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| author | Ray <raysan5@gmail.com> | 2016-01-29 07:26:06 -0800 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-01-29 07:26:06 -0800 |
| commit | 708e8c558cb843b5e4b071bc2b99102533bafaea (patch) | |
| tree | 83561a8bf0b640c565a684c7a2b1ec80f490c044 /games/samples/asteroids.c | |
| parent | 4ec0ac89cda482031c393425381a2627a9468f09 (diff) | |
| download | raylib-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.c | 596 |
1 files changed, 596 insertions, 0 deletions
diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c new file mode 100644 index 00000000..676b0154 --- /dev/null +++ b/games/samples/asteroids.c @@ -0,0 +1,596 @@ +/******************************************************************************************* +* +* 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 |
