Added a bunch of sample games

Those games have been developed by students and ported to a common base
template. Some of them still require some review to be consistent with
each other (formatting, variables naming, code structure...)
This commit is contained in:
Ray
2016-01-29 07:26:06 -08:00
parent 4ec0ac89cd
commit 708e8c558c
11 changed files with 5216 additions and 0 deletions

349
games/samples/arkanoid.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: arkanoid
*
* Sample game Marc Palau 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 <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_MAX_LIFE 5
#define LINES_OF_BRICKS 5
#define BRICKS_PER_LINE 20
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen;
typedef struct Player {
Vector2 position;
Vector2 size;
int life;
} Player;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
typedef struct Brick {
Vector2 position;
bool active;
} Brick;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static Player player;
static Ball ball;
static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE];
static Vector2 brickSize;
//------------------------------------------------------------------------------------
// 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)
// Additional module functions
static void UpdateBall(void);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: arkanoid");
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
void InitGame(void)
{
brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 };
// Initialize player
player.position = (Vector2){ screenWidth/2, screenHeight*7/8 };
player.size = (Vector2){ screenWidth/10, 20 };
player.life = PLAYER_MAX_LIFE;
// Initialize ball
ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 };
ball.speed = (Vector2){ 0, 0 };
ball.radius = 7;
ball.active = false;
// Initialize bricks
int initialDownPosition = 50;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition };
brick[i][j].active = true;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player movement
if (IsKeyDown(KEY_LEFT)) player.position.x -= 5;
if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
if (IsKeyDown(KEY_RIGHT)) player.position.x += 5;
if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2;
// Launch ball
if (!ball.active)
{
if (IsKeyPressed(KEY_SPACE))
{
ball.active = true;
ball.speed = (Vector2){ 0, -5 };
}
}
UpdateBall();
// Game over logic
if (player.life <= 0) gameOver = true;
else
{
gameOver = true;
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active) gameOver = false;
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw player bar
DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK);
// Draw player lives
for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY);
// Draw ball
DrawCircleV(ball.position, ball.radius, MAROON);
// Draw bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY);
else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY);
}
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void UpdateBall()
{
// Update position
if (ball.active)
{
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
}
else
{
ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 };
}
// Bounce in x
if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
// Bounce in y
if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
// Ball reaches bottom of the screen
if ((ball.position.y + ball.radius) >= screenHeight)
{
ball.speed = (Vector2){ 0, 0 };
ball.active = false;
player.life--;
}
// Collision logic: ball vs player
if (CheckCollisionCircleRec(ball.position, ball.radius,
(Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y}))
{
if (ball.speed.y > 0)
{
ball.speed.y *= -1;
ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5;
}
}
// Collision logic: ball vs bricks
for (int i = 0; i < LINES_OF_BRICKS; i++)
{
for (int j = 0; j < BRICKS_PER_LINE; j++)
{
if (brick[i][j].active)
{
// Hit below
if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) &&
((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit above
else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) &&
((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) &&
((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0))
{
brick[i][j].active = false;
ball.speed.y *= -1;
}
// Hit left
else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) &&
((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
// Hit right
else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) &&
((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) &&
((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0))
{
brick[i][j].active = false;
ball.speed.x *= -1;
}
}
}
}
}

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games/samples/asteroids.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: asteroids
*
* Sample game developed by Ian Eito, 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 MAX_SPEED 6
#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
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float acceleration;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
Color color;
} Shoot;
typedef struct BigMeteor {
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;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static bool victory;
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
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 int countMediumMeteors;
static int countSmallMeteors;
static int meteorsDestroyed;
//------------------------------------------------------------------------------------
// 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)
static void InitShoot(Shoot shoot);
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: asteroids");
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
void InitGame(void)
{
int posx, posy;
int velx, vely;
bool correctRange = false;
victory = false;
pause = false;
shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
player.speed = (Vector2){0, 0};
player.acceleration = 0;
player.rotation = 0;
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
meteorsDestroyed = 0;
//InitShoot(&shoot);
// Initialization shoot
for (int i = 0; i < NUM_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;
shoot[i].color = WHITE;
}
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
bigMeteor[i].position = (Vector2){posx, posy};
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
bigMeteor[i].speed = (Vector2){velx, vely};
bigMeteor[i].radius = 40;
bigMeteor[i].active = true;
bigMeteor[i].color = BLUE;
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
mediumMeteor[i].radius = 20;
mediumMeteor[i].active = false;
mediumMeteor[i].color = BLUE;
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){-100, -100};
smallMeteor[i].speed = (Vector2){0,0};
smallMeteor[i].radius = 10;
smallMeteor[i].active = false;
smallMeteor[i].color = BLUE;
}
countMediumMeteors = 0;
countSmallMeteors = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// Player logic
// Rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
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;
// Controller
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
}
else
{
if (player.acceleration > 0) player.acceleration -= 0.02f;
else if (player.acceleration < 0) player.acceleration = 0;
}
if (IsKeyDown(KEY_DOWN))
{
if (player.acceleration > 0) player.acceleration -= 0.04f;
else if (player.acceleration < 0) player.acceleration = 0;
}
// Movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
// Wall behaviour for player
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < NUM_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].rotation = player.rotation;
break;
}
}
}
// Shoot life timer
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].position.x += shoot[i].speed.x;
shoot[i].position.y -= shoot[i].speed.y;
// Wall behaviour for shoot
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.x < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
if (shoot[i].position.y > screenHeight + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.y < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Life of shoot
if (shoot[i].lifeSpawn >= 60)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// 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++)
{
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++)
{
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++)
{
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++)
{
if (bigMeteor[i].active)
{
// movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
// wall behaviour
if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius;
if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius);
else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// wall behaviour
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
}
}
// Collision behaviour
for (int i = 0; i < NUM_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < NUM_BIG_METEORS; a++)
{
if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
meteorsDestroyed++;
for (int j = 0; j < 2; j ++)
{
if (countMediumMeteors%2 == 0)
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
mediumMeteor[countMediumMeteors].active = true;
countMediumMeteors ++;
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
a = NUM_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
meteorsDestroyed++;
for (int j = 0; j < 2; j ++)
{
if (countSmallMeteors%2 == 0)
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1};
}
else
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED};
}
smallMeteor[countSmallMeteors].active = true;
countSmallMeteors ++;
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
b = NUM_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < NUM_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
c = NUM_SMALL_METEORS;
}
}
}
}
}
if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(DARKGRAY);
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);
// Draw meteors
for (int i = 0; i < NUM_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));
}
for (int i = 0; i < NUM_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));
}
for (int i = 0; i < NUM_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));
}
// Draw shoot
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
}
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

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/*******************************************************************************************
*
* raylib - sample game: asteroids survival
*
* Sample game developed by Ian Eito, 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 MAX_SPEED 6
#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
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float acceleration;
float rotation;
Vector3 collider;
Color color;
} Player;
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;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight;
static Player player;
static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
//------------------------------------------------------------------------------------
// 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)
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: asteroids survival");
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
void InitGame(void)
{
int posx, posy;
int velx, vely;
bool correctRange = false;
pause = false;
framesCounter = 0;
shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
player.speed = (Vector2){0, 0};
player.acceleration = 0;
player.rotation = 0;
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
player.color = LIGHTGRAY;
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
mediumMeteor[i].position = (Vector2){posx, posy};
mediumMeteor[i].speed = (Vector2){velx, vely};
mediumMeteor[i].radius = 20;
mediumMeteor[i].active = true;
mediumMeteor[i].color = GREEN;
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
while(!correctRange)
{
if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth);
else correctRange = true;
}
correctRange = false;
posy = GetRandomValue(0, screenHeight);
while(!correctRange)
{
if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight);
else correctRange = true;
}
correctRange = false;
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
while(!correctRange)
{
if (velx == 0 && vely == 0)
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
else correctRange = true;
}
smallMeteor[i].position = (Vector2){posx, posy};
smallMeteor[i].speed = (Vector2){velx, vely};
smallMeteor[i].radius = 10;
smallMeteor[i].active = true;
smallMeteor[i].color = YELLOW;
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
framesCounter++;
// Player logic
// Rotation
if (IsKeyDown(KEY_LEFT)) player.rotation -= 5;
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;
// Controller
if (IsKeyDown(KEY_UP))
{
if (player.acceleration < 1) player.acceleration += 0.04f;
}
else
{
if (player.acceleration > 0) player.acceleration -= 0.02f;
else if (player.acceleration < 0) player.acceleration = 0;
}
if (IsKeyDown(KEY_DOWN))
{
if (player.acceleration > 0) player.acceleration -= 0.04f;
else if (player.acceleration < 0) player.acceleration = 0;
