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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/space_invaders.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/space_invaders.c')
-rw-r--r--games/samples/space_invaders.c407
1 files changed, 407 insertions, 0 deletions
diff --git a/games/samples/space_invaders.c b/games/samples/space_invaders.c
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+/*******************************************************************************************
+*
+* raylib - sample game: space invaders
+*
+* 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"
+
+#if defined(PLATFORM_WEB)
+ #include <emscripten/emscripten.h>
+#endif
+
+//----------------------------------------------------------------------------------
+// Some Defines
+//----------------------------------------------------------------------------------
+#define NUM_SHOOTS 50
+#define NUM_MAX_ENEMIES 50
+#define FIRST_WAVE 10
+#define SECOND_WAVE 20
+#define THIRD_WAVE 50
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+typedef enum { FIRST = 0, SECOND, THIRD } enemyWave;
+
+typedef struct Player{
+ Rectangle rec;
+ Vector2 speed;
+ Color color;
+} Player;
+
+typedef struct Enemy{
+ Rectangle rec;
+ Vector2 speed;
+ bool active;
+ Color color;
+} Enemy;
+
+typedef struct Shoot{
+ Rectangle rec;
+ Vector2 speed;
+ bool active;
+ Color color;
+} Shoot;
+
+//------------------------------------------------------------------------------------
+// Global Variables Declaration
+//------------------------------------------------------------------------------------
+static int screenWidth = 800;
+static int screenHeight = 450;
+
+static int framesCounter;
+static bool gameOver;
+static bool pause;
+static int score;
+static bool victory;
+
+static Player player;
+static Enemy enemy[NUM_MAX_ENEMIES];
+static Shoot shoot[NUM_SHOOTS];
+static enemyWave wave;
+
+static int shootRate;
+static float alpha;
+
+static int activeEnemies;
+static int enemiesKill;
+static bool smooth;
+
+//------------------------------------------------------------------------------------
+// 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)
+
+//------------------------------------------------------------------------------------
+// Program main entry point
+//------------------------------------------------------------------------------------
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ InitWindow(screenWidth, screenHeight, "sample game: space invaders");
+
+ 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)
+{
+ // Initialize game variables
+ shootRate = 0;
+ pause = false;
+ gameOver = false;
+ victory = false;
+ smooth = false;
+ wave = FIRST;
+ activeEnemies = FIRST_WAVE;
+ enemiesKill = 0;
+ score = 0;
+ alpha = 0;
+
+ // Initialize player
+ player.rec.x = 20;
+ player.rec.y = 50;
+ player.rec.width = 10;
+ player.rec.height = 10;
+ player.speed.x = 5;
+ player.speed.y = 5;
+ player.color = BLACK;
+
+ // Initialize enemies
+ for (int i = 0; i < NUM_MAX_ENEMIES; i++)
+ {
+ enemy[i].rec.width = 10;
+ enemy[i].rec.height = 10;
+ enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
+ enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
+ enemy[i].speed.x = 5;
+ enemy[i].speed.y = 5;
+ enemy[i].active = true;
+ enemy[i].color = DARKGRAY;
+ }
+
+ // Initialize shoots
+ for (int i = 0; i < NUM_SHOOTS; i++)
+ {
+ shoot[i].rec.x = player.rec.x;
+ shoot[i].rec.y = player.rec.y + player.rec.height/4;
+ shoot[i].rec.width = 10;
+ shoot[i].rec.height = 5;
+ shoot[i].speed.x = 7;
+ shoot[i].speed.y = 0;
+ shoot[i].active = false;
+ shoot[i].color = WHITE;
+ }
+}
+
+// Update game (one frame)
+void UpdateGame(void)
+{
+ if (!gameOver)
+ {
+ if (IsKeyPressed('P')) pause = !pause;
+
+ if (!pause)
+ {
+ switch (wave)
+ {
+ case FIRST:
+ {
+ if (!smooth)
+ {
+ alpha += 0.02f;
+
+ if (alpha >= 1.0f) smooth = true;
+ }
+
+ if (smooth) alpha -= 0.02f;
+
+ if (enemiesKill == activeEnemies)
