aboutsummaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorraysan5 <raysan5@gmail.com>2016-02-07 11:23:12 +0100
committerraysan5 <raysan5@gmail.com>2016-02-07 11:23:12 +0100
commit4ad375a3783472b8629387d45fb90619115c973a (patch)
tree14d2c9c4a70e494d6d02d96c87369c21a8e3986f
parent4a3509f06d60e2761aa048378fe979e11a5a1667 (diff)
downloadraylib-4ad375a3783472b8629387d45fb90619115c973a.tar.gz
raylib-4ad375a3783472b8629387d45fb90619115c973a.zip
Code review
Most of this code was developed by students, it requires some additional review to be used for teaching.
-rw-r--r--games/samples/asteroids.c125
-rw-r--r--games/samples/asteroids_survival.c72
-rw-r--r--games/samples/floppy.c12
-rw-r--r--games/samples/gold_fever.c69
-rw-r--r--games/samples/pang.c630
-rw-r--r--games/samples/space_invaders.c19
-rw-r--r--games/samples/tetris.c23
7 files changed, 427 insertions, 523 deletions
diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c
index 676b0154..53ebbd8e 100644
--- a/games/samples/asteroids.c
+++ b/games/samples/asteroids.c
@@ -22,13 +22,14 @@
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
-#define MAX_SPEED 6
+#define PLAYER_BASE_SIZE 20.0f
+#define PLAYER_SPEED 6.0f
+#define PLAYER_MAX_SHOOTS 10
+
#define METEORS_SPEED 2
-#define NUM_SHOOTS 10
-#define NUM_BIG_METEORS 4
-#define NUM_MEDIUM_METEORS 8
-#define NUM_SMALL_METEORS 16
-#define SHIP_BASE_SIZE 20.0f
+#define MAX_BIG_METEORS 4
+#define MAX_MEDIUM_METEORS 8
+#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -53,29 +54,13 @@ typedef struct Shoot {
Color color;
} Shoot;
-typedef struct BigMeteor {
- Vector2 position;
- Vector2 speed;
- float radius;
- bool active;
- Color color;
-} BigMeteor;
-
-typedef struct MediumMeteor {
+typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
-} MediumMeteor;
-
-typedef struct SmallMeteor {
- Vector2 position;
- Vector2 speed;
- float radius;
- bool active;
- Color color;
-} SmallMeteor;
+} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
@@ -92,10 +77,10 @@ static bool victory;
static float shipHeight;
static Player player;
-static Shoot shoot[NUM_SHOOTS];
-static BigMeteor bigMeteor[NUM_BIG_METEORS];
-static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
-static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
+static Shoot shoot[PLAYER_MAX_SHOOTS];
+static Meteor bigMeteor[MAX_BIG_METEORS];
+static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
+static Meteor smallMeteor[MAX_SMALL_METEORS];
static int countMediumMeteors;
static int countSmallMeteors;
@@ -169,7 +154,7 @@ void InitGame(void)
victory = false;
pause = false;
- shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+ shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
@@ -181,10 +166,8 @@ void InitGame(void)
meteorsDestroyed = 0;
- //InitShoot(&shoot);
-
// Initialization shoot
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
shoot[i].position = (Vector2){0, 0};
shoot[i].speed = (Vector2){0, 0};
@@ -194,7 +177,7 @@ void InitGame(void)
shoot[i].color = WHITE;
}
- for (int i = 0; i < NUM_BIG_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
@@ -236,7 +219,7 @@ void InitGame(void)
bigMeteor[i].color = BLUE;
}
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
mediumMeteor[i].position = (Vector2){-100, -100};
mediumMeteor[i].speed = (Vector2){0,0};
@@ -245,7 +228,7 @@ void InitGame(void)
mediumMeteor[i].color = BLUE;
}
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
smallMeteor[i].position = (Vector2){-100, -100};
smallMeteor[i].speed = (Vector2){0,0};
@@ -274,8 +257,8 @@ void UpdateGame(void)
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Speed
- player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
- player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
+ player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
+ player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Controller
if (IsKeyDown(KEY_UP))
@@ -306,14 +289,14 @@ void UpdateGame(void)
// Activation of shoot
if (IsKeyPressed(KEY_SPACE))
{
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (!shoot[i].active)
{
shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) };
shoot[i].active = true;
- shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*MAX_SPEED;
- shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*MAX_SPEED;
+ shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
+ shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
shoot[i].rotation = player.rotation;
break;
}
@@ -321,13 +304,13 @@ void UpdateGame(void)
}
// Shoot life timer