}
// Movement
player.position.x += (player.speed.x*player.acceleration);
player.position.y -= (player.speed.y*player.acceleration);
// Wall behaviour for player
if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight);
else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight;
if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight);
else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight;
// 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_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++)
{
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_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// movement
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// wall behaviour
if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius;
if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius);
else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius;
if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius);
else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(DARKGRAY);
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);
// Draw meteor
for (int i = 0;i < NUM_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));
}
for (int i = 0;i < NUM_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));
}
DrawText(FormatText("SURVIVAL TIME: %.02f", (float)framesCounter/60), 10, 10, 20, WHITE);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

246
games/samples/floppy.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: floppy
*
* Sample game developed by Ian Eito, 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"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_TUBES 100
#define FLOPPY_RADIUS 24
#define TUBES_WIDTH 80
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Floppy {
Vector2 position;
int radius;
Color color;
} Floppy;
typedef struct Tubes {
Rectangle rec;
Color color;
bool active;
} Tubes;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static int hiScore = 0;
static Floppy floppy;
static Tubes tubes[MAX_TUBES*2];
static Vector2 tubesPos[MAX_TUBES];
static int tubesSpeedX;
static bool superfx;
//------------------------------------------------------------------------------------
// 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()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: floppy");
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
void InitGame(void)
{
floppy.radius = FLOPPY_RADIUS;
floppy.position = (Vector2){80, screenHeight/2 - floppy.radius};
tubesSpeedX = 2;
for (int i = 0; i < MAX_TUBES; i++)
{
tubesPos[i].x = 400 + 280*i;
tubesPos[i].y = -GetRandomValue(0, 120);
}
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubes[i].rec.x = tubesPos[i/2].x;
tubes[i].rec.y = tubesPos[i/2].y;
tubes[i].rec.width = TUBES_WIDTH;
tubes[i].rec.height = 255;
tubes[i+1].rec.x = tubesPos[i/2].x;
tubes[i+1].rec.y = 600 + tubesPos[i/2].y - 255;
tubes[i+1].rec.width = TUBES_WIDTH;
tubes[i+1].rec.height = 255;
tubes[i/2].active = true;
}
score = 0;
gameOver = false;
superfx = false;
pause = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX;
for (int i = 0; i < MAX_TUBES*2; i += 2)
{
tubes[i].rec.x = tubesPos[i/2].x;
tubes[i+1].rec.x = tubesPos[i/2].x;
}
if (IsKeyDown(KEY_SPACE) && !gameOver) floppy.position.y -= 3;
else floppy.position.y += 1;
// Check Collisions
for (int i = 0; i < MAX_TUBES*2; i++)
{
if (CheckCollisionCircleRec(floppy.position, floppy.radius, tubes[i].rec))
{
gameOver = true;
pause = false;
}
else if ((tubesPos[i/2].x < floppy.position.x) && tubes[i/2].active && !gameOver)
{
score += 100;
tubes[i/2].active = false;
superfx = true;
if (score > hiScore) hiScore = score;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, BLUE);
// Draw tubes
for (int i = 0; i < MAX_TUBES; i++)
{
DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, RED);
DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, RED);
}
// Draw flashing fx (one frame only)
if (superfx)
{
DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
superfx = false;
}
DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, VIOLET);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

293
games/samples/gold_fever.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: gold fever
*
* Sample game developed by Ian Eito, 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"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
int radius;
Vector2 speed;
Color color;
} Player;
typedef struct Enemy {
Vector2 position;
int radius;
int radiusBounds;
Vector2 speed;
bool moveRight;
Color colorBounds;
Color color;
} Enemy;
typedef struct Points {
Vector2 position;
int radius;
int value;
bool active;
Color color;
} Points;
typedef struct Exit {
Rectangle rec;
bool active;
bool save;
Color color;
} Exit;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static int hiScore = 0;
static Player player;
static Enemy enemy;
static Points points;
static Exit exit;
static bool follow;
//------------------------------------------------------------------------------------
// 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()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: gold fever");
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
void InitGame(void)
{
pause = false;
score = 0;
player.position = (Vector2){50, 50};
player.radius = 20;
player.speed = (Vector2){5, 5};
player.color = DARKGRAY;
enemy.position = (Vector2){screenWidth - 50, screenHeight/2};
enemy.radius = 20;
enemy.radiusBounds = 150;
enemy.speed = (Vector2){3, 3};
enemy.moveRight = true;
enemy.color = MAROON;
enemy.colorBounds = RED;
follow = false;
points.radius = 10;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
points.value = 100;
points.active = true;
points.color = GOLD;
exit.rec.width = 50;
exit.rec.height = 50;
exit.rec.x = GetRandomValue(0, screenWidth - exit.rec.width);
exit.rec.y = GetRandomValue(0, screenHeight - exit.rec.height);
exit.active = false;
exit.save = false;
exit.color = PINK;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
//Control player
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y;
if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y;
//wall behaviour player
if (player.position.x - player.radius <= 0) player.position.x = player.radius;
if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius;
if (player.position.y - player.radius <= 0) player.position.y = player.radius;
if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius;
//IA Enemy
if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !exit.save)
{
if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x;
if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x;
if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y;
if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y;
}
else
{
if (enemy.moveRight) enemy.position.x += enemy.speed.x;
else enemy.position.x -= enemy.speed.x;
}
//wall behaviour enemy
if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false;
if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius;
if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius;
if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius;
if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius;
//Collisions
if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active)
{
follow = true;
points.active = false;
exit.active = true;
}
if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !exit.save)
{
gameOver = true;
if (hiScore < score) hiScore = score;
}
if (CheckCollisionCircleRec(player.position, player.radius, exit.rec))
{
follow = false;
if (!points.active)
{
score += points.value;
points.active = true;
enemy.speed.x += 0.5;
enemy.speed.y += 0.5;
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
}
exit.save = true;
}
else exit.save = false;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
if (follow) ClearBackground(RED);
DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, enemy.colorBounds);
DrawCircleV(enemy.position, enemy.radius, enemy.color);
DrawCircleV(player.position, player.radius, player.color);
DrawCircleV(points.position, points.radius, points.color);
if (exit.active) DrawRectangleRec(exit.rec, exit.color);
DrawText(FormatText("SCORE: %04i", score), 10, 10, 20, GRAY);
DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 10, 20, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

571
games/samples/gorilas.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: gorilas
*
* Sample game Marc Palau 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 <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_BUILDINGS 15
#define MAX_EXPLOSIONS 200
#define MAX_PLAYERS 2
#define BUILDING_RELATIVE_ERROR 30 // Building size random range %
#define BUILDING_MIN_RELATIVE_HEIGHT 20 // Minimum height in % of the screenHeight
#define BUILDING_MAX_RELATIVE_HEIGHT 60 // Maximum height in % of the screenHeight
#define BUILDING_MIN_GRAYSCALE_COLOR 120 // Minimum gray color for the buildings
#define BUILDING_MAX_GRAYSCALE_COLOR 200 // Maximum gray color for the buildings
#define MIN_PLAYER_POSITION 5 // Minimum x position %
#define MAX_PLAYER_POSITION 20 // Maximum x position %
#define GRAVITY 9.81f
#define DELTA_FPS 60
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 size;
Vector2 aimingPoint;
int aimingAngle;
int aimingPower;
Vector2 previousPoint;
int previousAngle;
int previousPower;
Vector2 impactPoint;
bool isLeftTeam; // This player belongs to the left or to the right team
bool isPlayer; // If is a player or an AI
bool isAlive;
} Player;
typedef struct Building {
Rectangle rectangle;
Color color;
} Building;
typedef struct Explosion {
Vector2 position;
int radius;
bool active;
} Explosion;
typedef struct Ball {
Vector2 position;
Vector2 speed;
int radius;
bool active;
} Ball;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static Player player[MAX_PLAYERS];
static Building building[MAX_BUILDINGS];
static Explosion explosion[MAX_EXPLOSIONS];
static Ball ball;
static int playerTurn = 0;
static bool ballOnAir = false;
//------------------------------------------------------------------------------------
// 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)
// Additional module functions
static void InitBuildings(void);
static void InitPlayers(void);
static bool UpdatePlayer(int playerTurn);
static bool UpdateBall(int playerTurn);
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: gorilas");
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
void InitGame(void)
{
// Init shoot
ball.radius = 10;
ballOnAir = false;
ball.active = false;
InitBuildings();
InitPlayers();
// Init explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
explosion[i].position = (Vector2){ 0.0f, 0.0f };
explosion[i].radius = 30;
explosion[i].active = false;
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!ballOnAir) ballOnAir = UpdatePlayer(playerTurn); // If we are aiming
else
{
if (UpdateBall(playerTurn)) // If collision
{
// Game over logic
bool leftTeamAlive = false;
bool rightTeamAlive = false;
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (player[i].isAlive)
{
if (player[i].isLeftTeam) leftTeamAlive = true;
if (!player[i].isLeftTeam) rightTeamAlive = true;
}
}
if (leftTeamAlive && rightTeamAlive)
{
ballOnAir = false;
ball.active = false;
playerTurn++;
if (playerTurn == MAX_PLAYERS) playerTurn = 0;
}
else
{
gameOver = true;
// if (leftTeamAlive) left team wins
// if (rightTeamAlive) right team wins
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw buildings
for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(building[i].rectangle, building[i].color);
// Draw explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, explosion[i].radius, RAYWHITE);
}
// Draw players
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (player[i].isAlive)
{
if (player[i].isLeftTeam) DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y, BLUE);
else DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y, RED);
}
}
// Draw ball
if (ball.active) DrawCircle(ball.position.x, ball.position.y, ball.radius, MAROON);
// Draw the angle and the power of the aim, and the previous ones
if (!ballOnAir)
{
// Draw shot information
/*
if (player[playerTurn].isLeftTeam)
{
DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
}
else
{
DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE);
}
*/
// Draw aim
if (player[playerTurn].isLeftTeam)
{
// Previous aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
player[playerTurn].previousPoint, GRAY);
// Actual aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
player[playerTurn].aimingPoint, DARKBLUE);
}
else
{
// Previous aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
player[playerTurn].previousPoint, GRAY);
// Actual aiming
DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 },
(Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 },
player[playerTurn].aimingPoint, MAROON);
}
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void InitBuildings(void)
{
// Horizontal generation
int currentWidth = 0;
// We make sure the absolute error randomly generated for each building, has as a minimum value the screenWidth.
