 
 | |
|                                 mediumBalls[countmediumBallss].active = true; | |
|                                 countmediumBallss ++; | |
|                             } | |
|                              | |
|                             a = MAX_BIG_BALLS; | |
|                         } | |
|                     } | |
|                 } | |
| 
 | |
|                 if ((shoot[i].active)) | |
|                 { | |
|                     for (int b = 0; b < MAX_BIG_BALLS*2; b++) | |
|                     { | |
|                         if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x) | |
|                             && (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             mediumBalls[b].active = false; | |
|                             meteorsDestroyed++; | |
|                             score +=  mediumBalls[b].points; | |
| 
 | |
|                             for (int z = 0; z < 5; z++) | |
|                             { | |
|                                 if (points[z].alpha == 0.0f) | |
|                                 { | |
|                                     points[z].position = mediumBalls[b].position; | |
|                                     points[z].value = mediumBalls[b].points; | |
|                                     points[z].alpha = 1.0f; | |
|                                     z = 5; | |
|                                 } | |
|                             } | |
| 
 | |
|                             for (int j = 0; j < 2; j ++) | |
|                             { | |
|                                  if (countsmallBallss%2 == 0) | |
|                                 { | |
|                                     smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; | |
|                                     smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1}; | |
|                                 } | |
|                                 else | |
|                                 { | |
|                                     smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; | |
|                                     smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1}; | |
|                                 } | |
| 
 | |
|                                 smallBalls[countsmallBallss].active = true; | |
|                                 countsmallBallss ++; | |
|                             } | |
| 
 | |
|                             b = MAX_BIG_BALLS*2; | |
|                         } | |
|                     } | |
|                 } | |
| 
 | |
|                 if ((shoot[i].active)) | |
|                 { | |
|                     for (int c = 0; c < MAX_BIG_BALLS*4; c++) | |
|                     { | |
|                         if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x) | |
|                             && (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y)) | |
|                         { | |
|                             shoot[i].active = false; | |
|                             shoot[i].lifeSpawn = 0; | |
|                             smallBalls[c].active = false; | |
|                             meteorsDestroyed++; | |
|                             score +=  smallBalls[c].points; | |
| 
 | |
|                             for (int z = 0; z < 5; z++) | |
|                             { | |
|                                 if (points[z].alpha == 0.0f) | |
|                                 { | |
|                                     points[z].position = smallBalls[c].position; | |
|                                     points[z].value = smallBalls[c].points; | |
|                                     points[z].alpha = 1.0f; | |
|                                     z = 5; | |
|                                 } | |
|                             } | |
| 
 | |
|                             c = MAX_BIG_BALLS*4; | |
|                         } | |
|                     } | |
|                 } | |
|             } | |
| 
 | |
|             if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true; | |
|         } | |
|     } | |
|     else | |
|     { | |
|         if (IsKeyPressed(KEY_ENTER)) | |
|         { | |
|             InitGame(); | |
|             gameOver = false; | |
|         } | |
|     } | |
|      | |
|     // Points move-up and fade logic | |
|     for (int z = 0; z < 5; z++) | |
|     { | |
|         if (points[z].alpha > 0.0f) | |
|         { | |
|             points[z].position.y -= 2; | |
|             points[z].alpha -= 0.02f; | |
|         } | |
|          | |
|         if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; | |
|     } | |
| } | |
| 
 | |
| // Draw game (one frame) | |
| void DrawGame(void) | |
| { | |
|     BeginDrawing(); | |
| 
 | |
|         ClearBackground(RAYWHITE); | |
|          | |
|         if (!gameOver) | |
|         { | |
|             // Draw player | |
|             Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; | |
|             Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; | |
|             Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; | |
|             DrawTriangle(v1, v2, v3, MAROON); | |
| 
 | |
|             // Draw meteors (big) | |
|             for (int i = 0;i < MAX_BIG_BALLS; i++) | |
|             { | |
|                 if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY); | |
|                 else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             // Draw meteors (medium) | |
|             for (int i = 0;i < MAX_BIG_BALLS*2; i++) | |
|             { | |
|                 if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY); | |
|                 else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             // Draw meteors (small) | |
|             for (int i = 0;i < MAX_BIG_BALLS*4; i++) | |
|             { | |
|                 if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY); | |
|                 else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); | |
|             } | |
| 
 | |
|             // Draw shoot | |
|             for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) | |
|             { | |
|                 if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED); | |
|             } | |
| 
 | |
|             // Draw score points | |
|             for (int z = 0; z < 5; z++) | |
|             { | |
|                 if (points[z].alpha > 0.0f) | |
|                 { | |
|                     DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha)); | |
|                 } | |
|             } | |
| 
 | |
|             // Draw score (UI) | |
|             DrawText(FormatText("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(); | |
| } |