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) shoot[i].lifeSpawn++;
}
// Shot logic
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active)
{
@@ -371,23 +354,23 @@ void UpdateGame(void)
// Collision Player to meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
- for (int a = 0; a < NUM_BIG_METEORS; a++)
+ for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true;
}
- for (int a = 0; a < NUM_MEDIUM_METEORS; a++)
+ for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
- for (int a = 0; a < NUM_SMALL_METEORS; a++)
+ for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteor logic
- for (int i = 0; i < NUM_BIG_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_METEORS; i++)
{
if (bigMeteor[i].active)
{
@@ -403,7 +386,7 @@ void UpdateGame(void)
}
}
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
@@ -419,7 +402,7 @@ void UpdateGame(void)
}
}
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
@@ -436,11 +419,11 @@ void UpdateGame(void)
}
// Collision behaviour
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if ((shoot[i].active))
{
- for (int a = 0; a < NUM_BIG_METEORS; a++)
+ for (int a = 0; a < MAX_BIG_METEORS; a++)
{
if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius))
{
@@ -466,13 +449,13 @@ void UpdateGame(void)
}
//bigMeteor[a].position = (Vector2){-100, -100};
bigMeteor[a].color = RED;
- a = NUM_BIG_METEORS;
+ a = MAX_BIG_METEORS;
}
}
}
if ((shoot[i].active))
{
- for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
+ for (int b = 0; b < MAX_MEDIUM_METEORS; b++)
{
if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius))
{
@@ -498,13 +481,13 @@ void UpdateGame(void)
}
//mediumMeteor[b].position = (Vector2){-100, -100};
mediumMeteor[b].color = GREEN;
- b = NUM_MEDIUM_METEORS;
+ b = MAX_MEDIUM_METEORS;
}
}
}
if ((shoot[i].active))
{
- for (int c = 0; c < NUM_SMALL_METEORS; c++)
+ for (int c = 0; c < MAX_SMALL_METEORS; c++)
{
if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius))
{
@@ -514,14 +497,14 @@ void UpdateGame(void)
meteorsDestroyed++;
smallMeteor[c].color = YELLOW;
// smallMeteor[c].position = (Vector2){-100, -100};
- c = NUM_SMALL_METEORS;
+ c = MAX_SMALL_METEORS;
}
}
}
}
}
- if (meteorsDestroyed == NUM_BIG_METEORS + NUM_MEDIUM_METEORS + NUM_SMALL_METEORS) victory = true;
+ if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true;
}
else
{
@@ -538,39 +521,39 @@ void DrawGame(void)
{
BeginDrawing();
- ClearBackground(DARKGRAY);
+ ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw spaceship
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
- Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
- Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
- DrawTriangleLines(v1, v2, v3, player.color);
+ Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ DrawTriangle(v1, v2, v3, MAROON);
// Draw meteors
- for (int i = 0; i < NUM_BIG_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_METEORS; i++)
{
- if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, bigMeteor[i].color);
- else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(bigMeteor[i].color, 0.25f));
+ if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY);
+ else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
- if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
- else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
+ if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
+ else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
- if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
- else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
+ if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY);
+ else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
// Draw shoot
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
- if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, shoot[i].color);
+ if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK);
}
if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY);
diff --git a/games/samples/asteroids_survival.c b/games/samples/asteroids_survival.c
index e2be9366..aa21112d 100644
--- a/games/samples/asteroids_survival.c
+++ b/games/samples/asteroids_survival.c
@@ -22,13 +22,13 @@
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
-#define MAX_SPEED 6
+#define PLAYER_BASE_SIZE 20.0f
+#define PLAYER_SPEED 6.0f
+#define PLAYER_MAX_SHOOTS 10
+
#define METEORS_SPEED 2
-#define NUM_SHOOTS 10
-#define NUM_BIG_METEORS 4
-#define NUM_MEDIUM_METEORS 8
-#define NUM_SMALL_METEORS 16
-#define SHIP_BASE_SIZE 20.0f