// This way all the screen will be filled with buildings. Each building will have a different, random width.
float relativeWidth = 100/(100 - BUILDING_RELATIVE_ERROR);
float buildingWidthMean = (screenWidth*relativeWidth/MAX_BUILDINGS) + 1; // We add one to make sure we will cover the whole screen.
// Vertical generation
int currentHeighth = 0;
int grayLevel;
// Creation
for (int i = 0; i < MAX_BUILDINGS; i++)
{
// Horizontal
building[i].rectangle.x = currentWidth;
building[i].rectangle.width = GetRandomValue(buildingWidthMean*(100 - BUILDING_RELATIVE_ERROR/2)/100 + 1, buildingWidthMean*(100 + BUILDING_RELATIVE_ERROR)/100);
currentWidth += building[i].rectangle.width;
// Vertical
currentHeighth = GetRandomValue(BUILDING_MIN_RELATIVE_HEIGHT, BUILDING_MAX_RELATIVE_HEIGHT);
building[i].rectangle.y = screenHeight - (screenHeight*currentHeighth/100);
building[i].rectangle.height = screenHeight*currentHeighth/100 + 1;
// Color
grayLevel = GetRandomValue(BUILDING_MIN_GRAYSCALE_COLOR, BUILDING_MAX_GRAYSCALE_COLOR);
building[i].color = (Color){ grayLevel, grayLevel, grayLevel, 255 };
}
}
static void InitPlayers(void)
{
for (int i = 0; i < MAX_PLAYERS; i++)
{
player[i].isAlive = true;
// Decide the team of this player
if (i % 2 == 0) player[i].isLeftTeam = true;
else player[i].isLeftTeam = false;
// Now there is no AI
player[i].isPlayer = true;
// Set size, by default by now
player[i].size = (Vector2){ 40, 40 };
// Set position
if (player[i].isLeftTeam) player[i].position.x = GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
else player[i].position.x = screenWidth - GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100);
for (int j = 0; j < MAX_BUILDINGS; j++)
{
if (building[j].rectangle.x > player[i].position.x)
{
// Set the player in the center of the building
player[i].position.x = building[j-1].rectangle.x + building[j-1].rectangle.width/2;
// Set the player at the top of the building
player[i].position.y = building[j-1].rectangle.y - player[i].size.y/2;
break;
}
}
// Set statistics to 0
player[i].aimingPoint = player[i].position;
player[i].previousAngle = 0;
player[i].previousPower = 0;
player[i].previousPoint = player[i].position;
player[i].aimingAngle = 0;
player[i].aimingPower = 0;
player[i].impactPoint = (Vector2){ -100, -100 };
}
}
static bool UpdatePlayer(int playerTurn)
{
// If we are aiming at the firing quadrant, we calculate the angle
if (GetMousePosition().y <= player[playerTurn].position.y)
{
// Left team
if (player[playerTurn].isLeftTeam && GetMousePosition().x >= player[playerTurn].position.x)
{
// Distance (calculating the fire power)
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
// Calculates the angle via arcsin
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
// Point of the screen we are aiming at
player[playerTurn].aimingPoint = GetMousePosition();
// Ball fired
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
player[playerTurn].previousPower = player[playerTurn].aimingPower;
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
ball.position = player[playerTurn].position;
return true;
}
}
// Right team
else if (!player[playerTurn].isLeftTeam && GetMousePosition().x <= player[playerTurn].position.x)
{
// Distance (calculating the fire power)
player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2));
// Calculates the angle via arcsin
player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG;
// Point of the screen we are aiming at
player[playerTurn].aimingPoint = GetMousePosition();
// Ball fired
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))
{
player[playerTurn].previousPoint = player[playerTurn].aimingPoint;
player[playerTurn].previousPower = player[playerTurn].aimingPower;
player[playerTurn].previousAngle = player[playerTurn].aimingAngle;
ball.position = player[playerTurn].position;
return true;
}
}
else
{
player[playerTurn].aimingPoint = player[playerTurn].position;
player[playerTurn].aimingPower = 0;
player[playerTurn].aimingAngle = 0;
}
}
else
{
player[playerTurn].aimingPoint = player[playerTurn].position;
player[playerTurn].aimingPower = 0;
player[playerTurn].aimingAngle = 0;
}
return false;
}
static bool UpdateBall(int playerTurn)
{
static int explosionNumber = 0;
// Activate ball
if (!ball.active)
{
if (player[playerTurn].isLeftTeam)
{
ball.speed.x = cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.active = true;
}
else
{
ball.speed.x = -cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS;
ball.active = true;
}
}
ball.position.x += ball.speed.x;
ball.position.y += ball.speed.y;
ball.speed.y += GRAVITY/DELTA_FPS;
// Collision
if (ball.position.x + ball.radius < 0) return true;
else if (ball.position.x - ball.radius > screenWidth) return true;
else
{
// Player collision
for (int i = 0; i < MAX_PLAYERS; i++)
{
if (CheckCollisionCircleRec(ball.position, ball.radius, (Rectangle){ player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2,
player[i].size.x, player[i].size.y }))
{
// We can't hit ourselves
if (i == playerTurn) return false;
else
{
// We set the impact point
player[playerTurn].impactPoint.x = ball.position.x;
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
// We destroy the player
player[i].isAlive = false;
return true;
}
}
}
// Building collision
// NOTE: We only check building collision if we are not inside an explosion
for (int i = 0; i < MAX_BUILDINGS; i++)
{
if (CheckCollisionCircles(ball.position, ball.radius, explosion[i].position, explosion[i].radius - ball.radius))
{
return false;
}
}
for (int i = 0; i < MAX_BUILDINGS; i++)
{
if (CheckCollisionCircleRec(ball.position, ball.radius, building[i].rectangle))
{
// We set the impact point
player[playerTurn].impactPoint.x = ball.position.x;
player[playerTurn].impactPoint.y = ball.position.y + ball.radius;
// We create an explosion
explosion[explosionNumber].position = player[playerTurn].impactPoint;
explosion[explosionNumber].active = true;
explosionNumber++;
return true;
}
}
}
return false;
}

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/*******************************************************************************************
*
* raylib - sample game: missile commander
*
* Sample game Marc Palau 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 <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define MAX_MISSILES 100
#define MAX_INTERCEPTORS 30
#define MAX_EXPLOSIONS 100
#define LAUNCHERS_AMOUNT 3 // Not a variable, should not be changed
#define BUILDINGS_AMOUNT 6 // Not a variable, should not be changed
#define LAUNCHER_SIZE 80
#define BUILDING_SIZE 60
#define EXPLOSION_RADIUS 40
#define MISSILE_SPEED 1
#define MISSILE_LAUNCH_FRAMES 80
#define INTERCEPTOR_SPEED 10
#define EXPLOSION_INCREASE_TIME 90 // In frames
#define EXPLOSION_TOTAL_TIME 210 // In frames
#define EXPLOSION_COLOR (Color){ 125, 125, 125, 125 }
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Missile {
Vector2 origin;
Vector2 position;
Vector2 objective;
Vector2 speed;
bool active;
} Missile;
typedef struct Interceptor {
Vector2 origin;
Vector2 position;
Vector2 objective;
Vector2 speed;
bool active;
} Interceptor;
typedef struct Explosion {
Vector2 position;
float radiusMultiplier;
int frame;
bool active;
} Explosion;
typedef struct Launcher {
Vector2 position;
bool active;
} Launcher;
typedef struct Building {
Vector2 position;
bool active;
} Building;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter = 0;
static bool gameOver = false;
static bool pause = false;
static int score = 0;
static Missile missile[MAX_MISSILES];
static Interceptor interceptor[MAX_INTERCEPTORS];
static Explosion explosion[MAX_EXPLOSIONS];
static Launcher launcher[LAUNCHERS_AMOUNT];
static Building building[BUILDINGS_AMOUNT];
static int explosionIndex = 0;
//------------------------------------------------------------------------------------
// 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)
// Additional module functions
static void UpdateOutgoingFire();
static void UpdateIncomingFire();
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: missile commander");
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;
}
//--------------------------------------------------------------------------------------
// Game Module Functions Definition
//--------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Initialize missiles
for (int i = 0; i < MAX_MISSILES; i++)
{
missile[i].origin = (Vector2){ 0, 0 };
missile[i].speed = (Vector2){ 0, 0 };
missile[i].position = (Vector2){ 0, 0 };
missile[i].active = false;
}
// Initialize interceptors
for (int i = 0; i < MAX_INTERCEPTORS; i++)
{
interceptor[i].origin = (Vector2){ 0, 0 };
interceptor[i].speed = (Vector2){ 0, 0 };
