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Upload new game: Dr. Turtle & Mr. Gamera
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212
games/drturtle/02_drturtle_player.c
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212
games/drturtle/02_drturtle_player.c
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/*******************************************************************************************
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*
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* raylib game - Dr. Turtle & Mr. Gamera
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*
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* Welcome to raylib!
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*
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* To test examples, just press F6 and execute raylib_compile_execute script
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* Note that compiled executable is placed in the same folder as .c file
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*
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* You can find all basic examples on C:\raylib\raylib\examples folder or
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* raylib official webpage: www.raylib.com
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*
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* Enjoy using raylib. :)
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*
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* This game has been created using raylib 1.1 (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) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
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*
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********************************************************************************************/
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#include "raylib.h"
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#define MAX_ENEMIES 10
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typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
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int main()
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 1280;
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const int screenHeight = 720;
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// Init window
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InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
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// Load game resources: textures
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Texture2D sky = LoadTexture("resources/sky.png");
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Texture2D mountains = LoadTexture("resources/mountains.png");
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Texture2D sea = LoadTexture("resources/sea.png");
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Texture2D title = LoadTexture("resources/title.png");
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Texture2D turtle = LoadTexture("resources/turtle.png");
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Texture2D gamera = LoadTexture("resources/gamera.png");
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// Define scrolling variables
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int backScrolling = 0;
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int seaScrolling = 0;
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// Define current screen
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GameScreen currentScreen = TITLE;
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// Define player variables
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int playerRail = 1;
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Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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bool gameraMode = false;
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// Define additional game variables
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int framesCounter = 0;
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SetTargetFPS(60); // Setup game frames per second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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framesCounter++;
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// Game screens management
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switch (currentScreen)
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{
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case TITLE:
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{
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// Sea scrolling
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seaScrolling -= 2;
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if (seaScrolling <= -screenWidth) seaScrolling = 0;
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// Press enter to change to gameplay screen
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = GAMEPLAY;
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framesCounter = 0;
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}
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} break;
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case GAMEPLAY:
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{
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// Background scrolling logic
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backScrolling--;
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if (backScrolling <= -screenWidth) backScrolling = 0;
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// Sea scrolling logic
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seaScrolling -= 8;
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if (seaScrolling <= -screenWidth) seaScrolling = 0;
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// Player movement logic
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if (IsKeyPressed(KEY_DOWN)) playerRail++;
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else if (IsKeyPressed(KEY_UP)) playerRail--;
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// Check player not out of rails
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if (playerRail > 4) playerRail = 4;
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else if (playerRail < 0) playerRail = 0;
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// Update player bounds
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playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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if (IsKeyPressed(KEY_SPACE)) gameraMode = !gameraMode;
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if (IsKeyPressed(KEY_ENTER)) currentScreen = ENDING;
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} break;
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case ENDING:
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{
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// Press enter to play again
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if (IsKeyPressed(KEY_ENTER))
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{
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currentScreen = GAMEPLAY;
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// Reset player
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playerRail = 1;
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playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
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gameraMode = false;
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framesCounter = 0;
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}
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} break;
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default: break;
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}
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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// Draw background (common to all screens)
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DrawTexture(sky, 0, 0, WHITE);
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DrawTexture(mountains, backScrolling, 0, WHITE);
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DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
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if (!gameraMode)
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{
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DrawTexture(sea, seaScrolling, 0, BLUE);
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DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
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}
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else
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{
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DrawTexture(sea, seaScrolling, 0, RED);
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DrawTexture(sea, screenWidth + seaScrolling, 0, RED);
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}
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switch (currentScreen)
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{
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case TITLE:
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{
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// Draw title
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//DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
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DrawRectangle(380, 140, 500, 300, GRAY);
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// Draw blinking text
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if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);
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} break;
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case GAMEPLAY:
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{
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// Draw player
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//if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
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//else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
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// Draw player bounding box
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if (!gameraMode) DrawRectangleRec(playerBounds, GREEN);
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else DrawRectangleRec(playerBounds, ORANGE);
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} break;
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case ENDING:
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{
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// Draw a transparent black rectangle that covers all screen
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DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
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DrawText("GAME OVER", 300, 200, 100, MAROON);
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// Draw blinking text
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if ((framesCounter/30) % 2) DrawText("PRESS ENTER to REPLAY", 400, 420, 30, LIGHTGRAY);
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} break;
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default: break;
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}
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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// Unload textures
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UnloadTexture(sky);
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UnloadTexture(mountains);
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UnloadTexture(sea);
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UnloadTexture(title);
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UnloadTexture(turtle);
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UnloadTexture(gamera);
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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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