+#define MAX_MEDIUM_METEORS 8
+#define MAX_SMALL_METEORS 16
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -43,22 +43,13 @@ typedef struct Player {
Color color;
} Player;
-typedef struct MediumMeteor {
- Vector2 position;
- Vector2 speed;
- float radius;
- bool active;
- Color color;
-} MediumMeteor;
-
-typedef struct SmallMeteor {
+typedef struct Meteor {
Vector2 position;
Vector2 speed;
float radius;
bool active;
Color color;
-} SmallMeteor;
-
+} Meteor;
//------------------------------------------------------------------------------------
// Global Variables Declaration
@@ -74,8 +65,8 @@ static bool pause;
static float shipHeight;
static Player player;
-static MediumMeteor mediumMeteor[NUM_MEDIUM_METEORS];
-static SmallMeteor smallMeteor[NUM_SMALL_METEORS];
+static Meteor mediumMeteor[MAX_MEDIUM_METEORS];
+static Meteor smallMeteor[MAX_SMALL_METEORS];
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
@@ -86,8 +77,6 @@ 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
//------------------------------------------------------------------------------------
@@ -146,7 +135,7 @@ void InitGame(void)
framesCounter = 0;
- shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+ shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2};
@@ -156,7 +145,7 @@ void InitGame(void)
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++)
+ for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
@@ -196,7 +185,7 @@ void InitGame(void)
mediumMeteor[i].color = GREEN;
}
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
posx = GetRandomValue(0, screenWidth);
@@ -255,8 +244,8 @@ void UpdateGame(void)
if (IsKeyDown(KEY_RIGHT)) player.rotation += 5;
// Speed
- player.speed.x = sin(player.rotation*DEG2RAD)*MAX_SPEED;
- player.speed.y = cos(player.rotation*DEG2RAD)*MAX_SPEED;
+ player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED;
+ player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED;
// Controller
if (IsKeyDown(KEY_UP))
@@ -287,19 +276,19 @@ void UpdateGame(void)
// Collision Player to meteors
player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12};
- for (int a = 0; a < NUM_MEDIUM_METEORS; a++)
+ for (int a = 0; a < MAX_MEDIUM_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true;
}
- for (int a = 0; a < NUM_SMALL_METEORS; a++)
+ for (int a = 0; a < MAX_SMALL_METEORS; a++)
{
if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true;
}
// Meteor logic
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_MEDIUM_METEORS; i++)
{
if (mediumMeteor[i].active)
{
@@ -315,7 +304,7 @@ void UpdateGame(void)
}
}
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_SMALL_METEORS; i++)
{
if (smallMeteor[i].active)
{
@@ -347,31 +336,30 @@ void DrawGame(void)
{
BeginDrawing();
- ClearBackground(DARKGRAY);
+ ClearBackground(RAYWHITE);
if (!gameOver)
{
// Draw spaceship
Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) };
- Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
- Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(SHIP_BASE_SIZE/2) };
-
- DrawTriangleLines(v1, v2, v3, player.color);
+ Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ DrawTriangle(v1, v2, v3, MAROON);
// Draw meteor
- for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0;i < MAX_MEDIUM_METEORS; i++)
{
- if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, mediumMeteor[i].color);
- else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(mediumMeteor[i].color, 0.25f));
+ if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY);
+ else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- for (int i = 0;i < NUM_SMALL_METEORS; i++)
+ for (int i = 0;i < MAX_SMALL_METEORS; i++)
{
- if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, smallMeteor[i].color);
- else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(smallMeteor[i].color, 0.25f));
+ if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY);
+ else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- DrawText(FormatText("SURVIVAL TIME: %.02f", (float)framesCounter/60), 10, 10, 20, WHITE);
+ DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, BLACK);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
diff --git a/games/samples/floppy.c b/games/samples/floppy.c
index d66f5bbe..f48ea235 100644
--- a/games/samples/floppy.c
+++ b/games/samples/floppy.c
@@ -206,24 +206,24 @@ void DrawGame(void)
if (!gameOver)
{
- DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, BLUE);
+ DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY);
// 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);
+ DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY);
+ 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, GRAY);
}
// Draw flashing fx (one frame only)
if (superfx)
{
- DrawRectangle(0, 0, screenWidth, screenHeight, GOLD);
+ DrawRectangle(0, 0, screenWidth, screenHeight, WHITE);
superfx = false;
}
- DrawText(FormatText("%04i", score), 20, 20, 40, PINK);
- DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, VIOLET);
+ DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
+ DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, LIGHTGRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
diff --git a/games/samples/gold_fever.c b/games/samples/gold_fever.c
index d4c0d99f..5a435027 100644
--- a/games/samples/gold_fever.c
+++ b/games/samples/gold_fever.c
@@ -22,19 +22,16 @@
//----------------------------------------------------------------------------------
typedef struct Player {
Vector2 position;
- int radius;
Vector2 speed;
- Color color;
+ int radius;
} Player;
typedef struct Enemy {
Vector2 position;
+ Vector2 speed;
int radius;
int radiusBounds;
- Vector2 speed;
- bool moveRight;
- Color colorBounds;
- Color color;
+ bool moveRight; // RAY: o__O
} Enemy;
typedef struct Points {
@@ -42,15 +39,14 @@ typedef struct Points {
int radius;
int value;
bool active;
- Color color;
} Points;
-typedef struct Exit {
+typedef struct Home {
Rectangle rec;
bool active;
bool save;
Color color;
-} Exit;
+} Home;
//------------------------------------------------------------------------------------
// Global Variables Declaration
@@ -67,7 +63,7 @@ static int hiScore = 0;
static Player player;
static Enemy enemy;
static Points points;
-static Exit exit;
+static Home home;
static bool follow;
//------------------------------------------------------------------------------------
@@ -136,30 +132,25 @@ void InitGame(void)
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;
+
+ home.rec.width = 50;
+ home.rec.height = 50;
+ home.rec.x = GetRandomValue(0, screenWidth - home.rec.width);
+ home.rec.y = GetRandomValue(0, screenHeight - home.rec.height);
+ home.active = false;
+ home.save = false;
}
// Update game (one frame)
@@ -184,7 +175,7 @@ void UpdateGame(void)
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 ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.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;
@@ -212,17 +203,17 @@ void UpdateGame(void)
{
follow = true;
points.active = false;
- exit.active = true;
+ home.active = true;
}
- if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !exit.save)
+ if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save)
{
gameOver = true;
if (hiScore < score) hiScore = score;
}
- if (CheckCollisionCircleRec(player.position, player.radius, exit.rec))
+ if (CheckCollisionCircleRec(player.position, player.radius, home.rec))
{
follow = false;
@@ -235,9 +226,9 @@ void UpdateGame(void)
points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)};
}
- exit.save = true;
+ home.save = true;
}
- else exit.save = false;
+ else home.save = false;
}
}
else
@@ -259,18 +250,22 @@ void DrawGame(void)
if (!gameOver)
{
- if (follow) ClearBackground(RED);
-
- DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, enemy.colorBounds);
- DrawCircleV(enemy.position, enemy.radius, enemy.color);
+ if (follow)
+ {
+ DrawRectangle(0, 0, screenWidth, screenHeight, RED);
+ DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE);
+ }
- DrawCircleV(player.position, player.radius, player.color);
- DrawCircleV(points.position, points.radius, points.color);
+ DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE);
+
+ DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED);
+ DrawCircleV(enemy.position, enemy.radius, MAROON);
- if (exit.active) DrawRectangleRec(exit.rec, exit.color);
+ DrawCircleV(player.position, player.radius, GRAY);
+ if (points.active) DrawCircleV(points.position, points.radius, GOLD);
- DrawText(FormatText("SCORE: %04i", score), 10, 10, 20, GRAY);
- DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 10, 20, GRAY);
+ DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY);
+ DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY);
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, GRAY);
}
diff --git a/games/samples/pang.c b/games/samples/pang.c
index e7b2bb86..fe1c3005 100644
--- a/games/samples/pang.c
+++ b/games/samples/pang.c
@@ -2,7 +2,7 @@
*
* raylib - sample game: pang
*
-* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria
+* Sample game developed by Ian Eito and 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)
@@ -22,13 +22,12 @@
//----------------------------------------------------------------------------------
// 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
+#define PLAYER_BASE_SIZE 20.0f
+#define PLAYER_SPEED 5.0f
+#define PLAYER_MAX_SHOOTS 1
+
+#define MAX_BIG_BALLS 2
+#define BALLS_SPEED 2.0f
//----------------------------------------------------------------------------------
// Types and Structures Definition
@@ -37,9 +36,8 @@
typedef struct Player {
Vector2 position;
Vector2 speed;
- float rotation;
Vector3 collider;
- Color color;
+ float rotation;
} Player;
typedef struct Shoot {
@@ -49,41 +47,19 @@ typedef struct Shoot {
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 {
+typedef struct Ball {
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;
+} Ball;
typedef struct Points {
- char letter;
Vector2 position;
int value;
- Color color;
float alpha;
} Points;
@@ -99,18 +75,18 @@ 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 Shoot shoot[PLAYER_MAX_SHOOTS];
+static Ball bigBalls[MAX_BIG_BALLS];
+static Ball mediumBalls[MAX_BIG_BALLS*2];
+static Ball smallBalls[MAX_BIG_BALLS*4];
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 countmediumBallss;
+static int countsmallBallss;
static int meteorsDestroyed;
static Vector2 linePosition;
@@ -127,9 +103,6 @@ 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
//------------------------------------------------------------------------------------
@@ -193,69 +166,64 @@ static void InitGame(void)
gravity = 0.25f;
linePosition = (Vector2){ 0.0f , 0.0f };
- shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+ shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD);
// Initialization player
player.position = (Vector2){ screenWidth/2, screenHeight };
- player.speed = (Vector2){ MAX_SPEED, MAX_SPEED };
+ player.speed = (Vector2){ PLAYER_SPEED, PLAYER_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++)
+ for (int i = 0; i < PLAYER_MAX_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++)
+ for (int i = 0; i < MAX_BIG_BALLS; i++)
{
- bigMeteor[i].radius = 40.0f;
- posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
- posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
+ bigBalls[i].radius = 40.0f;
+ posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius);
+ posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2);
- bigMeteor[i].position = (Vector2){ posx, posy };
+ bigBalls[i].position = (Vector2){ posx, posy };
while ((velx == 0) || (vely == 0))
{
- velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
- vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
+ velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
+ vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED);
}
- bigMeteor[i].speed = (Vector2){ velx, vely };
- bigMeteor[i].points = 200;
- bigMeteor[i].active = true;
- bigMeteor[i].color = BLUE;
+ bigBalls[i].speed = (Vector2){ velx, vely };
+ bigBalls[i].points = 200;
+ bigBalls[i].active = true;
}
// Initialize medium meteors
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_BALLS*2; 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;
+ mediumBalls[i].position = (Vector2){-100, -100};
+ mediumBalls[i].speed = (Vector2){0,0};
+ mediumBalls[i].radius = 20.0f;
+ mediumBalls[i].points = 100;
+ mediumBalls[i].active = false;
}
// Initialize small meteors
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_BALLS*4; 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;
+ smallBalls[i].position = (Vector2){ -100, -100 };
+ smallBalls[i].speed = (Vector2){ 0, 0 };
+ smallBalls[i].radius = 10.0f;
+ smallBalls[i].points = 50;
+ smallBalls[i].active = false;
}
// Initialize animated points
@@ -266,333 +234,297 @@ static void InitGame(void)
points[i].alpha = 0.0f;
}
- countMediumMeteors = 0;
- countSmallMeteors = 0;
+ countmediumBallss = 0;
+ countsmallBallss = 0;
}
// Update game (one frame)
void UpdateGame(void)
{
- if (!gameOver)
+ if (!gameOver && !victory)
{
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;
+ // 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;
+ // Player vs wall collision logic
+ if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2;
+ else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2;
- // Activation of shoot
- if (IsKeyPressed(KEY_SPACE))
+ // Player shot logic
+ if (IsKeyPressed(KEY_SPACE))
+ {
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
- for (int i = 0; i < NUM_SHOOTS; i++)
+ if (!shoot[i].active)