interceptor[i].position = (Vector2){ 0, 0 };
interceptor[i].active = false;
}
// Initialize explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
explosion[i].position = (Vector2){ 0, 0 };
explosion[i].frame = 0;
explosion[i].active = false;
}
// Initialize buildings and launchers
int sparcing = screenWidth/(LAUNCHERS_AMOUNT + BUILDINGS_AMOUNT + 1);
// Buildings and launchers placing
launcher[0].position = (Vector2){ 1*sparcing, screenHeight - LAUNCHER_SIZE/2 };
building[0].position = (Vector2){ 2*sparcing, screenHeight - BUILDING_SIZE/2 };
building[1].position = (Vector2){ 3*sparcing, screenHeight - BUILDING_SIZE/2 };
building[2].position = (Vector2){ 4*sparcing, screenHeight - BUILDING_SIZE/2 };
launcher[1].position = (Vector2){ 5*sparcing, screenHeight - LAUNCHER_SIZE/2 };
building[3].position = (Vector2){ 6*sparcing, screenHeight - BUILDING_SIZE/2 };
building[4].position = (Vector2){ 7*sparcing, screenHeight - BUILDING_SIZE/2 };
building[5].position = (Vector2){ 8*sparcing, screenHeight - BUILDING_SIZE/2 };
launcher[2].position = (Vector2){ 9*sparcing, screenHeight - LAUNCHER_SIZE/2 };
// Buildings and launchers activation
for (int i = 0; i < LAUNCHERS_AMOUNT; i++) launcher[i].active = true;
for (int i = 0; i < BUILDINGS_AMOUNT; i++) building[i].active = true;
// Initialize game variables
score = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
framesCounter++;
static
float distance;
// Interceptors update
for (int i = 0; i < MAX_INTERCEPTORS; i++)
{
if (interceptor[i].active)
{
// Update position
interceptor[i].position.x += interceptor[i].speed.x;
interceptor[i].position.y += interceptor[i].speed.y;
// Distance to objective
distance = sqrt( pow(interceptor[i].position.x - interceptor[i].objective.x, 2) +
pow(interceptor[i].position.y - interceptor[i].objective.y, 2));
if (distance < INTERCEPTOR_SPEED)
{
// Interceptor dissapears
interceptor[i].active = false;
// Explosion
explosion[explosionIndex].position = interceptor[i].position;
explosion[explosionIndex].active = true;
explosion[explosionIndex].frame = 0;
explosionIndex++;
if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
break;
}
}
}
// Missiles update
for (int i = 0; i < MAX_MISSILES; i++)
{
if (missile[i].active)
{
// Update position
missile[i].position.x += missile[i].speed.x;
missile[i].position.y += missile[i].speed.y;
// Collision and missile out of bounds
if (missile[i].position.y > screenHeight) missile[i].active = false;
else
{
// CHeck collision with launchers
for (int j = 0; j < LAUNCHERS_AMOUNT; j++)
{
if (launcher[j].active)
{
if (CheckCollisionPointRec(missile[i].position, (Rectangle){ launcher[j].position.x - LAUNCHER_SIZE/2, launcher[j].position.y - LAUNCHER_SIZE/2,
LAUNCHER_SIZE, LAUNCHER_SIZE }))
{
// Missile dissapears
missile[i].active = false;
// Explosion and destroy building
launcher[j].active = false;
explosion[explosionIndex].position = missile[i].position;
explosion[explosionIndex].active = true;
explosion[explosionIndex].frame = 0;
explosionIndex++;
if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
break;
}
}
}
// CHeck collision with buildings
for (int j = 0; j < BUILDINGS_AMOUNT; j++)
{
if (building[j].active)
{
if (CheckCollisionPointRec(missile[i].position, (Rectangle){ building[j].position.x - BUILDING_SIZE/2, building[j].position.y - BUILDING_SIZE/2,
BUILDING_SIZE, BUILDING_SIZE }))
{
// Missile dissapears
missile[i].active = false;
// Explosion and destroy building
building[j].active = false;
explosion[explosionIndex].position = missile[i].position;
explosion[explosionIndex].active = true;
explosion[explosionIndex].frame = 0;
explosionIndex++;
if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
break;
}
}
}
// CHeck collision with explosions
for (int j = 0; j < MAX_EXPLOSIONS; j++)
{
if (explosion[j].active)
{
if (CheckCollisionPointCircle(missile[i].position, explosion[j].position, EXPLOSION_RADIUS*explosion[j].radiusMultiplier))
{
// Missile dissapears and we earn 100 points
missile[i].active = false;
score += 100;
explosion[explosionIndex].position = missile[i].position;
explosion[explosionIndex].active = true;
explosion[explosionIndex].frame = 0;
explosionIndex++;
if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0;
break;
}
}
}
}
}
}
// Explosions update
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
if (explosion[i].active)
{
explosion[i].frame++;
if (explosion[i].frame <= EXPLOSION_INCREASE_TIME) explosion[i].radiusMultiplier = explosion[i].frame/(float)EXPLOSION_INCREASE_TIME;
else if (explosion[i].frame <= EXPLOSION_TOTAL_TIME) explosion[i].radiusMultiplier = 1 - (explosion[i].frame - (float)EXPLOSION_INCREASE_TIME)/(float)EXPLOSION_TOTAL_TIME;
else
{
explosion[i].frame = 0;
explosion[i].active = false;
}
}
}
// Fire logic
UpdateOutgoingFire();
UpdateIncomingFire();
// Game over logic
int checker = 0;
for (int i = 0; i < LAUNCHERS_AMOUNT; i++)
{
if (!launcher[i].active) checker++;
if (checker == LAUNCHERS_AMOUNT) gameOver = true;
}
checker = 0;
for (int i = 0; i < BUILDINGS_AMOUNT; i++)
{
if (!building[i].active) checker++;
if (checker == BUILDINGS_AMOUNT) gameOver = true;
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw missiles
for (int i = 0; i < MAX_MISSILES; i++)
{
if (missile[i].active)
{
DrawLine(missile[i].origin.x, missile[i].origin.y, missile[i].position.x, missile[i].position.y, RED);
if (framesCounter % 16 < 8) DrawCircle(missile[i].position.x, missile[i].position.y, 3, YELLOW);
}
}
// Draw interceptors
for (int i = 0; i < MAX_INTERCEPTORS; i++)
{
if (interceptor[i].active)
{
DrawLine(interceptor[i].origin.x, interceptor[i].origin.y, interceptor[i].position.x, interceptor[i].position.y, GREEN);
if (framesCounter % 16 < 8) DrawCircle(interceptor[i].position.x, interceptor[i].position.y, 3, BLUE);
}
}
// Draw explosions
for (int i = 0; i < MAX_EXPLOSIONS; i++)
{
if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, EXPLOSION_RADIUS*explosion[i].radiusMultiplier, EXPLOSION_COLOR);
}
// Draw buildings and launchers
for (int i = 0; i < LAUNCHERS_AMOUNT; i++)
{
if (launcher[i].active) DrawRectangle(launcher[i].position.x - LAUNCHER_SIZE/2, launcher[i].position.y - LAUNCHER_SIZE/2, LAUNCHER_SIZE, LAUNCHER_SIZE, GRAY);
}
for (int i = 0; i < BUILDINGS_AMOUNT; i++)
{
if (building[i].active) DrawRectangle(building[i].position.x - BUILDING_SIZE/2, building[i].position.y - BUILDING_SIZE/2, BUILDING_SIZE, BUILDING_SIZE, LIGHTGRAY);
}
// Draw score
DrawText(FormatText("SCORE %4i", score), 20, 20, 40, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static void UpdateOutgoingFire()
{
static int interceptorNumber = 0;
int launcherShooting = 0;
if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) launcherShooting = 1;
if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) launcherShooting = 2;
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) launcherShooting = 3;
if (launcherShooting > 0 && launcher[launcherShooting - 1].active)
{
float module;
float sideX;
float sideY;
// Activate the interceptor
interceptor[interceptorNumber].active = true;
// Assign start position
interceptor[interceptorNumber].origin = launcher[launcherShooting - 1].position;
interceptor[interceptorNumber].position = interceptor[interceptorNumber].origin;
interceptor[interceptorNumber].objective = GetMousePosition();
// Calculate speed
module = sqrt( pow(interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x, 2) +
pow(interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y, 2));
sideX = (interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x)*INTERCEPTOR_SPEED/module;
sideY = (interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y)*INTERCEPTOR_SPEED/module;
interceptor[interceptorNumber].speed = (Vector2){ sideX, sideY };
// Update
interceptorNumber++;
if (interceptorNumber == MAX_INTERCEPTORS) interceptorNumber = 0;
}
}
static void UpdateIncomingFire()
{
static int missileIndex = 0;
// Launch missile
if (framesCounter % MISSILE_LAUNCH_FRAMES == 0)
{
float module;
float sideX;
float sideY;
// Activate the missile
missile[missileIndex].active = true;
// Assign start position
missile[missileIndex].origin = (Vector2){ GetRandomValue(20, screenWidth - 20), -10 };
missile[missileIndex].position = missile[missileIndex].origin;
missile[missileIndex].objective = (Vector2){ GetRandomValue(20, screenWidth - 20), screenHeight + 10 };
// Calculate speed
module = sqrt( pow(missile[missileIndex].objective.x - missile[missileIndex].origin.x, 2) +
pow(missile[missileIndex].objective.y - missile[missileIndex].origin.y, 2));
sideX = (missile[missileIndex].objective.x - missile[missileIndex].origin.x)*MISSILE_SPEED/module;
sideY = (missile[missileIndex].objective.y - missile[missileIndex].origin.y)*MISSILE_SPEED/module;
