diff options
Diffstat (limited to 'games')
107 files changed, 12517 insertions, 299 deletions
diff --git a/games/arkanoid.c b/games/arkanoid.c new file mode 100644 index 00000000..f10f9383 --- /dev/null +++ b/games/arkanoid.c @@ -0,0 +1,349 @@ +/******************************************************************************************* +* +* raylib - sample game: arkanoid +* +* Sample game Marc Palau and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> +#include <stdlib.h> +#include <time.h> +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- + +#define PLAYER_MAX_LIFE 5 +#define LINES_OF_BRICKS 5 +#define BRICKS_PER_LINE 20 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen; + +typedef struct Player { + Vector2 position; + Vector2 size; + int life; +} Player; + +typedef struct Ball { + Vector2 position; + Vector2 speed; + int radius; + bool active; +} Ball; + +typedef struct Brick { + Vector2 position; + bool active; +} Brick; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; + +static Player player; +static Ball ball; +static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE]; +static Vector2 brickSize; + +//------------------------------------------------------------------------------------ +// 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) + +// Additional module functions +static void UpdateBall(void); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "sample game: arkanoid"); + + 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) +{ + brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 }; + + // Initialize player + player.position = (Vector2){ screenWidth/2, screenHeight*7/8 }; + player.size = (Vector2){ screenWidth/10, 20 }; + player.life = PLAYER_MAX_LIFE; + + // Initialize ball + ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 }; + ball.speed = (Vector2){ 0, 0 }; + ball.radius = 7; + ball.active = false; + + // Initialize bricks + int initialDownPosition = 50; + + for (int i = 0; i < LINES_OF_BRICKS; i++) + { + for (int j = 0; j < BRICKS_PER_LINE; j++) + { + brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition }; + brick[i][j].active = true; + } + } +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + // Player movement + if (IsKeyDown(KEY_LEFT)) player.position.x -= 5; + if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2; + if (IsKeyDown(KEY_RIGHT)) player.position.x += 5; + if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2; + + // Launch ball + if (!ball.active) + { + if (IsKeyPressed(KEY_SPACE)) + { + ball.active = true; + ball.speed = (Vector2){ 0, -5 }; + } + } + + UpdateBall(); + + // Game over logic + if (player.life <= 0) gameOver = true; + else + { + gameOver = true; + + for (int i = 0; i < LINES_OF_BRICKS; i++) + { + for (int j = 0; j < BRICKS_PER_LINE; j++) + { + if (brick[i][j].active) gameOver = false; + } + } + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } + + +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw player bar + DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK); + + // Draw player lives + for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY); + + // Draw ball + DrawCircleV(ball.position, ball.radius, MAROON); + + // Draw bricks + for (int i = 0; i < LINES_OF_BRICKS; i++) + { + for (int j = 0; j < BRICKS_PER_LINE; j++) + { + if (brick[i][j].active) + { + if ((i + j) % 2 == 0) DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, GRAY); + else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY); + } + } + } + + 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(); +} + +//-------------------------------------------------------------------------------------- +// Additional module functions +//-------------------------------------------------------------------------------------- +static void UpdateBall() +{ + // Update position + if (ball.active) + { + ball.position.x += ball.speed.x; + ball.position.y += ball.speed.y; + } + else + { + ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 }; + } + + // Bounce in x + if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1; + + // Bounce in y + if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1; + + // Ball reaches bottom of the screen + if ((ball.position.y + ball.radius) >= screenHeight) + { + ball.speed = (Vector2){ 0, 0 }; + ball.active = false; + + player.life--; + } + + // Collision logic: ball vs player + if (CheckCollisionCircleRec(ball.position, ball.radius, + (Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y})) + { + if (ball.speed.y > 0) + { + ball.speed.y *= -1; + ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5; + } + } + + // Collision logic: ball vs bricks + for (int i = 0; i < LINES_OF_BRICKS; i++) + { + for (int j = 0; j < BRICKS_PER_LINE; j++) + { + if (brick[i][j].active) + { + // Hit below + if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) && + ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) && + ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0)) + { + brick[i][j].active = false; + ball.speed.y *= -1; + } + // Hit above + else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) && + ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) && + ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0)) + { + brick[i][j].active = false; + ball.speed.y *= -1; + } + // Hit left + else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) && + ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) && + ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0)) + { + brick[i][j].active = false; + ball.speed.x *= -1; + } + // Hit right + else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) && + ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) && + ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0)) + { + brick[i][j].active = false; + ball.speed.x *= -1; + } + } + } + } +}
