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| author | raysan5 <raysan5@gmail.com> | 2016-02-20 20:25:01 +0100 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-02-20 20:25:01 +0100 |
| commit | 7b360d8579c63658ee05377b44d2e0b478d12b74 (patch) | |
| tree | 16c1553ba117869aeb370ae40f99bb4086701b55 /games/samples/asteroids.c | |
| parent | 83459159f4c8622cefe93a062138e7e2391b6761 (diff) | |
| download | raylib-7b360d8579c63658ee05377b44d2e0b478d12b74.tar.gz raylib-7b360d8579c63658ee05377b44d2e0b478d12b74.zip | |
Reorganized games folder
Simplified to match raylib installer package folder structure
Diffstat (limited to 'games/samples/asteroids.c')
| -rw-r--r-- | games/samples/asteroids.c | 579 |
1 files changed, 0 insertions, 579 deletions
diff --git a/games/samples/asteroids.c b/games/samples/asteroids.c deleted file mode 100644 index 53ebbd8e..00000000 --- a/games/samples/asteroids.c +++ /dev/null @@ -1,579 +0,0 @@ -/******************************************************************************************* -* -* 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 PLAYER_BASE_SIZE 20.0f -#define PLAYER_SPEED 6.0f -#define PLAYER_MAX_SHOOTS 10 - -#define METEORS_SPEED 2 -#define MAX_BIG_METEORS 4 -#define MAX_MEDIUM_METEORS 8 -#define MAX_SMALL_METEORS 16 - -//---------------------------------------------------------------------------------- -// 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 Meteor { - Vector2 position; - Vector2 speed; - float radius; - bool active; - Color color; -} Meteor; - -//------------------------------------------------------------------------------------ -// 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[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; -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 = (PLAYER_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; - - // Initialization shoot - 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; - } - - for (int i = 0; i < MAX_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 < MAX_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 < MAX_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)*PLAYER_SPEED; - player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_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 < 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)*PLAYER_SPEED; - shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; - shoot[i].rotation = player.rotation; - break; - } - } - } - - // 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 < PLAYER_MAX_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 < 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 < 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 < 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 < MAX_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 < MAX_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 < MAX_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 < PLAYER_MAX_SHOOTS; i++) - { - if ((shoot[i].active)) - { - 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)) - { - 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 = MAX_BIG_METEORS; - } - } - } - if ((shoot[i].active)) - { - 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)) - { - 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 = MAX_MEDIUM_METEORS; - } - } - } - if ((shoot[i].active)) - { - 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)) - { - shoot[i].active = false; - shoot[i].lifeSpawn = 0; - smallMeteor[c].active = false; - meteorsDestroyed++; - smallMeteor[c].color = YELLOW; - // smallMeteor[c].position = (Vector2){-100, -100}; - c = MAX_SMALL_METEORS; - } - } - } - } - } - - if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; - } - else - { - if (IsKeyPressed(KEY_ENTER)) - { - InitGame(); - gameOver = false; - } - } -} - -// Draw game (one frame) -void DrawGame(void) -{ - BeginDrawing(); - - 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)*(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 < MAX_BIG_METEORS; i++) - { - 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 < MAX_MEDIUM_METEORS; i++) - { - 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 < MAX_SMALL_METEORS; i++) - { - 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 < PLAYER_MAX_SHOOTS; i++) - { - 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); - - 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 |