missile[missileIndex].speed = (Vector2){ sideX, sideY };
// Update
missileIndex++;
if (missileIndex == MAX_MISSILES) missileIndex = 0;
}
}

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/*******************************************************************************************
*
* raylib - sample game: pang
*
* Sample game developed by Ian Eito, 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 MAX_SPEED 5
#define METEORS_SPEED 2
#define NUM_SHOOTS 1
#define NUM_BIG_METEORS 2
#define NUM_MEDIUM_METEORS 4
#define NUM_SMALL_METEORS 8
#define SHIP_BASE_SIZE 20.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
Vector2 speed;
float rotation;
Vector3 collider;
Color color;
} Player;
typedef struct Shoot {
Vector2 position;
Vector2 speed;
float radius;
float rotation;
int lifeSpawn;
bool active;
Color color;
} Shoot;
typedef struct BigMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} BigMeteor;
typedef struct MediumMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} MediumMeteor;
typedef struct SmallMeteor {
Vector2 position;
Vector2 speed;
float radius;
int points;
bool active;
Color color;
} SmallMeteor;
typedef struct Points {
char letter;
Vector2 position;
int value;
Color color;
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[NUM_SHOOTS];
static BigMeteor bigMeteor[NUM_BIG_METEORS];
static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
static Points points[5];
// NOTE: Defined triangle is isosceles with common angles of 70 degrees.
static float shipHeight;
static float gravity;
static int countMediumMeteors;
static int countSmallMeteors;
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)
static void InitShoot(Shoot shoot);
static void DrawSpaceship(Vector2 position, float rotation, Color color);
//------------------------------------------------------------------------------------
// 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 = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){ screenWidth/2, screenHeight };
player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
player.rotation = 0;
player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f };
player.color = LIGHTGRAY;
meteorsDestroyed = 0;
// Initialize shoots
for (int i = 0; i < NUM_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;
shoot[i].color = WHITE;
}
// Initialize big meteors
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
bigMeteor[i].radius = 40.0f;
posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
bigMeteor[i].position = (Vector2){ posx, posy };
while ((velx == 0) || (vely == 0))
{
velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
}
bigMeteor[i].speed = (Vector2){ velx, vely };
bigMeteor[i].points = 200;
bigMeteor[i].active = true;
bigMeteor[i].color = BLUE;
}
// Initialize medium meteors
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
mediumMeteor[i].radius = 20.0f;
mediumMeteor[i].points = 100;
mediumMeteor[i].active = false;
mediumMeteor[i].color = BLUE;
}
// Initialize small meteors
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){ -100, -100 };
smallMeteor[i].speed = (Vector2){ 0, 0 };
smallMeteor[i].radius = 10.0f;
smallMeteor[i].points = 50;
smallMeteor[i].active = false;
smallMeteor[i].color = BLUE;
}
// 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;
}
countMediumMeteors = 0;
countSmallMeteors = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (awake)
{
// Player logic
if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x;
if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x;
// Wall behaviour for player
if (player.position.x + SHIP_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - SHIP_BASE_SIZE/2;
else if (player.position.x - SHIP_BASE_SIZE/2 < 0) player.position.x = 0 + SHIP_BASE_SIZE/2;
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
linePosition = (Vector2){ player.position.x, player.position.y};
shoot[i].active = true;
shoot[i].speed.y = MAX_SPEED;
break;
}
}
}
// Shoot life timer
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].position.y -= shoot[i].speed.y;
// Wall behaviour for shoot
if (shoot[i].position.x > screenWidth + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.x < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
if (shoot[i].position.y > screenHeight + shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
else if (shoot[i].position.y < 0 - shoot[i].radius)
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
}
// Life of shoot
if (shoot[i].lifeSpawn >= 120)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
shoot[i].lifeSpawn = 0;
shoot[i].active = false;
}
}
}
// Player collision with meteors
player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
{
gameOver = true;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
{
gameOver = true;
}
}
// Meteor logic
for (int i = 0; i < NUM_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
// movement
bigMeteor[i].position.x += bigMeteor[i].speed.x;
bigMeteor[i].position.y += bigMeteor[i].speed.y;
// wall behaviour
if (((bigMeteor[i].position.x + bigMeteor[i].radius) >= screenWidth) || ((bigMeteor[i].position.x - bigMeteor[i].radius) <= 0)) bigMeteor[i].speed.x *= -1;
if ((bigMeteor[i].position.y - bigMeteor[i].radius) <= 0) bigMeteor[i].speed.y *= -1.5;
if ((bigMeteor[i].position.y + bigMeteor[i].radius) >= screenHeight)
{
bigMeteor[i].speed.y *= -1;
bigMeteor[i].position.y = screenHeight - bigMeteor[i].radius;
}
bigMeteor[i].speed.y += gravity;
}
}
for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
// Movement logic
mediumMeteor[i].position.x += mediumMeteor[i].speed.x;
mediumMeteor[i].position.y += mediumMeteor[i].speed.y;
// Wall behaviour
if (mediumMeteor[i].position.x + mediumMeteor[i].radius >= screenWidth || mediumMeteor[i].position.x - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.x *= -1;
if (mediumMeteor[i].position.y - mediumMeteor[i].radius <= 0) mediumMeteor[i].speed.y *= -1;
if (mediumMeteor[i].position.y + mediumMeteor[i].radius >= screenHeight)
{
mediumMeteor[i].speed.y *= -1;
mediumMeteor[i].position.y = screenHeight - mediumMeteor[i].radius;
}
mediumMeteor[i].speed.y += gravity + 0.12f;
}
}
for (int i = 0; i < NUM_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
// movement
smallMeteor[i].position.x += smallMeteor[i].speed.x;
smallMeteor[i].position.y += smallMeteor[i].speed.y;
// wall behaviour
if (smallMeteor[i].position.x + smallMeteor[i].radius >= screenWidth || smallMeteor[i].position.x - smallMeteor[i].radius <= 0) smallMeteor[i].speed.x *= -1;
if (smallMeteor[i].position.y - smallMeteor[i].radius <= 0) smallMeteor[i].speed.y *= -1;
if (smallMeteor[i].position.y + smallMeteor[i].radius >= screenHeight)
{
smallMeteor[i].speed.y *= -1;
smallMeteor[i].position.y = screenHeight - smallMeteor[i].radius;
}
smallMeteor[i].speed.y += gravity + 0.25f;
}
}
// Collision behaviour
for (int i = 0; i < NUM_SHOOTS; i++)
{
if ((shoot[i].active))
{
for (int a = 0; a < NUM_BIG_METEORS; a++)
{
if (bigMeteor[a].active && (bigMeteor[a].position.x - bigMeteor[a].radius <= linePosition.x && bigMeteor[a].position.x + bigMeteor[a].radius >= linePosition.x)
&& (bigMeteor[a].position.y + bigMeteor[a].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
bigMeteor[a].active = false;
meteorsDestroyed++;
score += bigMeteor[a].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = bigMeteor[a].position;
points[z].value = bigMeteor[a].points;
points[z].color = RED;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if ((countMediumMeteors%2) == 0)
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED};
}
else
{
mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y};
mediumMeteor[countMediumMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED};
}
mediumMeteor[countMediumMeteors].active = true;
countMediumMeteors ++;
}
bigMeteor[a].color = RED;
a = NUM_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && (mediumMeteor[b].position.x - mediumMeteor[b].radius <= linePosition.x && mediumMeteor[b].position.x + mediumMeteor[b].radius >= linePosition.x)
&& (mediumMeteor[b].position.y + mediumMeteor[b].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
mediumMeteor[b].active = false;
meteorsDestroyed++;
score += mediumMeteor[b].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = mediumMeteor[b].position;
points[z].value = mediumMeteor[b].points;
points[z].color = GREEN;
points[z].alpha = 1.0f;
z = 5;
}
}
for (int j = 0; j < 2; j ++)
{
if (countSmallMeteors%2 == 0)
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED*-1, METEORS_SPEED*-1};
}
else
{
smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y};
smallMeteor[countSmallMeteors].speed = (Vector2){METEORS_SPEED, METEORS_SPEED*-1};
