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-rw-r--r--games/drturtle/00_drturtle_screens.c126
-rw-r--r--games/drturtle/01_drturtle_scrolling.c163
-rw-r--r--games/drturtle/02_drturtle_player.c212
-rw-r--r--games/drturtle/03_drturtle_enemies.c393
-rw-r--r--games/drturtle/04_drturtle_gui.c447
-rw-r--r--games/drturtle/05_drturtle_audio.c468
-rw-r--r--games/drturtle/06_drturtle_final.c491
-rw-r--r--games/drturtle/resources/die.wavbin0 -> 52134 bytes
-rw-r--r--games/drturtle/resources/eat.wavbin0 -> 53910 bytes
-rw-r--r--games/drturtle/resources/fish.pngbin0 -> 25946 bytes
-rw-r--r--games/drturtle/resources/gamera.pngbin0 -> 76525 bytes
-rw-r--r--games/drturtle/resources/gamera.wavbin0 -> 58446 bytes
-rw-r--r--games/drturtle/resources/gframe.pngbin0 -> 926652 bytes
-rw-r--r--games/drturtle/resources/komika.pngbin0 -> 64300 bytes
-rw-r--r--games/drturtle/resources/mountains.pngbin0 -> 197468 bytes
-rw-r--r--games/drturtle/resources/orca.pngbin0 -> 42551 bytes
-rw-r--r--games/drturtle/resources/sea.pngbin0 -> 597502 bytes
-rw-r--r--games/drturtle/resources/shark.pngbin0 -> 39326 bytes
-rw-r--r--games/drturtle/resources/sky.pngbin0 -> 120633 bytes
-rw-r--r--games/drturtle/resources/speeding.oggbin0 -> 4669087 bytes
-rw-r--r--games/drturtle/resources/swhale.pngbin0 -> 54967 bytes
-rw-r--r--games/drturtle/resources/title.pngbin0 -> 46162 bytes
-rw-r--r--games/drturtle/resources/turtle.pngbin0 -> 25886 bytes
23 files changed, 2300 insertions, 0 deletions
diff --git a/games/drturtle/00_drturtle_screens.c b/games/drturtle/00_drturtle_screens.c
new file mode 100644
index 00000000..16ae5c3c
--- /dev/null
+++ b/games/drturtle/00_drturtle_screens.c
@@ -0,0 +1,126 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Press enter to change to ending screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = ENDING;
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to change to title screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = TITLE;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
+ DrawText("TITLE SCREEN", 20, 20, 40, DARKGREEN);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw gameplay screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, RED);
+ DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+
+ } break;
+ case ENDING:
+ {
+ // Draw ending screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
+ DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/01_drturtle_scrolling.c b/games/drturtle/01_drturtle_scrolling.c
new file mode 100644
index 00000000..e3215b20
--- /dev/null
+++ b/games/drturtle/01_drturtle_scrolling.c
@@ -0,0 +1,163 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= 8;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to ending screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = ENDING;
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to change to title screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = TITLE;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ DrawTexture(sea, seaScrolling, 0, BLUE);
+ DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title screen
+ DrawText("PRESS ENTER", 450, 420, 40, BLACK);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw gameplay screen
+ DrawText("GAMEPLAY SCREEN", 20, 20, 40, MAROON);
+
+ } break;
+ case ENDING:
+ {
+ // Draw ending screen
+
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawText("ENDING SCREEN", 20, 20, 40, DARKBLUE);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/02_drturtle_player.c b/games/drturtle/02_drturtle_player.c
new file mode 100644
index 00000000..0d8defa2
--- /dev/null
+++ b/games/drturtle/02_drturtle_player.c
@@ -0,0 +1,212 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+ Texture2D title = LoadTexture("resources/title.png");
+ Texture2D turtle = LoadTexture("resources/turtle.png");
+ Texture2D gamera = LoadTexture("resources/gamera.png");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ // Define player variables
+ int playerRail = 1;
+ Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ bool gameraMode = false;
+
+ // Define additional game variables
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= 8;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ if (IsKeyPressed(KEY_SPACE)) gameraMode = !gameraMode;
+ if (IsKeyPressed(KEY_ENTER)) currentScreen = ENDING;
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ gameraMode = false;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, BLUE);
+ DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, RED);
+ DrawTexture(sea, screenWidth + seaScrolling, 0, RED);
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ //DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+ DrawRectangle(380, 140, 500, 300, GRAY);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw player
+ //if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ //else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ if (!gameraMode) DrawRectangleRec(playerBounds, GREEN);
+ else DrawRectangleRec(playerBounds, ORANGE);
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawText("GAME OVER", 300, 200, 100, MAROON);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawText("PRESS ENTER to REPLAY", 400, 420, 30, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(gamera);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/03_drturtle_enemies.c b/games/drturtle/03_drturtle_enemies.c
new file mode 100644
index 00000000..de67ee82
--- /dev/null
+++ b/games/drturtle/03_drturtle_enemies.c
@@ -0,0 +1,393 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+ Texture2D title = LoadTexture("resources/title.png");
+ Texture2D turtle = LoadTexture("resources/turtle.png");
+ Texture2D gamera = LoadTexture("resources/gamera.png");
+ Texture2D shark = LoadTexture("resources/shark.png");
+ Texture2D orca = LoadTexture("resources/orca.png");
+ Texture2D swhale = LoadTexture("resources/swhale.png");
+ Texture2D fish = LoadTexture("resources/fish.png");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ // Define player variables
+ int playerRail = 1;
+ Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ bool gameraMode = false;
+
+ // Define enemies variables
+ Rectangle enemyBounds[MAX_ENEMIES];
+ int enemyRail[MAX_ENEMIES];
+ int enemyType[MAX_ENEMIES];
+ bool enemyActive[MAX_ENEMIES];
+ float enemySpeed = 10;
+
+ // Init enemies variables
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ // Define enemy type (all same probability)
+ enemyType[i] = GetRandomValue(0, 3);
+
+ // Define enemy rail
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Define enemy bounding box
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ // Define additional game variables
+ int foodBar = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= (enemySpeed - 2);
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Enemies activation logic (every 40 frames)
+ if (framesCounter > 40)
+ {
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i] == false)
+ {
+ enemyActive[i] = true;
+ i = MAX_ENEMIES;
+ }
+ }
+
+ framesCounter = 0;
+ }
+
+ // Enemies logic
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ enemyBounds[i].x -= enemySpeed;
+ }
+
+ // Check enemies out of screen
+ if (enemyBounds[i].x <= 0 - 128)
+ {
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+ }
+
+ // Enemies speed increase every frame
+ if (!gameraMode) enemySpeed += 0.005;
+
+ // Check collision player vs enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
+ {
+ if (enemyType[i] < 3) // Bad enemies
+ {
+ if (gameraMode)
+ {
+ foodBar += 15;
+
+ // After enemy deactivation, reset enemy parameters to be reused
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+ else
+ {
+ // Player die logic
+ currentScreen = ENDING;
+ framesCounter = 0;
+ }
+ }
+ else // Sweet fish
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ if (!gameraMode) foodBar += 80;
+ else foodBar += 25;
+
+ if (foodBar == 400)
+ {
+ gameraMode = true;
+ }
+ }
+ }
+ }
+ }
+
+ // Gamera mode logic
+ if (gameraMode)
+ {
+ foodBar--;
+
+ if (foodBar <= 0)
+ {
+ gameraMode = false;
+ enemySpeed -= 2;
+ if (enemySpeed < 10) enemySpeed = 10;
+ }
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ gameraMode = false;
+
+ // Reset enemies data
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ enemySpeed = 10;
+
+ // Reset game variables
+ foodBar = 0;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, BLUE);
+ DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, RED);
+ DrawTexture(sea, screenWidth + seaScrolling, 0, RED);
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw water lines
+ for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
+
+ // Draw player
+ if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
+ //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
+