{
- 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[i].position = (Vector2){ player.position.x, player.position.y - shipHeight };
+ shoot[i].speed.y = PLAYER_SPEED;
+ shoot[i].active = true;
+
+ linePosition = (Vector2){ player.position.x, player.position.y};
+
+ break;
}
}
+ }
- // Shoot life timer
- for (int i = 0; i < NUM_SHOOTS; i++)
- {
- if (shoot[i].active) shoot[i].lifeSpawn++;
- }
+ // Shoot life timer
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
+ {
+ if (shoot[i].active) shoot[i].lifeSpawn++;
+ }
- // Shot logic
- for (int i = 0; i < NUM_SHOOTS; i++)
+ // Shot logic
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
+ {
+ if (shoot[i].active)
{
- if (shoot[i].active)
- {
- // Movement
- shoot[i].position.y -= shoot[i].speed.y;
+ 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;
- }
+ // Shot vs walls collision logic
+ if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) ||
+ (shoot[i].position.y > screenHeight + shoot[i].radius) || (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 shot life spawn
+ if (shoot[i].lifeSpawn >= 120)
+ {
+ shoot[i].position = (Vector2){ 0.0f, 0.0f };
+ shoot[i].speed = (Vector2){ 0.0f, 0.0f };
+ shoot[i].lifeSpawn = 0;
+ shoot[i].active = false;
}
}
+ }
- // Player collision with meteors
- player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
+ // Player vs meteors collision logic
+ player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
- for (int i = 0; i < NUM_BIG_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_BALLS; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active)
{
- if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
- {
- gameOver = true;
- }
+ gameOver = true;
}
+ }
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_BALLS*2; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active)
{
- if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
- {
- gameOver = true;
- }
+ gameOver = true;
}
+ }
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ for (int i = 0; i < MAX_BIG_BALLS*4; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active)
{
- if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].active)
- {
- gameOver = true;
- }
+ gameOver = true;
}
+ }
- // Meteor logic
- for (int i = 0; i < NUM_BIG_METEORS; i++)
+ // Meteors logic (big)
+ for (int i = 0; i < MAX_BIG_BALLS; i++)
+ {
+ if (bigBalls[i].active)
{
- 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;
- }
+ // Meteor movement logic
+ bigBalls[i].position.x += bigBalls[i].speed.x;
+ bigBalls[i].position.y += bigBalls[i].speed.y;
- bigMeteor[i].speed.y += gravity;
+ // Meteor vs wall collision logic
+ if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1;
+ if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5;
+
+ if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight)
+ {
+ bigBalls[i].speed.y *= -1;
+ bigBalls[i].position.y = screenHeight - bigBalls[i].radius;
}
+
+ bigBalls[i].speed.y += gravity;
}
+ }
- for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ // Meteors logic (medium)
+ for (int i = 0; i < MAX_BIG_BALLS*2; i++)
+ {
+ if (mediumBalls[i].active)
{
- if (mediumMeteor[i].active)
+ // Meteor movement logic
+ mediumBalls[i].position.x += mediumBalls[i].speed.x;
+ mediumBalls[i].position.y += mediumBalls[i].speed.y;
+
+ // Meteor vs wall collision logic
+ if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1;
+ if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1;
+ if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight)
{
- // 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;
+ mediumBalls[i].speed.y *= -1;
+ mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius;
}
+
+ mediumBalls[i].speed.y += gravity + 0.12f;
}
+ }
- for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ // Meteors logic (small)
+ for (int i = 0; i < MAX_BIG_BALLS*4; i++)
+ {
+ if (smallBalls[i].active)
{
- if (smallMeteor[i].active)
+ // Meteor movement logic
+ smallBalls[i].position.x += smallBalls[i].speed.x;
+ smallBalls[i].position.y += smallBalls[i].speed.y;
+
+ // Meteor vs wall collision logic
+ if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1;
+ if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1;
+ if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight)
{
- // 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;
+ smallBalls[i].speed.y *= -1;
+ smallBalls[i].position.y = screenHeight - smallBalls[i].radius;
}
+
+ smallBalls[i].speed.y += gravity + 0.25f;
}
+ }
- // Collision behaviour