}
smallMeteor[countSmallMeteors].active = true;
countSmallMeteors ++;
}
mediumMeteor[b].color = GREEN;
b = NUM_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
for (int c = 0; c < NUM_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && (smallMeteor[c].position.x - smallMeteor[c].radius <= linePosition.x && smallMeteor[c].position.x + smallMeteor[c].radius >= linePosition.x)
&& (smallMeteor[c].position.y + smallMeteor[c].radius >= shoot[i].position.y))
{
shoot[i].active = false;
shoot[i].lifeSpawn = 0;
smallMeteor[c].active = false;
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
score += smallMeteor[c].points;
for (int z = 0; z < 5; z++)
{
if (points[z].alpha == 0.0f)
{
points[z].position = smallMeteor[c].position;
points[z].value = smallMeteor[c].points;
points[z].color = YELLOW;
points[z].alpha = 1.0f;
z = 5;
}
}
c = NUM_SMALL_METEORS;
}
}
}
}
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;
}
if (meteorsDestroyed == (NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS)) victory = true;
}
else
{
framesCounter++;
if (framesCounter%180 == 0) awake = false;
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(DARKGRAY);
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)*(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);
// Draw meteor
for (int i = 0;i < NUM_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));
//DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
}
}
for (int i = 0;i < NUM_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));
//DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 0.25f));
}
}
for (int i = 0;i < NUM_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));
//DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f));
}
}
// Draw shoot
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
}
for (int z = 0; z < 5; z++)
{
if (points[z].alpha > 0.0f)
{
DrawText(FormatText("+%i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(points[z].color, points[z].alpha));
}
}
// Draw Text
DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY);
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 40)/2, screenHeight/2 - 40, 40, 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();
}

293
games/samples/snake.c Normal file
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/*******************************************************************************************
*
* raylib - sample game: snake
*
* Sample game developed by Ian Eito, 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"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SNAKE_LENGTH 256
#define SQUARE_SIZE 31
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Snake {
Vector2 position;
Vector2 size;
Vector2 speed;
Color color;
} Snake;
typedef struct Food {
Vector2 position;
Vector2 size;
bool active;
Color color;
} Food;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static Food fruit;
static Snake snake[SNAKE_LENGTH];
static Vector2 snakePosition[SNAKE_LENGTH];
static bool allowMove;
static Vector2 offset;
static int counterTail;
//------------------------------------------------------------------------------------
// 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()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: snake");
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
void InitGame(void)
{
framesCounter = 0;
gameOver = false;
pause = false;
counterTail = 1;
allowMove = false;
offset.x = screenWidth%SQUARE_SIZE;
offset.y = screenHeight%SQUARE_SIZE;
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snake[i].position = (Vector2){ offset.x/2, offset.y/2 };
snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
snake[i].speed = (Vector2){ SQUARE_SIZE, 0 };
if (i == 0) snake[i].color = DARKBLUE;
else snake[i].color = BLUE;
}
for (int i = 0; i < SNAKE_LENGTH; i++)
{
snakePosition[i] = (Vector2){ 0.0f, 0.0f };
}
fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE };
fruit.color = SKYBLUE;
fruit.active = false;
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
// control
if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove)
{
snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 };
allowMove = false;
}
if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, -SQUARE_SIZE };
allowMove = false;
}
if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove)
{
snake[0].speed = (Vector2){ 0, SQUARE_SIZE };
allowMove = false;
}
// movement
for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position;
if ((framesCounter%5) == 0)
{
for (int i = 0; i < counterTail; i++)
{
if (i == 0)
{
snake[0].position.x += snake[0].speed.x;
snake[0].position.y += snake[0].speed.y;
allowMove = true;
}
else snake[i].position = snakePosition[i-1];
}
}
// wall behaviour
if (((snake[0].position.x) > (screenWidth - offset.x)) ||
((snake[0].position.y) > (screenHeight - offset.y)) ||
(snake[0].position.x < 0) || (snake[0].position.y < 0))
{
gameOver = true;
}
// collision with yourself
for (int i = 1; i < counterTail; i++)
{
if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true;
}
// TODO: review logic: fruit.position calculation
if (!fruit.active)
{
fruit.active = true;
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 };
for (int i = 0; i < counterTail; i++)
{
while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
{
fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE };
i = 0;
}
}
}
// collision
if (CheckCollisionRecs((Rectangle){(int)snake[0].position.x, (int)snake[0].position.y, (int)snake[0].size.x, (int)snake[0].size.y},
(Rectangle){(int)fruit.position.x, (int)fruit.position.y, (int)fruit.size.x, (int)fruit.size.y}))
{
snake[counterTail].position = snakePosition[counterTail - 1];
counterTail += 1;
fruit.active = false;
}
framesCounter++;
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw grid lines
for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY);
}
for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++)
{
DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY);
}
// Draw snake
for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color);
// Draw fruit to pick
DrawRectangleV(fruit.position, fruit.size, fruit.color);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

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/*******************************************************************************************
*
* raylib - sample game: space invaders
*
* Sample game developed by Ian Eito, 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"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define NUM_SHOOTS 50
#define NUM_MAX_ENEMIES 50
#define FIRST_WAVE 10
#define SECOND_WAVE 20
#define THIRD_WAVE 50
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { FIRST = 0, SECOND, THIRD } enemyWave;
typedef struct Player{
Rectangle rec;
Vector2 speed;
Color color;
} Player;
typedef struct Enemy{
Rectangle rec;
Vector2 speed;
bool active;
Color color;
} Enemy;
typedef struct Shoot{
Rectangle rec;
Vector2 speed;
bool active;
Color color;
} Shoot;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 450;
static int framesCounter;
static bool gameOver;
static bool pause;
static int score;
static bool victory;
static Player player;
static Enemy enemy[NUM_MAX_ENEMIES];
static Shoot shoot[NUM_SHOOTS];
static enemyWave wave;
static int shootRate;
static float alpha;
static int activeEnemies;
static int enemiesKill;
static bool smooth;
//------------------------------------------------------------------------------------
// 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()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: space invaders");
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
void InitGame(void)
{
// Initialize game variables
shootRate = 0;
pause = false;
gameOver = false;
victory = false;
smooth = false;
wave = FIRST;
activeEnemies = FIRST_WAVE;
enemiesKill = 0;
score = 0;
alpha = 0;
// Initialize player
player.rec.x = 20;
player.rec.y = 50;
player.rec.width = 10;
player.rec.height = 10;
player.speed.x = 5;
player.speed.y = 5;
player.color = BLACK;
// Initialize enemies
for (int i = 0; i < NUM_MAX_ENEMIES; i++)
{
enemy[i].rec.width = 10;
enemy[i].rec.height = 10;
enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
enemy[i].speed.x = 5;
enemy[i].speed.y = 5;
enemy[i].active = true;
enemy[i].color = DARKGRAY;
}
// Initialize shoots
for (int i = 0; i < NUM_SHOOTS; i++)
{
shoot[i].rec.x = player.rec.x;
shoot[i].rec.y = player.rec.y + player.rec.height/4;
shoot[i].rec.width = 10;
shoot[i].rec.height = 5;
shoot[i].speed.x = 7;
shoot[i].speed.y = 0;
shoot[i].active = false;
shoot[i].color = WHITE;
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
switch (wave)
{
case FIRST:
{
if (!smooth)
