Code review

Most of this code was developed by students, it requires some additional
review to be used for teaching.
This commit is contained in:
raysan5
2016-02-07 11:23:12 +01:00
parent 4a3509f06d
commit 4ad375a378
7 changed files with 472 additions and 568 deletions

View File

@ -22,13 +22,14 @@
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_SPEED 6
#define PLAYER_BASE_SIZE 20.0f
#define PLAYER_SPEED 6.0f
#define PLAYER_MAX_SHOOTS 10
#define METEORS_SPEED 2
#define NUM_SHOOTS 10
#define NUM_BIG_METEORS 4
#define NUM_MEDIUM_METEORS 8
#define NUM_SMALL_METEORS 16
#define SHIP_BASE_SIZE 20.0f
#define MAX_BIG_METEORS 4
#define MAX_MEDIUM_METEORS 8
#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
@ -53,29 +54,13 @@ typedef struct Shoot {
Color color;
} Shoot;
typedef struct BigMeteor {
typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} BigMeteor;
typedef struct MediumMeteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} MediumMeteor;
typedef struct SmallMeteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
} SmallMeteor;
} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
@ -92,10 +77,10 @@ static bool victory;
static float shipHeight;
static Player player;
static Shoot shoot[NUM_SHOOTS];
static BigMeteor bigMeteor[NUM_BIG_METEORS];
static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
static Shoot shoot[PLAYER_MAX_SHOOTS];
static Meteor bigMeteor[MAX_BIG_METEORS];
static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
static Meteor smallMeteor[MAX_SMALL_METEORS];
static int countMediumMeteors;
static int countSmallMeteors;
@ -169,7 +154,7 @@ void InitGame(void)
victory = false;
pause = false;
shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
@ -181,10 +166,8 @@ void InitGame(void)
meteorsDestroyed = 0;
//InitShoot(&shoot);
// Initialization shoot
for (int i = 0; i < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
@ -194,7 +177,7 @@ void InitGame(void)
shoot[i].color = WHITE;
}
for (int i = 0; i < NUM_BIG_METEORS; i++)
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
@ -236,7 +219,7 @@ void InitGame(void)
bigMeteor[i].color = BLUE;
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
@ -245,7 +228,7 @@ void InitGame(void)
mediumMeteor[i].color = BLUE;
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){-100, -100};
smallMeteor[i].speed = (Vector2){0,0};
@ -274,8 +257,8 @@ void UpdateGame(void)
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Speed
player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Controller
if (IsKeyDown(KEY_UP))
@ -306,14 +289,14 @@ void UpdateGame(void)
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
shoot[i].active = true;
shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*MAX_SPEED;
shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED;
shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].rotation = player.rotation;
break;
}
@ -321,13 +304,13 @@ void UpdateGame(void)
}
// Shoot life timer
for (int i = 0; i < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active)
{
@ -371,23 +354,23 @@ void UpdateGame(void)
// Collision Player to meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
for (int a = 0; a < NUM_BIG_METEORS; a++)
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
}
for (int a = 0; a < NUM_MEDIUM_METEORS; a++)
for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
for (int a = 0; a < NUM_SMALL_METEORS; a++)
for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteor logic
for (int i = 0; i < NUM_BIG_METEORS; i++)
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
@ -403,7 +386,7 @@ void UpdateGame(void)
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
@ -419,7 +402,7 @@ void UpdateGame(void)
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
@ -436,11 +419,11 @@ void UpdateGame(void)
}
// Collision behaviour
for (int i = 0; i < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < NUM_BIG_METEORS; a++)
for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
{
@ -466,13 +449,13 @@ void UpdateGame(void)
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = NUM_BIG_METEORS;
a = MAX_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
{
@ -498,13 +481,13 @@ void UpdateGame(void)
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = NUM_MEDIUM_METEORS;
b = MAX_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < NUM_SMALL_METEORS; c++)
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))
{
@ -514,14 +497,14 @@ void UpdateGame(void)
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = NUM_SMALL_METEORS;
c = MAX_SMALL_METEORS;
}
}
}
}
}
if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{
@ -538,39 +521,39 @@ void DrawGame(void)
{
BeginDrawing();
ClearBackground(DARKGRAY);
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)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
DrawTriangleLines(v1, v2, v3, player.color);
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 < NUM_BIG_METEORS; i++)
for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
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 < NUM_MEDIUM_METEORS; i++)
for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
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 < NUM_SMALL_METEORS; i++)
for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
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 < NUM_SHOOTS; i++)
for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
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);