- for (int i = 0; i < NUM_SHOOTS; i++)
+ // Player-shot vs meteors logic
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
+ {
+ if ((shoot[i].active))
{
- if ((shoot[i].active))
+ for (int a = 0; a < MAX_BIG_BALLS; a++)
{
- for (int a = 0; a < NUM_BIG_METEORS; a++)
+ if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x)
+ && (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y))
{
- 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;
+ shoot[i].active = false;
+ shoot[i].lifeSpawn = 0;
+ bigBalls[a].active = false;
+ meteorsDestroyed++;
+ score += bigBalls[a].points;
- for (int z = 0; z < 5; z++)
+ for (int z = 0; z < 5; z++)
+ {
+ if (points[z].alpha == 0.0f)
{
- 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;
- }
+ points[z].position = bigBalls[a].position;
+ points[z].value = bigBalls[a].points;
+ points[z].alpha = 1.0f;
+ z = 5;
}
+ }
- for (int j = 0; j < 2; j ++)
+ for (int j = 0; j < 2; j ++)
+ {
+ if ((countmediumBallss%2) == 0)
+ {
+ mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
+ mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED };
+ }
+ else
{
- 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 ++;
+ mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y};
+ mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED };
}
- bigMeteor[a].color = RED;
- a = NUM_BIG_METEORS;
+ mediumBalls[countmediumBallss].active = true;
+ countmediumBallss ++;
}
+
+ a = MAX_BIG_BALLS;
}
}
+ }
- if ((shoot[i].active))
+ if ((shoot[i].active))
+ {
+ for (int b = 0; b < MAX_BIG_BALLS*2; b++)
{
- for (int b = 0; b < NUM_MEDIUM_METEORS; b++)
+ if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x)
+ && (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y))
{
- 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;
+ shoot[i].active = false;
+ shoot[i].lifeSpawn = 0;
+ mediumBalls[b].active = false;
+ meteorsDestroyed++;
+ score += mediumBalls[b].points;
- for (int z = 0; z < 5; z++)
+ for (int z = 0; z < 5; z++)
+ {
+ if (points[z].alpha == 0.0f)
{
- 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;
- }
+ points[z].position = mediumBalls[b].position;
+ points[z].value = mediumBalls[b].points;
+ points[z].alpha = 1.0f;
+ z = 5;
}
+ }
- for (int j = 0; j < 2; j ++)
+ for (int j = 0; j < 2; j ++)
+ {
+ if (countsmallBallss%2 == 0)
{
- 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 ++;
+ smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
+ smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1};
}
- mediumMeteor[b].color = GREEN;
- b = NUM_MEDIUM_METEORS;
+ else
+ {
+ smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y};
+ smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1};
+ }
+
+ smallBalls[countsmallBallss].active = true;
+ countsmallBallss ++;
}
+
+ b = MAX_BIG_BALLS*2;
}
}
+ }
- if ((shoot[i].active))
+ if ((shoot[i].active))
+ {
+ for (int c = 0; c < MAX_BIG_BALLS*4; c++)
{
- for (int c = 0; c < NUM_SMALL_METEORS; c++)
+ if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x)
+ && (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y))
{
- 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;
+ smallBalls[c].active = false;
+ meteorsDestroyed++;
+ score += smallBalls[c].points;
+
+ for (int z = 0; z < 5; z++)
{
- 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)
{
- 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;
- }
+ points[z].position = smallBalls[c].position;
+ points[z].value = smallBalls[c].points;
+ 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;
+ c = MAX_BIG_BALLS*4;
+ }
}
-
- 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;
}
+
+ if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true;
}
}
else
@@ -603,6 +535,18 @@ void UpdateGame(void)
gameOver = false;
}
}
+
+ // Points move-up and fade logic
+ 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;
+ }
}
// Draw game (one frame)
@@ -610,66 +554,60 @@ void DrawGame(void)
{
BeginDrawing();
- ClearBackground(DARKGRAY);
+ ClearBackground(RAYWHITE);
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);
+ Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) };
+ DrawTriangle(v1, v2, v3, MAROON);
- // Draw meteor
- for (int i = 0;i < NUM_BIG_METEORS; i++)
+ // Draw meteors (big)
+ for (int i = 0;i < MAX_BIG_BALLS; 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));
- }
+ if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY);
+ else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- for (int i = 0;i < NUM_MEDIUM_METEORS; i++)
+ // Draw meteors (medium)