{
alpha += 0.02f;
if (alpha >= 1.0f) smooth = true;
}
if (smooth) alpha -= 0.02f;
if (enemiesKill == activeEnemies)
{
enemiesKill = 0;
for (int i = 0; i < activeEnemies; i++)
{
if (!enemy[i].active) enemy[i].active = true;
}
activeEnemies = SECOND_WAVE;
wave = SECOND;
smooth = false;
alpha = 0.0f;
}
} break;
case SECOND:
{
if (!smooth)
{
alpha += 0.02f;
if (alpha >= 1.0f) smooth = true;
}
if (smooth) alpha -= 0.02f;
if (enemiesKill == activeEnemies)
{
enemiesKill = 0;
for (int i = 0; i < activeEnemies; i++)
{
if (!enemy[i].active) enemy[i].active = true;
}
activeEnemies = THIRD_WAVE;
wave = THIRD;
smooth = false;
alpha = 0.0f;
}
} break;
case THIRD:
{
if (!smooth)
{
alpha += 0.02f;
if (alpha >= 1.0f) smooth = true;
}
if (smooth) alpha -= 0.02f;
if (enemiesKill == activeEnemies) victory = true;
} break;
default: break;
}
// Player movement
if (IsKeyDown(KEY_RIGHT)) player.rec.x += player.speed.x;
if (IsKeyDown(KEY_LEFT)) player.rec.x -= player.speed.x;
if (IsKeyDown(KEY_UP)) player.rec.y -= player.speed.y;
if (IsKeyDown(KEY_DOWN)) player.rec.y += player.speed.y;
// Player collision with enemy
for (int i = 0; i < activeEnemies; i++)
{
if (CheckCollisionRecs(player.rec, enemy[i].rec)) gameOver = true;
}
// Enemy behaviour
for (int i = 0; i < activeEnemies; i++)
{
if (enemy[i].active)
{
enemy[i].rec.x -= enemy[i].speed.x;
if (enemy[i].rec.x < 0)
{
enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
}
}
}
// Wall behaviour
if (player.rec.x <= 0) player.rec.x = 0;
if (player.rec.x + player.rec.width >= screenWidth) player.rec.x = screenWidth - player.rec.width;
if (player.rec.y <= 0) player.rec.y = 0;
if (player.rec.y + player.rec.height >= screenHeight) player.rec.y = screenHeight - player.rec.height;
//Shoot initialization
if (IsKeyDown(KEY_SPACE))
{
shootRate += 5;
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (!shoot[i].active && shootRate%20 == 0)
{
shoot[i].rec.x = player.rec.x;
shoot[i].rec.y = player.rec.y + player.rec.height/4;
shoot[i].active = true;
break;
}
}
}
// Shoot logic
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active)
{
// Movement
shoot[i].rec.x += shoot[i].speed.x;
// Collision with enemy
for (int j = 0; j < activeEnemies; j++)
{
if (enemy[j].active)
{
if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
{
shoot[i].active = false;
enemy[j].active = false;
enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
shootRate = 0;
enemiesKill++;
score += 100;
}
if (shoot[i].rec.x + shoot[i].rec.width >= screenWidth)
{
shoot[i].active = false;
shootRate = 0;
}
}
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(LIGHTGRAY);
if (!gameOver)
{
DrawRectangleRec(player.rec, player.color);
if (wave == FIRST) DrawText("FIRST WAVE", screenWidth/2 - MeasureText("FIRST WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
else if (wave == SECOND) DrawText("SECOND WAVE", screenWidth/2 - MeasureText("SECOND WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
else if (wave == THIRD) DrawText("THIRD WAVE", screenWidth/2 - MeasureText("THIRD WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
for (int i = 0; i < activeEnemies; i++)
{
if (enemy[i].active) DrawRectangleRec(enemy[i].rec, enemy[i].color);
}
for (int i = 0; i < NUM_SHOOTS; i++)
{
if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
}
DrawText(FormatText("%04i", score), 20, 20, 40, DARKGRAY);
if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}

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/*******************************************************************************************
*
* raylib - sample game: tetris
*
* Sample game Marc Palau 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 <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SQUARE_SIZE 30
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
#define LATERAL_SPEED 10
#define TURNING_SPEED 12
#define FAST_FALL_AWAIT_COUNTER 30
#define FADING_TIME 33
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
static int screenHeight = 620;
static bool gameOver = false;
static bool pause = false;
// Matrices
static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE];
static GridSquare piece [4][4];
static GridSquare incomingPiece [4][4];
// Theese variables keep track of the active piece position
static int piecePositionX = 0;
static int piecePositionY = 0;
// Game parameters
static Color fadingColor;
//static int fallingSpeed; // In frames
static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations
static bool pieceActive = false;
static bool detection = false;
static bool lineToDelete = false;
// Statistics
static int level = 1;
static int lines = 0;
// Counters
static int gravityMovementCounter = 0;
static int lateralMovementCounter = 0;
static int turnMovementCounter = 0;
static int fastFallMovementCounter = 0;
static int fadeLineCounter = 0;
// Based on level
static int gravitySpeed = 30;
//------------------------------------------------------------------------------------
// 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)
// Additional module functions
static bool Createpiece();
static void GetRandompiece();
static void ResolveFallingMovement();
static bool ResolveLateralMovement();
static bool ResolveTurnMovement();
static void CheckDetection();
static void CheckCompletition();
static void DeleteCompleteLines();
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main()
{
// Initialization
//--------------------------------------------------------------------------------------
InitWindow(screenWidth, screenHeight, "sample game: tetris");
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;
}
//--------------------------------------------------------------------------------------
// Game Module Functions Definition
//--------------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void)
{
// Initialize game statistics
level = 1;
lines = 0;
fadingColor = GRAY;
piecePositionX = 0;
piecePositionY = 0;
pause = false;
beginPlay = true;
pieceActive = false;
detection = false;
lineToDelete = false;
// Counters
gravityMovementCounter = 0;
lateralMovementCounter = 0;
turnMovementCounter = 0;
fastFallMovementCounter = 0;
fadeLineCounter = 0;
gravitySpeed = 30;
// Initialize grid matrices
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK;
else grid[i][j] = EMPTY;
}
}
// Initialize incoming piece matrices
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
}
// Update game (one frame)
void UpdateGame(void)
{
if (!gameOver)
{
if (IsKeyPressed('P')) pause = !pause;
if (!pause)
{
if (!lineToDelete)
{
if (!pieceActive)
{
// Get another piece
pieceActive = Createpiece();
// We leave a little time before starting the fast falling down
fastFallMovementCounter = 0;
}
else // Piece falling
{
// Counters update
fastFallMovementCounter++;
gravityMovementCounter++;
lateralMovementCounter++;
turnMovementCounter++;
// We make sure to move if we've pressed the key this frame
if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED;
if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED;
// Fall down
if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER))
{
// We make sure the piece is going to fall this frame
gravityMovementCounter += gravitySpeed;
}
if (gravityMovementCounter >= gravitySpeed)
{
// Basic falling movement
CheckDetection(&detection);
// Check if the piece has collided with another piece or with the boundings
ResolveFallingMovement(&detection, &pieceActive);
// Check if we fullfilled a line and if so, erase the line and pull down the the lines above
CheckCompletition(&lineToDelete);
gravityMovementCounter = 0;
}
// Move laterally at player's will
if (lateralMovementCounter >= LATERAL_SPEED)
{
// Update the lateral movement and if success, reset the lateral counter
if (!ResolveLateralMovement()) lateralMovementCounter = 0;
}
// Turn the piece at player's will
if (turnMovementCounter >= TURNING_SPEED)
{
// Update the turning movement and reset the turning counter
if (ResolveTurnMovement()) turnMovementCounter = 0;
}
}
// Game over logic
for (int j = 0; j < 2; j++)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == FULL)
{
gameOver = true;
}
}
}
}
else
{
// Animation when deleting lines
fadeLineCounter++;
if (fadeLineCounter%8 < 4) fadingColor = MAROON;
else fadingColor = GRAY;
if (fadeLineCounter >= FADING_TIME)
{
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
}
}
}
}
else
{
if (IsKeyPressed(KEY_ENTER))
{
InitGame();
gameOver = false;
}
}
}
// Draw game (one frame)
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw gameplay area
Vector2 offset;
offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2);
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
offset.y -= 60; // NOTE: Harcoded position!
