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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/pang.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/pang.c')
-rw-r--r--games/samples/pang.c692
1 files changed, 692 insertions, 0 deletions
diff --git a/games/samples/pang.c b/games/samples/pang.c
new file mode 100644
index 00000000..e7b2bb86
--- /dev/null
+++ b/games/samples/pang.c
@@ -0,0 +1,692 @@
+/*******************************************************************************************
+*
+* raylib - sample game: pang
+*
+* 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 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
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+
+typedef struct Player {
+ Vector2 position;
+ Vector2 speed;
+ 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;
+ int points;
+ bool active;
+ Color color;
+} BigMeteor;
+
+typedef struct MediumMeteor {
+ 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;
+
+typedef struct Points {
+ char letter;
+ Vector2 position;
+ int value;
+ Color color;
+ float alpha;
+} Points;
+
+//------------------------------------------------------------------------------------
+// Global Variables Declaration
+//------------------------------------------------------------------------------------
+static int screenWidth = 800;
+static int screenHeight = 450;
+
+static int framesCounter;
+static bool gameOver;
+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 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 meteorsDestroyed;
+static Vector2 linePosition;
+
+static bool victory;
+static bool lose;
+static bool awake;
+
+//------------------------------------------------------------------------------------
+// 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()
+{
+ InitWindow(screenWidth, screenHeight, "sample game: pang");
+
+ 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
+static void InitGame(void)
+{
+ int posx, posy;
+ int velx = 0;
+ int vely = 0;
+
+ framesCounter = 0;
+ gameOver = false;
+ pause = false;
+ score = 0;
+
+ victory = false;
+ lose = false;
+ awake = true;
+ gravity = 0.25f;
+
+ linePosition = (Vector2){ 0.0f , 0.0f };
+ shipHeight = (SHIP_BASE_SIZE/2)/tanf(20*DEG2RAD);
+
+ // Initialization player
+ player.position = (Vector2){ screenWidth/2, screenHeight };
+ player.speed = (Vector2){ MAX_SPEED, MAX_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++)
+ {
+ 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++)
+ {
+ bigMeteor[i].radius = 40.0f;
+ posx = GetRandomValue(0 + bigMeteor[i].radius, screenWidth - bigMeteor[i].radius);
+ posy = GetRandomValue(0 + bigMeteor[i].radius, screenHeight/2);
+
+ bigMeteor[i].position = (Vector2){ posx, posy };
+
+ while ((velx == 0) || (vely == 0))
+ {
+ velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
+ vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED);
+ }
+
+ bigMeteor[i].speed = (Vector2){ velx, vely };
+ bigMeteor[i].points = 200;
+ bigMeteor[i].active = true;
+ bigMeteor[i].color = BLUE;
+ }
+
+ // Initialize medium meteors
+ for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ {
+ mediumMeteor[i].position = (Vector2){-100, -100};
+ mediumMeteor[i].speed = (Vector2){0,0};
+ mediumMeteor[i].radius = 20.0f;
+ mediumMeteor[i].points = 100;
+ mediumMeteor[i].active = false;
+ mediumMeteor[i].color = BLUE;
+ }
+
+ // Initialize small meteors
+ for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ {
+ smallMeteor[i].position = (Vector2){ -100, -100 };
+ smallMeteor[i].speed = (Vector2){ 0, 0 };
+ smallMeteor[i].radius = 10.0f;
+ smallMeteor[i].points = 50;
+ smallMeteor[i].active = false;
+ smallMeteor[i].color = BLUE;
+ }
+
+ // Initialize animated points
+ for (int i = 0; i < 5; i++)
+ {
+ points[i].position = (Vector2){ 0, 0 };
+ points[i].value = 0;
+ points[i].alpha = 0.0f;
+ }
+
+ countMediumMeteors = 0;
+ countSmallMeteors = 0;
+}
+
+// Update game (one frame)
+void UpdateGame(void)
+{
+ if (!gameOver)
+ {
+ 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;
+
+ // 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;
+
+ // 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, player.position.y - shipHeight };
+ linePosition = (Vector2){ player.position.x, player.position.y};
+ shoot[i].active = true;
+ shoot[i].speed.y = MAX_SPEED;
+ 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.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 >= 120)
+ {
+ shoot[i].position = (Vector2){0, 0};
+ shoot[i].speed = (Vector2){0, 0};
+ shoot[i].lifeSpawn = 0;
+ shoot[i].active = false;
+ }
+ }
+ }
+
+ // Player collision with meteors
+ player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12};
+
+ for (int i = 0; i < NUM_BIG_METEORS; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigMeteor[i].position, bigMeteor[i].radius) && bigMeteor[i].active)
+ {
+ gameOver = true;
+ }
+ }
+
+ for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumMeteor[i].position, mediumMeteor[i].radius) && mediumMeteor[i].active)
+ {
+ gameOver = true;
+ }
+ }
+
+ for (int i = 0; i < NUM_SMALL_METEORS; i++)
+ {
+ if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallMeteor[i].position, smallMeteor[i].radius) && smallMeteor[i].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 + 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;
+ }
+
+ bigMeteor[i].speed.y += gravity;
+ }
+ }
+
+ for (int i = 0; i < NUM_MEDIUM_METEORS; i++)
+ {
+ if (mediumMeteor[i].active)
+ {
+ // 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;
+ }
+ }
+
+ 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 + 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;
+ }
+ }
+
+ // 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 && (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;
+
+ for (int z = 0; z < 5; z++)
+ {
+ 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;
+ }
+ }
+
+ 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){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 ++;
+ }
+
+ 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 && (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;
+
+ for (int z = 0; z < 5; z++)
+ {
+ 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;
+ }
+ }
+
+ 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){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 ++;
+ }
+ 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 && (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;
+ 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)
+ {
+ points[z].position = smallMeteor[c].position;
+ points[z].value = smallMeteor[c].points;
+ points[z].color = YELLOW;
+ 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;
+ }
+
+ 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;
+ }
+ }
+ }
+ else
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ InitGame();
+ gameOver = false;
+ }
+ }
+}
+
+// Draw game (one frame)
+void DrawGame(void)
+{
+ BeginDrawing();
+
+ ClearBackground(DARKGRAY);
+
+ 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);
+
+ // Draw meteor
+ 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));
+ //DrawText(FormatText("%i", bigMeteor[i].points), bigMeteor[i].position.x - MeasureText("200", 20)/2, bigMeteor[i].position.y - 10, 20, Fade(WHITE, 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));
+ //DrawText(FormatText("%i", mediumMeteor[i].points), mediumMeteor[i].position.x - MeasureText("100", 20)/2, mediumMeteor[i].position.y - 10, 20, Fade(WHITE, 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));
+ //DrawText(FormatText("%i", smallMeteor[i].points), smallMeteor[i].position.x - MeasureText("50", 10)/2, smallMeteor[i].position.y - 5, 10, Fade(WHITE, 0.25f));
+ }
+ }
+
+ // Draw shoot
+
+ for (int i = 0; i < NUM_SHOOTS; i++)
+ {
+ if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED);
+ }
+
+ 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));
+ }
+ }
+
+ // Draw Text
+ 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 (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY);
+ }
+ else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY);
+
+ 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