+ // Draw enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ // Draw enemies
+ /*
+ switch(enemyType[i])
+ {
+ case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ default: break;
+ }
+ */
+
+ // Draw enemies bounding boxes
+ switch(enemyType[i])
+ {
+ case 0: DrawRectangleRec(enemyBounds[i], RED); break;
+ case 1: DrawRectangleRec(enemyBounds[i], RED); break;
+ case 2: DrawRectangleRec(enemyBounds[i], RED); break;
+ case 3: DrawRectangleRec(enemyBounds[i], GREEN); break;
+ default: break;
+ }
+ }
+ }
+
+ // Draw gameplay interface
+
+ // Draw food bar
+ DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+ DrawRectangle(20, 20, foodBar, 40, ORANGE);
+ DrawRectangleLines(20, 20, 400, 40, BLACK);
+
+ if (gameraMode)
+ {
+ DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawText("GAME OVER", 300, 200, 100, MAROON);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawText("PRESS ENTER to REPLAY", 400, 420, 30, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(gamera);
+ UnloadTexture(shark);
+ UnloadTexture(orca);
+ UnloadTexture(swhale);
+ UnloadTexture(fish);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/04_drturtle_gui.c b/games/drturtle/04_drturtle_gui.c
new file mode 100644
index 00000000..0e648b5d
--- /dev/null
+++ b/games/drturtle/04_drturtle_gui.c
@@ -0,0 +1,447 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+ Texture2D title = LoadTexture("resources/title.png");
+ Texture2D turtle = LoadTexture("resources/turtle.png");
+ Texture2D gamera = LoadTexture("resources/gamera.png");
+ Texture2D shark = LoadTexture("resources/shark.png");
+ Texture2D orca = LoadTexture("resources/orca.png");
+ Texture2D swhale = LoadTexture("resources/swhale.png");
+ Texture2D fish = LoadTexture("resources/fish.png");
+ Texture2D gframe = LoadTexture("resources/gframe.png");
+
+ // Load game resources: fonts
+ SpriteFont font = LoadSpriteFont("resources/komika.png");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ // Define player variables
+ int playerRail = 1;
+ Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ bool gameraMode = false;
+
+ // Define enemies variables
+ Rectangle enemyBounds[MAX_ENEMIES];
+ int enemyRail[MAX_ENEMIES];
+ int enemyType[MAX_ENEMIES];
+ bool enemyActive[MAX_ENEMIES];
+ float enemySpeed = 10;
+
+ // Init enemies variables
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ // Define enemy type (all same probability)
+ //enemyType[i] = GetRandomValue(0, 3);
+
+ // Probability system for enemies type
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ // Define enemy rail
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ // Define additional game variables
+ int score = 0;
+ float distance = 0.0f;
+ int hiscore = 0;
+ float hidistance = 0.0f;
+ int foodBar = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= (enemySpeed - 2);
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Enemies activation logic (every 40 frames)
+ if (framesCounter > 40)
+ {
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i] == false)
+ {
+ enemyActive[i] = true;
+ i = MAX_ENEMIES;
+ }
+ }
+
+ framesCounter = 0;
+ }
+
+ // Enemies logic
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ enemyBounds[i].x -= enemySpeed;
+ }
+
+ // Check enemies out of screen
+ if (enemyBounds[i].x <= 0 - 128)
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ }
+ }
+
+ if (!gameraMode) enemySpeed += 0.005;
+
+ // Check collision player vs enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
+ {
+ if (enemyType[i] < 3) // Bad enemies
+ {
+ if (gameraMode)
+ {
+ if (enemyType[i] == 0) score += 50;
+ else if (enemyType[i] == 1) score += 150;
+ else if (enemyType[i] == 2) score += 300;
+
+ foodBar += 15;
+
+ enemyActive[i] = false;
+
+ // After enemy deactivation, reset enemy parameters to be reused
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ }
+ else
+ {
+ // Player die logic
+ currentScreen = ENDING;
+ framesCounter = 0;
+
+ // Save hiscore and hidistance for next game
+ if (score > hiscore) hiscore = score;
+ if (distance > hidistance) hidistance = distance;
+ }
+ }
+ else // Sweet fish
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ if (!gameraMode) foodBar += 80;
+ else foodBar += 25;
+
+ score += 10;
+
+ if (foodBar == 400)
+ {
+ gameraMode = true;
+ }
+ }
+ }
+ }
+ }
+
+ // Gamera mode logic
+ if (gameraMode)
+ {
+ foodBar--;
+
+ if (foodBar <= 0)
+ {
+ gameraMode = false;
