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authorRay <raysan5@gmail.com>2016-01-29 07:26:06 -0800
committerRay <raysan5@gmail.com>2016-01-29 07:26:06 -0800
commit708e8c558cb843b5e4b071bc2b99102533bafaea (patch)
tree83561a8bf0b640c565a684c7a2b1ec80f490c044 /games/samples/asteroids.c
parent4ec0ac89cda482031c393425381a2627a9468f09 (diff)
downloadraylib-708e8c558cb843b5e4b071bc2b99102533bafaea.tar.gz
raylib-708e8c558cb843b5e4b071bc2b99102533bafaea.zip
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...)
Diffstat (limited to 'games/samples/asteroids.c')
-rw-r--r--games/samples/asteroids.c596
1 files changed, 596 insertions, 0 deletions
diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c
new file mode 100644
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--- /dev/null
+++ b/games/samples/asteroids.c
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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();
+} \ No newline at end of file