int controller = offset.x;
for (int j = 0; j < GRID_VERTICAL_SIZE; j++)
{
for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++)
{
// Draw each square of the grid
if (grid[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FULL)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == BLOCK)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY);
offset.x += SQUARE_SIZE;
}
else if (grid[i][j] == FADING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor);
offset.x += SQUARE_SIZE;
}
}
offset.x = controller;
offset.y += SQUARE_SIZE;
}
// Draw incoming piece
//offset.x = screenWidth/2 - (4*SQUARE_SIZE/2);
//offset.y = (screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2)) - (3*SQUARE_SIZE);
// NOTE: Harcoded positions for the demo!
offset.x = 850;
offset.y = 75;
int controler = offset.x;
for (int j = 0; j < 4; j++)
{
for (int i = 0; i < 4; i++)
{
if (incomingPiece[i][j] == EMPTY)
{
DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY );
DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY );
offset.x += SQUARE_SIZE;
}
else if (incomingPiece[i][j] == MOVING)
{
DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY);
offset.x += SQUARE_SIZE;
}
}
offset.x = controler;
offset.y += SQUARE_SIZE;
}
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, GRAY);
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();
}
//--------------------------------------------------------------------------------------
// Additional module functions
//--------------------------------------------------------------------------------------
static bool Createpiece()
{
piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2);
piecePositionY = 0;
// If the game is starting and you are going to create the first piece, we create an extra one
if (beginPlay)
{
GetRandompiece();
beginPlay = false;
}
// We assign the incoming piece to the actual piece
for (int i = 0; i < 4; i++)
{
for (int j = 0; j< 4; j++)
{
piece[i][j] = incomingPiece[i][j];
}
}
// We assign a random piece to the incoming one
GetRandompiece();
// Assign the piece to the grid
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = 0; j < 4; j++)
{
if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING;
}
}
return true;
}
static void GetRandompiece()
{
srand(time(NULL));
int random = rand() % 7;
for (int i = 0; i < 4; i++)
{
for (int j = 0; j < 4; j++)
{
incomingPiece[i][j] = EMPTY;
}
}
switch(random)
{
case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube
case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L
case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa
case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta
case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada
case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S
case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa
}
}
static void ResolveFallingMovement(bool *detection, bool *pieceActive)
{
// If we finished moving this piece, we stop it
if (*detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = FULL;
*detection = false;
*pieceActive = false;
}
}
}
}
// We move down the piece
else
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j+1] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionY++;
}
}
static bool ResolveLateralMovement()
{
bool collision = false;
// Move left
if (IsKeyDown(KEY_LEFT))
{
// Check if is possible to move to left
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the left wall or we have a full square at the left
if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true;
}
}
}
// If able, move left
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right
{
// Move everything to the left
if (grid[i][j] == MOVING)
{
grid[i-1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX--;
}
}
// Move right
else if (IsKeyDown(KEY_RIGHT))
{
// Check if is possible to move to right
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
// Check if we are touching the right wall or we have a full square at the right
if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL))
{
collision = true;
}
}
}
}
// If able move right
if (!collision)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left
{
// Move everything to the right
if (grid[i][j] == MOVING)
{
grid[i+1][j] = MOVING;
grid[i][j] = EMPTY;
}
}
}
piecePositionX++;
}
}
return collision;
}
static bool ResolveTurnMovement()
{
// Input for turning the piece
if (IsKeyDown(KEY_UP))
{
int aux;
bool checker = false;
// Check all turning possibilities
if ((grid[piecePositionX + 3][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY] != EMPTY) &&
(grid[piecePositionX][piecePositionY] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 3] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 3] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 2] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 1] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 3] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY] == MOVING) &&
(grid[piecePositionX][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX][piecePositionY + 1] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) &&
(grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 3][piecePositionY + 2] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 3] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 2] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) &&
(grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 1][piecePositionY + 1] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 1] != MOVING))
{
checker = true;
}
if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) &&
(grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) &&
(grid[piecePositionX + 2][piecePositionY + 2] != MOVING))
{
checker = true;
}
if (!checker)
{
aux = piece[0][0];
piece[0][0] = piece[3][0];
piece[3][0] = piece[3][3];
piece[3][3] = piece[0][3];
piece[0][3] = aux;
aux = piece[1][0];
piece[1][0] = piece[3][1];
piece[3][1] = piece[2][3];
piece[2][3] = piece[0][2];
piece[0][2] = aux;
aux = piece[2][0];
piece[2][0] = piece[3][2];
piece[3][2] = piece[1][3];
piece[1][3] = piece[0][1];
piece[0][1] = aux;
aux = piece[1][1];
piece[1][1] = piece[2][1];
piece[2][1] = piece[2][2];
piece[2][2] = piece[1][2];
piece[1][2] = aux;
}
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if (grid[i][j] == MOVING)
{
grid[i][j] = EMPTY;
}
}
}
for (int i = piecePositionX; i < piecePositionX + 4; i++)
{
for (int j = piecePositionY; j < piecePositionY + 4; j++)
{
if (piece[i - piecePositionX][j - piecePositionY] == MOVING)
{
grid[i][j] = MOVING;
}
}
}
return true;
}
return false;
}
static void CheckDetection(bool *detection)
{
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true;
}
}
}
static void CheckCompletition(bool *lineToDelete)
{
int calculator;
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
calculator = 0;
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
// Count each square of the line
if (grid[i][j] == FULL)
{
calculator++;
}
// Check if we completed the whole line
if (calculator == GRID_HORIZONTAL_SIZE - 2)
{
*lineToDelete = true;
calculator = 0;
// points++;
// Mark the completed line
for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++)
{
grid[z][j] = FADING;
}
}
}
}
}
static void DeleteCompleteLines()
{
// erase the completed line
for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--)
{
while (grid[1][j] == FADING)
{
for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++)
{
grid[i][j] = EMPTY;
}
for (int j2 = j-1; j2 >= 0; j2--)
{
for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++)
{
if (grid[i2][j2] == FULL)
{
grid[i2][j2+1] = FULL;
grid[i2][j2] = EMPTY;
}
else if (grid[i2][j2] == FADING)
{
grid[i2][j2+1] = FADING;
grid[i2][j2] = EMPTY;
}
}
}
}
}
}