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authorvictorfisac <victorfisac@gmail.com>2016-02-26 14:28:05 +0100
committervictorfisac <victorfisac@gmail.com>2016-02-26 14:28:05 +0100
commit68088bc5be39beff4f9997fe0966ce30054f67c1 (patch)
treeef7a773a5cd69193abce4e635dc1555cbd9ad9b7 /games/drturtle/drturtle_final_web.c
parent233f7611da96ea6bc0b7c62f6a06dacef707f9d7 (diff)
parent0dfc7fffff68b0bfafd30a86fb322073daf7fc0e (diff)
downloadraylib-68088bc5be39beff4f9997fe0966ce30054f67c1.tar.gz
raylib-68088bc5be39beff4f9997fe0966ce30054f67c1.zip
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'games/drturtle/drturtle_final_web.c')
-rw-r--r--games/drturtle/drturtle_final_web.c541
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diff --git a/games/drturtle/drturtle_final_web.c b/games/drturtle/drturtle_final_web.c
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+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+#include <math.h> // Used for sinf()
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen;
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+const int screenWidth = 1280;
+const int screenHeight = 720;
+
+Texture2D sky;
+Texture2D mountains;
+Texture2D sea;
+Texture2D title;
+Texture2D turtle;
+Texture2D gamera;
+Texture2D shark;
+Texture2D orca;
+Texture2D swhale;
+Texture2D fish;
+Texture2D gframe;
+
+SpriteFont font;
+
+Sound eat;
+Sound die;
+Sound growl;
+
+// Define scrolling variables
+int backScrolling = 0;
+int seaScrolling = 0;
+
+// Define current screen
+GameScreen currentScreen = 0;
+
+// Define player variables
+int playerRail = 1;
+Rectangle playerBounds;
+bool gameraMode = false;
+
+// Define enemies variables
+Rectangle enemyBounds[MAX_ENEMIES];
+int enemyRail[MAX_ENEMIES];
+int enemyType[MAX_ENEMIES];
+bool enemyActive[MAX_ENEMIES];
+float enemySpeed = 10;
+
+// Define additional game variables
+int score = 0;
+float distance = 0.0f;
+int hiscore = 0;
+float hidistance = 0.0f;
+int foodBar = 0;
+int framesCounter = 0;
+
+unsigned char blue = 200;
+float timeCounter = 0;
+
+//----------------------------------------------------------------------------------
+// Module Functions Declaration
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void); // Update and Draw one frame
+
+//----------------------------------------------------------------------------------
+// Main Enry Point
+//----------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Initialize audio device
+ InitAudioDevice();
+
+ // Load game resources: textures
+ sky = LoadTexture("resources/sky.png");
+ mountains = LoadTexture("resources/mountains.png");
+ sea = LoadTexture("resources/sea.png");
+ title = LoadTexture("resources/title.png");
+ turtle = LoadTexture("resources/turtle.png");
+ gamera = LoadTexture("resources/gamera.png");
+ shark = LoadTexture("resources/shark.png");
+ orca = LoadTexture("resources/orca.png");
+ swhale = LoadTexture("resources/swhale.png");
+ fish = LoadTexture("resources/fish.png");
+ gframe = LoadTexture("resources/gframe.png");
+
+ // Load game resources: fonts
+ font = LoadSpriteFont("resources/komika.png");
+
+ // Load game resources: sounds
+ eat = LoadSound("resources/eat.wav");
+ die = LoadSound("resources/die.wav");
+ growl = LoadSound("resources/gamera.wav");
+
+ // Start playing streaming music
+ PlayMusicStream("resources/speeding.ogg");
+
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Init enemies variables
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ // Define enemy type (all same probability)
+ //enemyType[i] = GetRandomValue(0, 3);
+
+ // Probability system for enemies type
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ // define enemy rail
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+#if defined(PLATFORM_WEB)
+ emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
+#else
+ SetTargetFPS(60); // Set our game to run at 60 frames-per-second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ UpdateDrawFrame();
+ }
+#endif
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(gframe);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(shark);
+ UnloadTexture(orca);