+ {
+ enemiesKill = 0;
+
+ for (int i = 0; i < activeEnemies; i++)
+ {
+ if (!enemy[i].active) enemy[i].active = true;
+ }
+
+ activeEnemies = SECOND_WAVE;
+ wave = SECOND;
+ smooth = false;
+ alpha = 0.0f;
+ }
+ } break;
+ case SECOND:
+ {
+ if (!smooth)
+ {
+ alpha += 0.02f;
+
+ if (alpha >= 1.0f) smooth = true;
+ }
+
+ if (smooth) alpha -= 0.02f;
+
+ if (enemiesKill == activeEnemies)
+ {
+ enemiesKill = 0;
+
+ for (int i = 0; i < activeEnemies; i++)
+ {
+ if (!enemy[i].active) enemy[i].active = true;
+ }
+
+ activeEnemies = THIRD_WAVE;
+ wave = THIRD;
+ smooth = false;
+ alpha = 0.0f;
+ }
+ } break;
+ case THIRD:
+ {
+ if (!smooth)
+ {
+ alpha += 0.02f;
+
+ if (alpha >= 1.0f) smooth = true;
+ }
+
+ if (smooth) alpha -= 0.02f;
+
+ if (enemiesKill == activeEnemies) victory = true;
+
+ } break;
+ default: break;
+ }
+
+ // Player movement
+ if (IsKeyDown(KEY_RIGHT)) player.rec.x += player.speed.x;
+ if (IsKeyDown(KEY_LEFT)) player.rec.x -= player.speed.x;
+ if (IsKeyDown(KEY_UP)) player.rec.y -= player.speed.y;
+ if (IsKeyDown(KEY_DOWN)) player.rec.y += player.speed.y;
+
+ // Player collision with enemy
+ for (int i = 0; i < activeEnemies; i++)
+ {
+ if (CheckCollisionRecs(player.rec, enemy[i].rec)) gameOver = true;
+ }
+
+ // Enemy behaviour
+ for (int i = 0; i < activeEnemies; i++)
+ {
+ if (enemy[i].active)
+ {
+ enemy[i].rec.x -= enemy[i].speed.x;
+
+ if (enemy[i].rec.x < 0)
+ {
+ enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
+ enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
+ }
+ }
+ }
+
+ // Wall behaviour
+ if (player.rec.x <= 0) player.rec.x = 0;
+ if (player.rec.x + player.rec.width >= screenWidth) player.rec.x = screenWidth - player.rec.width;
+ if (player.rec.y <= 0) player.rec.y = 0;
+ if (player.rec.y + player.rec.height >= screenHeight) player.rec.y = screenHeight - player.rec.height;
+
+ //Shoot initialization
+ if (IsKeyDown(KEY_SPACE))
+ {
+ shootRate += 5;
+
+ for (int i = 0; i < NUM_SHOOTS; i++)
+ {
+ if (!shoot[i].active && shootRate%20 == 0)
+ {
+ shoot[i].rec.x = player.rec.x;
+ shoot[i].rec.y = player.rec.y + player.rec.height/4;
+ shoot[i].active = true;
+ break;
+ }
+ }
+ }
+
+ // Shoot logic
+ for (int i = 0; i < NUM_SHOOTS; i++)
+ {
+ if (shoot[i].active)
+ {
+ // Movement
+ shoot[i].rec.x += shoot[i].speed.x;
+
+ // Collision with enemy
+ for (int j = 0; j < activeEnemies; j++)
+ {
+ if (enemy[j].active)
+ {
+ if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec))
+ {
+ shoot[i].active = false;
+ enemy[j].active = false;
+ enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
+ enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
+ shootRate = 0;
+ enemiesKill++;
+ score += 100;
+ }
+
+ if (shoot[i].rec.x + shoot[i].rec.width >= screenWidth)
+ {
+ shoot[i].active = false;
+ shootRate = 0;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
+ else
+ {
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ InitGame();
+ gameOver = false;
+ }
+ }
+}
+
+// Draw game (one frame)
+void DrawGame(void)
+{
+ BeginDrawing();
+
+ ClearBackground(LIGHTGRAY);
+
+ if (!gameOver)
+ {
+ DrawRectangleRec(player.rec, player.color);
+
+ if (wave == FIRST) DrawText("FIRST WAVE", screenWidth/2 - MeasureText("FIRST WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
+ else if (wave == SECOND) DrawText("SECOND WAVE", screenWidth/2 - MeasureText("SECOND WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
+ else if (wave == THIRD) DrawText("THIRD WAVE", screenWidth/2 - MeasureText("THIRD WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
+
+ for (int i = 0; i < activeEnemies; i++)
+ {
+ if (enemy[i].active) DrawRectangleRec(enemy[i].rec, enemy[i].color);
+ }
+
+ for (int i = 0; i < NUM_SHOOTS; i++)
+ {
+ if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
+ }
+
+ DrawText(FormatText("%04i", score), 20, 20, 40, DARKGRAY);
+
+ if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);
+
+ 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