+ enemySpeed -= 2;
+ if (enemySpeed < 10) enemySpeed = 10;
+ }
+ }
+
+ // Update distance counter
+ distance += 0.5f;
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ gameraMode = false;
+
+ // Reset enemies data
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ //enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ enemySpeed = 10;
+
+ // Reset game variables
+ score = 0;
+ distance = 0.0;
+ foodBar = 0;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, 227, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, 227, 255});
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw water lines
+ for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
+
+ // Draw player
+ if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
+ //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
+
+ // Draw enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ // Draw enemies
+ switch(enemyType[i])
+ {
+ case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ default: break;
+ }
+
+ // Draw enemies bounding boxes
+ /*
+ switch(enemyType[i])
+ {
+ case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
+ default: break;
+ }
+ */
+ }
+ }
+
+ // Draw gameplay interface
+ DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+ DrawRectangle(20, 20, foodBar, 40, ORANGE);
+ DrawRectangleLines(20, 20, 400, 40, BLACK);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+
+ if (gameraMode)
+ {
+ DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+ DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(gframe);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(shark);
+ UnloadTexture(orca);
+ UnloadTexture(swhale);
+ UnloadTexture(fish);
+ UnloadTexture(gamera);
+
+ // Unload font texture
+ UnloadSpriteFont(font);
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/05_drturtle_audio.c b/games/drturtle/05_drturtle_audio.c
new file mode 100644
index 00000000..7e8cac70
--- /dev/null
+++ b/games/drturtle/05_drturtle_audio.c
@@ -0,0 +1,468 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Initialize audio device
+ InitAudioDevice();
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+ Texture2D title = LoadTexture("resources/title.png");
+ Texture2D turtle = LoadTexture("resources/turtle.png");
+ Texture2D shark = LoadTexture("resources/shark.png");
+ Texture2D orca = LoadTexture("resources/orca.png");
+ Texture2D swhale = LoadTexture("resources/swhale.png");
+ Texture2D fish = LoadTexture("resources/fish.png");
+ Texture2D gamera = LoadTexture("resources/gamera.png");
+ Texture2D gframe = LoadTexture("resources/gframe.png");
+
+ // Load game resources: fonts
+ SpriteFont font = LoadSpriteFont("resources/komika.png");
+
+ // Load game resources: sounds
+ Sound eat = LoadSound("resources/eat.wav");
+ Sound die = LoadSound("resources/die.wav");
+ Sound growl = LoadSound("resources/gamera.wav");
+
+ // Start playing streaming music
+ PlayMusicStream("resources/speeding.ogg");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ // Define player variables
+ int playerRail = 1;
+ Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ bool gameraMode = false;
+
+ // Define enemies variables
+ Rectangle enemyBounds[MAX_ENEMIES];
+ int enemyRail[MAX_ENEMIES];
+ int enemyType[MAX_ENEMIES];
+ bool enemyActive[MAX_ENEMIES];
+ float enemySpeed = 10;
+
+ // Init enemies variables
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ // Define enemy type (all same probability)
+ //enemyType[i] = GetRandomValue(0, 3);
+
+ // Probability system for enemies type
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ // Define enemy rail
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ // Define additional game variables
+ int score = 0;
+ float distance = 0.0f;
+ int hiscore = 0;
+ float hidistance = 0.0f;
+ int foodBar = 0;
+ int framesCounter = 0;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= (enemySpeed - 2);
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Enemies activation logic (every 40 frames)
+ if (framesCounter > 40)
+ {
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i] == false)
+ {
+ enemyActive[i] = true;
+ i = MAX_ENEMIES;
+ }
+ }
+
+ framesCounter = 0;
+ }
+
+ // Enemies logic
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ enemyBounds[i].x -= enemySpeed;
+ }
+
+ // Check enemies out of screen
+ if (enemyBounds[i].x <= 0 - 128)
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ }
+ }
+
+ if (!gameraMode) enemySpeed += 0.005;
+
+ // Check collision player vs enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
+ {
+ if (enemyType[i] < 3) // Bad enemies
+ {
+ if (gameraMode)
+ {
+ if (enemyType[i] == 0) score += 50;
+ else if (enemyType[i] == 1) score += 150;
+ else if (enemyType[i] == 2) score += 300;
+
+ foodBar += 15;
+
+ enemyActive[i] = false;
+
+ // After enemy deactivation, reset enemy parameters to be reused
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ PlaySound(eat);
+ }
+ else
+ {
+ // Player die logic
+ PlaySound(die);
+
+ currentScreen = ENDING;
+ framesCounter = 0;
+
+ // Save hiscore and hidistance for next game
+ if (score > hiscore) hiscore = score;
+ if (distance > hidistance) hidistance = distance;
+ }
+ }
+ else // Sweet fish
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ if (!gameraMode) foodBar += 80;
+ else foodBar += 25;
+
+ score += 10;
+
+ if (foodBar == 400)
+ {
+ gameraMode = true;
+
+ PlaySound(growl);
+ }
+
+ PlaySound(eat);
+ }
+ }
+ }
+ }
+
+ // Gamera mode logic
+ if (gameraMode)
+ {
+ foodBar--;
+
+ if (foodBar <= 0)
+ {
+ gameraMode = false;
+ enemySpeed -= 2;
+ if (enemySpeed < 10) enemySpeed = 10;
+ }
+ }
+
+ // Update distance counter
+ distance += 0.5f;
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Reset enemies data
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ //enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ enemySpeed = 10;
+
+ // Reset game variables
+ score = 0;
+ distance = 0.0;
+ foodBar = 0;
+ gameraMode = false;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, 227, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, 227, 255});
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw water lines
+ for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
+
+ // Draw player
+ if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
+ //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
+
+ // Draw enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ // Draw enemies
+ switch(enemyType[i])
+ {
+ case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ default: break;
+ }
+
+ // Draw enemies bounding boxes
+ /*
+ switch(enemyType[i])
+ {
+ case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
+ default: break;
+ }
+ */
+ }
+ }
+
+ // Draw gameplay interface
+ DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+ DrawRectangle(20, 20, foodBar, 40, ORANGE);
+ DrawRectangleLines(20, 20, 400, 40, BLACK);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+
+ if (gameraMode)
+ {
+ DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+ DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(gframe);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(shark);
+ UnloadTexture(orca);
+ UnloadTexture(swhale);
+ UnloadTexture(fish);
+ UnloadTexture(gamera);
+
+ // Unload font texture
+ UnloadSpriteFont(font);
+
+ // Unload sounds
+ UnloadSound(eat);
+ UnloadSound(die);
+ UnloadSound(growl);
+
+ StopMusicStream(); // Stop music
+ CloseAudioDevice(); // Close audio device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/06_drturtle_final.c b/games/drturtle/06_drturtle_final.c
new file mode 100644
index 00000000..a3475de4
--- /dev/null
+++ b/games/drturtle/06_drturtle_final.c
@@ -0,0 +1,491 @@
+/*******************************************************************************************
+*
+* raylib game - Dr. Turtle & Mr. Gamera
+*
+* Welcome to raylib!
+*
+* To test examples, just press F6 and execute raylib_compile_execute script
+* Note that compiled executable is placed in the same folder as .c file
+*
+* You can find all basic examples on C:\raylib\raylib\examples folder or
+* raylib official webpage: www.raylib.com
+*
+* Enjoy using raylib. :)
+*
+* This game has been created using raylib 1.1 (www.raylib.com)
+* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
+*
+* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com)
+*
+********************************************************************************************/
+
+#include "raylib.h"
+
+#define MAX_ENEMIES 10
+
+typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
+
+int main()
+{
+ // Initialization
+ //--------------------------------------------------------------------------------------
+ const int screenWidth = 1280;
+ const int screenHeight = 720;
+
+ // Init window
+ ShowLogo();
+ InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
+
+ // Initialize audio device
+ InitAudioDevice();
+
+ // Load game resources: textures
+ Texture2D sky = LoadTexture("resources/sky.png");
+ Texture2D mountains = LoadTexture("resources/mountains.png");
+ Texture2D sea = LoadTexture("resources/sea.png");
+ Texture2D title = LoadTexture("resources/title.png");
+ Texture2D turtle = LoadTexture("resources/turtle.png");
+ Texture2D gamera = LoadTexture("resources/gamera.png");
+ Texture2D shark = LoadTexture("resources/shark.png");
+ Texture2D orca = LoadTexture("resources/orca.png");
+ Texture2D swhale = LoadTexture("resources/swhale.png");
+ Texture2D fish = LoadTexture("resources/fish.png");
+ Texture2D gframe = LoadTexture("resources/gframe.png");
+
+ // Load game resources: fonts
+ SpriteFont font = LoadSpriteFont("resources/komika.png");
+
+ // Load game resources: sounds
+ Sound eat = LoadSound("resources/eat.wav");
+ Sound die = LoadSound("resources/die.wav");
+ Sound growl = LoadSound("resources/gamera.wav");
+
+ // Start playing streaming music
+ PlayMusicStream("resources/speeding.ogg");
+
+ // Define scrolling variables
+ int backScrolling = 0;
+ int seaScrolling = 0;
+
+ // Define current screen
+ GameScreen currentScreen = TITLE;
+
+ // Define player variables
+ int playerRail = 1;
+ Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ bool gameraMode = false;
+
+ // Define enemies variables
+ Rectangle enemyBounds[MAX_ENEMIES];
+ int enemyRail[MAX_ENEMIES];
+ int enemyType[MAX_ENEMIES];
+ bool enemyActive[MAX_ENEMIES];
+ float enemySpeed = 10;
+
+ // Init enemies variables
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ // Define enemy type (all same probability)
+ //enemyType[i] = GetRandomValue(0, 3);
+
+ // Probability system for enemies type
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ // define enemy rail
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ // Define additional game variables
+ int score = 0;
+ float distance = 0.0f;
+ int hiscore = 0;
+ float hidistance = 0.0f;
+ int foodBar = 0;
+ int framesCounter = 0;
+
+ unsigned char blue = 200;
+ float timeCounter = 0;
+
+ SetTargetFPS(60); // Setup game frames per second
+ //--------------------------------------------------------------------------------------
+
+ // Main game loop
+ while (!WindowShouldClose()) // Detect window close button or ESC key
+ {
+ // Update
+ //----------------------------------------------------------------------------------
+ framesCounter++;
+
+ // Sea color tint effect
+ blue = 210 + 25 * sin(timeCounter);
+ timeCounter += 0.01;
+
+ // Game screens management
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Sea scrolling
+ seaScrolling -= 2;
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Press enter to change to gameplay screen
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+ framesCounter = 0;
+ }
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Background scrolling logic
+ backScrolling--;
+ if (backScrolling <= -screenWidth) backScrolling = 0;
+
+ // Sea scrolling logic
+ seaScrolling -= (enemySpeed - 2);
+ if (seaScrolling <= -screenWidth) seaScrolling = 0;
+
+ // Player movement logic
+ if (IsKeyPressed(KEY_DOWN)) playerRail++;
+ else if (IsKeyPressed(KEY_UP)) playerRail--;
+
+ // Check player not out of rails
+ if (playerRail > 4) playerRail = 4;
+ else if (playerRail < 0) playerRail = 0;
+
+ // Update player bounds
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+
+ // Enemies activation logic (every 40 frames)
+ if (framesCounter > 40)
+ {
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i] == false)
+ {
+ enemyActive[i] = true;
+ i = MAX_ENEMIES;
+ }
+ }
+
+ framesCounter = 0;
+ }
+
+ // Enemies logic
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ enemyBounds[i].x -= enemySpeed;
+ }
+
+ // Check enemies out of screen
+ if (enemyBounds[i].x <= 0 - 128)
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ }
+ }
+
+ if (!gameraMode) enemySpeed += 0.005;
+
+ // Check collision player vs enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
+ {
+ if (enemyType[i] < 3) // Bad enemies
+ {
+ if (gameraMode)
+ {
+ if (enemyType[i] == 0) score += 50;
+ else if (enemyType[i] == 1) score += 150;
+ else if (enemyType[i] == 2) score += 300;
+
+ foodBar += 15;
+
+ enemyActive[i] = false;
+
+ // After enemy deactivation, reset enemy parameters to be reused
