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https://github.com/raysan5/raylib.git
synced 2026-02-03 04:39:18 -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 +22,13 @@
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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_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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@ -43,22 +43,13 @@ typedef struct Player {
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Color color;
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} Player;
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typedef struct MediumMeteor {
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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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} 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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@ -74,8 +65,8 @@ static bool pause;
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static float shipHeight;
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static Player player;
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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 Meteor mediumMeteor[MAX_MEDIUM_METEORS];
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static Meteor smallMeteor[MAX_SMALL_METEORS];
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//------------------------------------------------------------------------------------
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// Module Functions Declaration (local)
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@ -86,8 +77,6 @@ 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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static void DrawSpaceship(Vector2 position, float rotation, Color color);
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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@ -146,7 +135,7 @@ void InitGame(void)
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framesCounter = 0;
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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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@ -156,7 +145,7 @@ void InitGame(void)
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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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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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posx = GetRandomValue(0, screenWidth);
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@ -196,7 +185,7 @@ void InitGame(void)
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mediumMeteor[i].color = GREEN;
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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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posx = GetRandomValue(0, screenWidth);
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@ -255,8 +244,8 @@ 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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@ -287,19 +276,19 @@ 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_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_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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@ -315,7 +304,7 @@ 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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@ -347,31 +336,30 @@ 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 meteor
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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, DARKGRAY);
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else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
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}
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DrawText(FormatText("SURVIVAL TIME: %.02f", (float)framesCounter/60), 10, 10, 20, WHITE);
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DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
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if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
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}
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