+ UnloadTexture(swhale);
+ UnloadTexture(fish);
+ UnloadTexture(gamera);
+
+ // Unload font texture
+ UnloadSpriteFont(font);
+
+ // Unload sounds
+ UnloadSound(eat);
+ UnloadSound(die);
+ UnloadSound(growl);
+
+ StopMusicStream(); // Stop music
+ CloseAudioDevice(); // Close audio device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition
+//----------------------------------------------------------------------------------
+void UpdateDrawFrame(void)
+{
+ // Update
+ //----------------------------------------------------------------------------------
+ UpdateMusicStream();
+
+ framesCounter++;
+
+ // Sea color tint effect
+ blue = 210 + 25 * sinf(timeCounter);
+ timeCounter += 0.01;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= (enemySpeed - 2);
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Enemies activation logic (every 40 frames)
+ if (framesCounter > 40)
+ {
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i] == false)
+ {
+ enemyActive[i] = true;
+ i = MAX_ENEMIES;
+ }
+ }
+
+ framesCounter = 0;
+ }
+
+ // Enemies logic
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ enemyBounds[i].x -= enemySpeed;
+ }
+
+ // Check enemies out of screen
+ if (enemyBounds[i].x <= 0 - 128)
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ }
+ }
+
+ if (!gameraMode) enemySpeed += 0.005;
+
+ // Check collision player vs enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
+ {
+ if (enemyType[i] < 3) // Bad enemies
+ {
+ if (gameraMode)
+ {
+ if (enemyType[i] == 0) score += 50;
+ else if (enemyType[i] == 1) score += 150;
+ else if (enemyType[i] == 2) score += 300;
+
+ foodBar += 15;
+
+ enemyActive[i] = false;
+
+ // After enemy deactivation, reset enemy parameters to be reused
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ PlaySound(eat);
+ }
+ else
+ {
+ // Player die logic
+ PlaySound(die);
+
+ currentScreen = ENDING;
+ framesCounter = 0;
+
+ // Save hiscore and hidistance for next game
+ if (score > hiscore) hiscore = score;
+ if (distance > hidistance) hidistance = distance;
+ }
+ }
+ else // Sweet fish
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ if (!gameraMode) foodBar += 80;
+ else foodBar += 25;
+
+ score += 10;
+
+ if (foodBar == 400)
+ {
+ gameraMode = true;
+
+ PlaySound(growl);
+ }
+
+ PlaySound(eat);
+ }
+ }
+ }
+ }
+
+ // Gamera mode logic
+ if (gameraMode)
+ {
+ foodBar--;
+
+ if (foodBar <= 0)
+ {
+ gameraMode = false;
+ enemySpeed -= 2;
+ if (enemySpeed < 10) enemySpeed = 10;
+ }
+ }
+
+ // Update distance counter
+ distance += 0.5f;
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ gameraMode = false;
+
+ // Reset enemies data
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ //enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ enemySpeed = 10;
+
+ // Reset game variables
+ score = 0;
+ distance = 0.0;
+ foodBar = 0;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 1, WHITE);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw water lines
+ for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
+
+ // Draw player
+ if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
+ //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
+
+ // Draw enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ // Draw enemies
+ switch(enemyType[i])
+ {
+ case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ default: break;
+ }
+
+ // Draw enemies bounding boxes
+ /*
+ switch(enemyType[i])
+ {
+ case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
+ default: break;
+ }
+ */
+ }
+ }
+
+ // Draw gameplay interface
+ DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+ DrawRectangle(20, 20, foodBar, 40, ORANGE);
+ DrawRectangleLines(20, 20, 400, 40, BLACK);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE);
+
+ if (gameraMode)
+ {
+ DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+ DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.size*3, -2, MAROON);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD);
+ DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE);
+ DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+} \ No newline at end of file