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ PlaySound(eat);
+ }
+ else
+ {
+ // Player die logic
+ PlaySound(die);
+
+ currentScreen = ENDING;
+ framesCounter = 0;
+
+ // Save hiscore and hidistance for next game
+ if (score > hiscore) hiscore = score;
+ if (distance > hidistance) hidistance = distance;
+ }
+ }
+ else // Sweet fish
+ {
+ enemyActive[i] = false;
+ enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+
+ if (!gameraMode) foodBar += 80;
+ else foodBar += 25;
+
+ score += 10;
+
+ if (foodBar == 400)
+ {
+ gameraMode = true;
+
+ PlaySound(growl);
+ }
+
+ PlaySound(eat);
+ }
+ }
+ }
+ }
+
+ // Gamera mode logic
+ if (gameraMode)
+ {
+ foodBar--;
+
+ if (foodBar <= 0)
+ {
+ gameraMode = false;
+ enemySpeed -= 2;
+ if (enemySpeed < 10) enemySpeed = 10;
+ }
+ }
+
+ // Update distance counter
+ distance += 0.5f;
+
+ } break;
+ case ENDING:
+ {
+ // Press enter to play again
+ if (IsKeyPressed(KEY_ENTER))
+ {
+ currentScreen = GAMEPLAY;
+
+ // Reset player
+ playerRail = 1;
+ playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
+ gameraMode = false;
+
+ // Reset enemies data
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ int enemyProb = GetRandomValue(0, 100);
+
+ if (enemyProb < 30) enemyType[i] = 0;
+ else if (enemyProb < 60) enemyType[i] = 1;
+ else if (enemyProb < 90) enemyType[i] = 2;
+ else enemyType[i] = 3;
+
+ //enemyType[i] = GetRandomValue(0, 3);
+ enemyRail[i] = GetRandomValue(0, 4);
+
+ // Make sure not two consecutive enemies in the same row
+ if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
+
+ enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
+ enemyActive[i] = false;
+ }
+
+ enemySpeed = 10;
+
+ // Reset game variables
+ score = 0;
+ distance = 0.0;
+ foodBar = 0;
+ framesCounter = 0;
+ }
+
+ } break;
+ default: break;
+ }
+ //----------------------------------------------------------------------------------
+
+ // Draw
+ //----------------------------------------------------------------------------------
+ BeginDrawing();
+
+ ClearBackground(RAYWHITE);
+
+ // Draw background (common to all screens)
+ DrawTexture(sky, 0, 0, WHITE);
+
+ DrawTexture(mountains, backScrolling, 0, WHITE);
+ DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
+
+ if (!gameraMode)
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
+ }
+ else
+ {
+ DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
+ }
+
+ switch (currentScreen)
+ {
+ case TITLE:
+ {
+ // Draw title
+ DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
+
+ } break;
+ case GAMEPLAY:
+ {
+ // Draw water lines
+ for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
+
+ // Draw player
+ if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
+ else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
+
+ // Draw player bounding box
+ //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
+ //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
+
+ // Draw enemies
+ for (int i = 0; i < MAX_ENEMIES; i++)
+ {
+ if (enemyActive[i])
+ {
+ // Draw enemies
+ switch(enemyType[i])
+ {
+ case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
+ default: break;
+ }
+
+ // Draw enemies bounding boxes
+ /*
+ switch(enemyType[i])
+ {
+ case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
+ case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
+ default: break;
+ }
+ */
+ }
+ }
+
+ // Draw gameplay interface
+ DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
+ DrawRectangle(20, 20, foodBar, 40, ORANGE);
+ DrawRectangleLines(20, 20, 400, 40, BLACK);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
+
+ if (gameraMode)
+ {
+ DrawText("GAMERA MODE", 60, 22, 40, GRAY);
+ DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
+ }
+
+ } break;
+ case ENDING:
+ {
+ // Draw a transparent black rectangle that covers all screen
+ DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
+
+ DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
+
+ DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
+ DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
+ DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
+
+ // Draw blinking text
+ if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
+
+ } break;
+ default: break;
+ }
+
+ EndDrawing();
+ //----------------------------------------------------------------------------------
+ }
+
+ // De-Initialization
+ //--------------------------------------------------------------------------------------
