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https://github.com/raysan5/raylib.git
synced 2026-01-26 00:59:16 -05:00
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:
@ -22,13 +22,14 @@
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//----------------------------------------------------------------------------------
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// Some Defines
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//----------------------------------------------------------------------------------
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#define MAX_SPEED 6
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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 NUM_SHOOTS 10
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#define NUM_BIG_METEORS 4
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#define NUM_MEDIUM_METEORS 8
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#define NUM_SMALL_METEORS 16
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#define SHIP_BASE_SIZE 20.0f
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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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@ -53,29 +54,13 @@ typedef struct Shoot {
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Color color;
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} Shoot;
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typedef struct BigMeteor {
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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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} BigMeteor;
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typedef struct MediumMeteor {
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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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} MediumMeteor;
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typedef struct SmallMeteor {
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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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} SmallMeteor;
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} Meteor;
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//------------------------------------------------------------------------------------
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// Global Variables Declaration
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@ -92,10 +77,10 @@ static bool victory;
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static float shipHeight;
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static Player player;
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static Shoot shoot[NUM_SHOOTS];
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static BigMeteor bigMeteor[NUM_BIG_METEORS];
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static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
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static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
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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 countMediumMeteors;
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static int countSmallMeteors;
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@ -169,7 +154,7 @@ void InitGame(void)
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victory = false;
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pause = false;
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shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
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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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@ -181,10 +166,8 @@ void InitGame(void)
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meteorsDestroyed = 0;
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//InitShoot(&shoot);
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// Initialization shoot
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for (int i = 0; i < NUM_SHOOTS; i++)
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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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@ -194,7 +177,7 @@ void InitGame(void)
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shoot[i].color = WHITE;
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}
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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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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@ -236,7 +219,7 @@ void InitGame(void)
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bigMeteor[i].color = BLUE;
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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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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@ -245,7 +228,7 @@ void InitGame(void)
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mediumMeteor[i].color = BLUE;
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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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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@ -274,8 +257,8 @@ void UpdateGame(void)
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if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
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// Speed
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player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
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player.speed.y = cos(player.rotation*DEG2RAD)*MAX_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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// Controller
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if (IsKeyDown(KEY_UP))
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@ -306,14 +289,14 @@ void UpdateGame(void)
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// Activation of shoot
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if (IsKeyPressed(KEY_SPACE))
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{
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for (int i = 0; i < NUM_SHOOTS; i++)
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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)*MAX_SPEED;
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shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED;
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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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@ -321,13 +304,13 @@ void UpdateGame(void)
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}
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// Shoot life timer
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for (int i = 0; i < NUM_SHOOTS; i++)
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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 < NUM_SHOOTS; i++)
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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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@ -371,23 +354,23 @@ void UpdateGame(void)
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// Collision Player to 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 < NUM_BIG_METEORS; a++)
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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 < NUM_MEDIUM_METEORS; a++)
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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 < NUM_SMALL_METEORS; a++)
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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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// Meteor logic
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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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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@ -403,7 +386,7 @@ void UpdateGame(void)
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}
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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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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@ -419,7 +402,7 @@ void UpdateGame(void)
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}
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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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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@ -436,11 +419,11 @@ void UpdateGame(void)
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}
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// Collision behaviour
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for (int i = 0; i < NUM_SHOOTS; i++)
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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 < NUM_BIG_METEORS; a++)
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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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@ -466,13 +449,13 @@ void UpdateGame(void)
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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 = NUM_BIG_METEORS;
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a = MAX_BIG_METEORS;
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
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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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@ -498,13 +481,13 @@ void UpdateGame(void)
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}
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//mediumMeteor[b].position = (Vector2){-100, -100};
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mediumMeteor[b].color = GREEN;
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b = NUM_MEDIUM_METEORS;
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b = MAX_MEDIUM_METEORS;
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}
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}
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}
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if ((shoot[i].active))
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{
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for (int c = 0; c < NUM_SMALL_METEORS; c++)
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for (int c = 0; c < MAX_SMALL_METEORS; c++)
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{
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if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
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{
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@ -514,14 +497,14 @@ void UpdateGame(void)
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meteorsDestroyed++;
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smallMeteor[c].color = YELLOW;
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// smallMeteor[c].position = (Vector2){-100, -100};
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c = NUM_SMALL_METEORS;
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c = MAX_SMALL_METEORS;
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}
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}
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}
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}
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}
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if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
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if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
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}
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else
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{
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@ -538,39 +521,39 @@ void DrawGame(void)
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{
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BeginDrawing();
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ClearBackground(DARKGRAY);
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ClearBackground(RAYWHITE);
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if (!gameOver)
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{
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// Draw spaceship
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Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
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DrawTriangleLines(v1, v2, v3, player.color);
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Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
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DrawTriangle(v1, v2, v3, MAROON);
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// Draw meteors
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for (int i = 0; i < NUM_BIG_METEORS; i++)
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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) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
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else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
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if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
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else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
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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) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
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else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
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if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
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else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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for (int i = 0; i < NUM_SMALL_METEORS; i++)
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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) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
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if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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// Draw shoot
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for (int i = 0; i < NUM_SHOOTS; i++)
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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) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
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if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
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}
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if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
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