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Diffstat (limited to 'games/drturtle/03_drturtle_enemies.c')
| -rw-r--r-- | games/drturtle/03_drturtle_enemies.c | 393 |
1 files changed, 393 insertions, 0 deletions
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; +}
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