+
+ // Unload textures
+ UnloadTexture(sky);
+ UnloadTexture(mountains);
+ UnloadTexture(sea);
+ UnloadTexture(gframe);
+ UnloadTexture(title);
+ UnloadTexture(turtle);
+ UnloadTexture(shark);
+ UnloadTexture(orca);
+ UnloadTexture(swhale);
+ UnloadTexture(fish);
+ UnloadTexture(gamera);
+
+ // Unload font texture
+ UnloadSpriteFont(font);
+
+ // Unload sounds
+ UnloadSound(eat);
+ UnloadSound(die);
+ UnloadSound(growl);
+
+ StopMusicStream(); // Stop music
+ CloseAudioDevice(); // Close audio device
+
+ CloseWindow(); // Close window and OpenGL context
+ //--------------------------------------------------------------------------------------
+
+ return 0;
+} \ No newline at end of file
diff --git a/games/drturtle/resources/die.wav b/games/drturtle/resources/die.wav
new file mode 100644
index 00000000..277ae356
--- /dev/null
+++ b/games/drturtle/resources/die.wav
Binary files differ
diff --git a/games/drturtle/resources/eat.wav b/games/drturtle/resources/eat.wav
new file mode 100644
index 00000000..e1c33a4c
--- /dev/null
+++ b/games/drturtle/resources/eat.wav
Binary files differ
diff --git a/games/drturtle/resources/fish.png b/games/drturtle/resources/fish.png
new file mode 100644
index 00000000..894dd1ca
--- /dev/null
+++ b/games/drturtle/resources/fish.png
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diff --git a/games/drturtle/resources/gamera.png b/games/drturtle/resources/gamera.png
new file mode 100644
index 00000000..57127c10
--- /dev/null
+++ b/games/drturtle/resources/gamera.png
Binary files differ
diff --git a/games/drturtle/resources/gamera.wav b/games/drturtle/resources/gamera.wav
new file mode 100644
index 00000000..deb79230
--- /dev/null
+++ b/games/drturtle/resources/gamera.wav
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diff --git a/games/drturtle/resources/gframe.png b/games/drturtle/resources/gframe.png
new file mode 100644
index 00000000..87796af2
--- /dev/null
+++ b/games/drturtle/resources/gframe.png
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diff --git a/games/drturtle/resources/komika.png b/games/drturtle/resources/komika.png
new file mode 100644
index 00000000..174d85b9
--- /dev/null
+++ b/games/drturtle/resources/komika.png
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diff --git a/games/drturtle/resources/mountains.png b/games/drturtle/resources/mountains.png
new file mode 100644
index 00000000..16917703
--- /dev/null
+++ b/games/drturtle/resources/mountains.png
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diff --git a/games/drturtle/resources/orca.png b/games/drturtle/resources/orca.png
new file mode 100644
index 00000000..09aed574
--- /dev/null
+++ b/games/drturtle/resources/orca.png
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diff --git a/games/drturtle/resources/sea.png b/games/drturtle/resources/sea.png
new file mode 100644
index 00000000..ad8f22ef
--- /dev/null
+++ b/games/drturtle/resources/sea.png
Binary files differ
diff --git a/games/drturtle/resources/shark.png b/games/drturtle/resources/shark.png
new file mode 100644
index 00000000..26c05ea5
--- /dev/null
+++ b/games/drturtle/resources/shark.png
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diff --git a/games/drturtle/resources/sky.png b/games/drturtle/resources/sky.png
new file mode 100644
index 00000000..5af8b6f7
--- /dev/null
+++ b/games/drturtle/resources/sky.png
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diff --git a/games/drturtle/resources/speeding.ogg b/games/drturtle/resources/speeding.ogg
new file mode 100644
index 00000000..eeac47f3
--- /dev/null
+++ b/games/drturtle/resources/speeding.ogg
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diff --git a/games/drturtle/resources/swhale.png b/games/drturtle/resources/swhale.png
new file mode 100644
index 00000000..be1d0c5c
--- /dev/null
+++ b/games/drturtle/resources/swhale.png
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diff --git a/games/drturtle/resources/title.png b/games/drturtle/resources/title.png
new file mode 100644
index 00000000..abe0f5b0
--- /dev/null
+++ b/games/drturtle/resources/title.png
Binary files differ
diff --git a/games/drturtle/resources/turtle.png b/games/drturtle/resources/turtle.png
new file mode 100644
index 00000000..4abe9f51
--- /dev/null
+++ b/games/drturtle/resources/turtle.png
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