+ for (int i = 0;i < MAX_BIG_BALLS*2; 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));
- }
+ if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY);
+ else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
}
- for (int i = 0;i < NUM_SMALL_METEORS; i++)
+ // Draw meteors (small)
+ for (int i = 0;i < MAX_BIG_BALLS*4; 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));
- }
+ if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY);
+ else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f));
}
// Draw shoot
-
- for (int i = 0; i < NUM_SHOOTS; i++)
+ for (int i = 0; i < PLAYER_MAX_SHOOTS; i++)
{
if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
}
+ // Draw score points
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));
+ DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha));
}
}
- // Draw Text
+ // Draw score (UI)
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 (victory)
+ {
+ DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY);
+ DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
+ }
if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
}
diff --git a/games/samples/space_invaders.c b/games/samples/space_invaders.c
index 9f380628..c2dd0c61 100644
--- a/games/samples/space_invaders.c
+++ b/games/samples/space_invaders.c
@@ -29,7 +29,7 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
-typedef enum { FIRST = 0, SECOND, THIRD } enemyWave;
+typedef enum { FIRST = 0, SECOND, THIRD } EnemyWave;
typedef struct Player{
Rectangle rec;
@@ -66,7 +66,7 @@ static bool victory;
static Player player;
static Enemy enemy[NUM_MAX_ENEMIES];
static Shoot shoot[NUM_SHOOTS];
-static enemyWave wave;
+static EnemyWave wave;
static int shootRate;
static float alpha;
@@ -149,8 +149,8 @@ void InitGame(void)
// Initialize player
player.rec.x = 20;
player.rec.y = 50;
- player.rec.width = 10;
- player.rec.height = 10;
+ player.rec.width = 20;
+ player.rec.height = 20;
player.speed.x = 5;
player.speed.y = 5;
player.color = BLACK;
@@ -165,7 +165,7 @@ void InitGame(void)
enemy[i].speed.x = 5;
enemy[i].speed.y = 5;
enemy[i].active = true;
- enemy[i].color = DARKGRAY;
+ enemy[i].color = GRAY;
}
// Initialize shoots
@@ -178,7 +178,7 @@ void InitGame(void)
shoot[i].speed.x = 7;
shoot[i].speed.y = 0;
shoot[i].active = false;
- shoot[i].color = WHITE;
+ shoot[i].color = MAROON;
}
}
@@ -325,10 +325,9 @@ void UpdateGame(void)
{
if (enemy[j].active)
{
- if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
+ 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;
@@ -362,7 +361,7 @@ void DrawGame(void)
{
BeginDrawing();
- ClearBackground(LIGHTGRAY);
+ ClearBackground(RAYWHITE);
if (!gameOver)
{
@@ -382,7 +381,7 @@ void DrawGame(void)
if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
}
- DrawText(FormatText("%04i", score), 20, 20, 40, DARKGRAY);
+ DrawText(FormatText("%04i", score), 20, 20, 40, GRAY);
if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
diff --git a/games/samples/tetris.c b/games/samples/tetris.c
index 8d550f3d..62400201 100644
--- a/games/samples/tetris.c
+++ b/games/samples/tetris.c
@@ -25,7 +25,7 @@
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
-#define SQUARE_SIZE 30
+#define SQUARE_SIZE 20
#define GRID_HORIZONTAL_SIZE 12
#define GRID_VERTICAL_SIZE 20
@@ -45,7 +45,7 @@ typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare;
// Global Variables Declaration
//------------------------------------------------------------------------------------
static int screenWidth = 800;
-static int screenHeight = 620;
+static int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
@@ -289,6 +289,8 @@ void UpdateGame(void)
DeleteCompleteLines();
fadeLineCounter = 0;
lineToDelete = false;
+
+ lines++;
}
}
}
@@ -314,10 +316,10 @@ void DrawGame(void)
{
// Draw gameplay area
Vector2 offset;
- offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2);
+ offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50;
offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2;
- offset.y -= 60; // NOTE: Harcoded position!
+ offset.y -= 50; // NOTE: Harcoded position!
int controller = offset.x;
@@ -360,13 +362,9 @@ void DrawGame(void)
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;
+ // Draw incoming piece (hardcoded)
+ offset.x = 500;
+ offset.y = 45;
int controler = offset.x;
@@ -393,6 +391,9 @@ void DrawGame(void)
offset.y += SQUARE_SIZE;
}
+ DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY);
+ DrawText(FormatText("LINES: %04i", lines), offset.x, offset.y + 20, 10, 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);