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+/*******************************************************************************************
+*
+* 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