\ No newline at end of file diff --git a/games/asteroids.c b/games/asteroids.c new file mode 100644 index 00000000..53ebbd8e --- /dev/null +++ b/games/asteroids.c @@ -0,0 +1,579 @@ +/******************************************************************************************* +* +* raylib - sample game: asteroids +* +* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define PLAYER_BASE_SIZE 20.0f +#define PLAYER_SPEED 6.0f +#define PLAYER_MAX_SHOOTS 10 + +#define METEORS_SPEED 2 +#define MAX_BIG_METEORS 4 +#define MAX_MEDIUM_METEORS 8 +#define MAX_SMALL_METEORS 16 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +typedef struct Player { + Vector2 position; + Vector2 speed; + float acceleration; + float rotation; + Vector3 collider; + Color color; +} Player; + +typedef struct Shoot { + Vector2 position; + Vector2 speed; + float radius; + float rotation; + int lifeSpawn; + bool active; + Color color; +} Shoot; + +typedef struct Meteor { + Vector2 position; + Vector2 speed; + float radius; + bool active; + Color color; +} Meteor; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; +static bool victory; + +// NOTE: Defined triangle is isosceles with common angles of 70 degrees. +static float shipHeight; + +static Player player; +static Shoot shoot[PLAYER_MAX_SHOOTS]; +static Meteor bigMeteor[MAX_BIG_METEORS]; +static Meteor mediumMeteor[MAX_MEDIUM_METEORS]; +static Meteor smallMeteor[MAX_SMALL_METEORS]; + +static int countMediumMeteors; +static int countSmallMeteors; +static int meteorsDestroyed; + +//------------------------------------------------------------------------------------ +// Module Functions Declaration (local) +//------------------------------------------------------------------------------------ +static void InitGame(void); // Initialize game +static void UpdateGame(void); // Update game (one frame) +static void DrawGame(void); // Draw game (one frame) +static void UnloadGame(void); // Unload game +static void UpdateDrawFrame(void); // Update and Draw (one frame) + +static void InitShoot(Shoot shoot); +static void DrawSpaceship(Vector2 position, float rotation, Color color); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "sample game: asteroids"); + + 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) +{ + int posx, posy; + int velx, vely; + bool correctRange = false; + victory = false; + pause = false; + + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + + // Initialization player + player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; + player.speed = (Vector2){0, 0}; + player.acceleration = 0; + player.rotation = 0; + player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.color = LIGHTGRAY; + + meteorsDestroyed = 0; + + // Initialization shoot + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + shoot[i].position = (Vector2){0, 0}; + shoot[i].speed = (Vector2){0, 0}; + shoot[i].radius = 2; + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + shoot[i].color = WHITE; + } + + for (int i = 0; i < MAX_BIG_METEORS; i++) + { + posx = GetRandomValue(0, screenWidth); + + while(!correctRange) + { + if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth); + else correctRange = true; + } + + correctRange = false; + + posy = GetRandomValue(0, screenHeight); + + while(!correctRange) + { + if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight); + else correctRange = true; + } + + bigMeteor[i].position = (Vector2){posx, posy}; + + correctRange = false; + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + + while(!correctRange) + { + if (velx == 0 && vely == 0) + { + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + } + else correctRange = true; + } + + bigMeteor[i].speed = (Vector2){velx, vely}; + bigMeteor[i].radius = 40; + bigMeteor[i].active = true; + bigMeteor[i].color = BLUE; + } + + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) + { + mediumMeteor[i].position = (Vector2){-100, -100}; + mediumMeteor[i].speed = (Vector2){0,0}; + mediumMeteor[i].radius = 20; + mediumMeteor[i].active = false; + mediumMeteor[i].color = BLUE; + } + + for (int i = 0; i < MAX_SMALL_METEORS; i++) + { + smallMeteor[i].position = (Vector2){-100, -100}; + smallMeteor[i].speed = (Vector2){0,0}; + smallMeteor[i].radius = 10; + smallMeteor[i].active = false; + smallMeteor[i].color = BLUE; + } + + countMediumMeteors = 0; + countSmallMeteors = 0; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + // Player logic + + // Rotation + if (IsKeyDown(KEY_LEFT)) player.rotation -= 5; + if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; + + // Speed + player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; + player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + + // Controller + if (IsKeyDown(KEY_UP)) + { + if (player.acceleration < 1) player.acceleration += 0.04f; + } + else + { + if (player.acceleration > 0) player.acceleration -= 0.02f; + else if (player.acceleration < 0) player.acceleration = 0; + } + if (IsKeyDown(KEY_DOWN)) + { + if (player.acceleration > 0) player.acceleration -= 0.04f; + else if (player.acceleration < 0) player.acceleration = 0; + } + + // Movement + player.position.x += (player.speed.x*player.acceleration); + player.position.y -= (player.speed.y*player.acceleration); + + // Wall behaviour for player + if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight); + else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight; + if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight); + else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight; + + // Activation of shoot + if (IsKeyPressed(KEY_SPACE)) + { + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (!shoot[i].active) + { + shoot[i].position = (Vector2){ player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight) }; + shoot[i].active = true; + shoot[i].speed.x = 1.5*sin(player.rotation*DEG2RAD)*PLAYER_SPEED; + shoot[i].speed.y = 1.5*cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + shoot[i].rotation = player.rotation; + break; + } + } + } + + // Shoot life timer + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) shoot[i].lifeSpawn++; + } + + // Shot logic + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) + { + // Movement + shoot[i].position.x += shoot[i].speed.x; + shoot[i].position.y -= shoot[i].speed.y; + + // Wall behaviour for shoot + if (shoot[i].position.x > screenWidth + shoot[i].radius) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + else if (shoot[i].position.x < 0 - shoot[i].radius) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + if (shoot[i].position.y > screenHeight + shoot[i].radius) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + else if (shoot[i].position.y < 0 - shoot[i].radius) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + + // Life of shoot + if (shoot[i].lifeSpawn >= 60) + { + shoot[i].position = (Vector2){0, 0}; + shoot[i].speed = (Vector2){0, 0}; + shoot[i].lifeSpawn = 0; + shoot[i].active = false; + } + } + } + + // Collision Player to meteors + player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + + for (int a = 0; a < MAX_BIG_METEORS; a++) + { + if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, bigMeteor[a].position, bigMeteor[a].radius) && bigMeteor[a].active) gameOver = true; + } + + for (int a = 0; a < MAX_MEDIUM_METEORS; a++) + { + if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true; + } + + for (int a = 0; a < MAX_SMALL_METEORS; a++) + { + if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true; + } + + // Meteor logic + for (int i = 0; i < MAX_BIG_METEORS; i++) + { + if (bigMeteor[i].active) + { + // movement + bigMeteor[i].position.x += bigMeteor[i].speed.x; + bigMeteor[i].position.y += bigMeteor[i].speed.y; + + // wall behaviour + if (bigMeteor[i].position.x > screenWidth + bigMeteor[i].radius) bigMeteor[i].position.x = -(bigMeteor[i].radius); + else if (bigMeteor[i].position.x < 0 - bigMeteor[i].radius) bigMeteor[i].position.x = screenWidth + bigMeteor[i].radius; + if (bigMeteor[i].position.y > screenHeight + bigMeteor[i].radius) bigMeteor[i].position.y = -(bigMeteor[i].radius); + else if (bigMeteor[i].position.y < 0 - bigMeteor[i].radius) bigMeteor[i].position.y = screenHeight + bigMeteor[i].radius; + } + } + + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) + { + if (mediumMeteor[i].active) + { + // movement + mediumMeteor[i].position.x += mediumMeteor[i].speed.x; + mediumMeteor[i].position.y += mediumMeteor[i].speed.y; + + // wall behaviour + if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius); + else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius; + if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius); + else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius; + } + } + + for (int i = 0; i < MAX_SMALL_METEORS; i++) + { + if (smallMeteor[i].active) + { + // movement + smallMeteor[i].position.x += smallMeteor[i].speed.x; + smallMeteor[i].position.y += smallMeteor[i].speed.y; + + // wall behaviour + if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius); + else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius; + if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius); + else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius; + } + } + + // Collision behaviour + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if ((shoot[i].active)) + { + for (int a = 0; a < MAX_BIG_METEORS; a++) + { + if (bigMeteor[a].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, bigMeteor[a].position, bigMeteor[a].radius)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + bigMeteor[a].active = false; + meteorsDestroyed++; + for (int j = 0; j < 2; j ++) + { + if (countMediumMeteors%2 == 0) + { + mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; + mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; + } + else + { + mediumMeteor[countMediumMeteors].position = (Vector2){bigMeteor[a].position.x, bigMeteor[a].position.y}; + mediumMeteor[countMediumMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; + } + + mediumMeteor[countMediumMeteors].active = true; + countMediumMeteors ++; + } + //bigMeteor[a].position = (Vector2){-100, -100}; + bigMeteor[a].color = RED; + a = MAX_BIG_METEORS; + } + } + } + if ((shoot[i].active)) + { + for (int b = 0; b < MAX_MEDIUM_METEORS; b++) + { + if (mediumMeteor[b].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, mediumMeteor[b].position, mediumMeteor[b].radius)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + mediumMeteor[b].active = false; + meteorsDestroyed++; + for (int j = 0; j < 2; j ++) + { + if (countSmallMeteors%2 == 0) + { + smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; + smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED*-1}; + } + else + { + smallMeteor[countSmallMeteors].position = (Vector2){mediumMeteor[b].position.x, mediumMeteor[b].position.y}; + smallMeteor[countSmallMeteors].speed = (Vector2){cos(shoot[i].rotation*DEG2RAD)*METEORS_SPEED, sin(shoot[i].rotation*DEG2RAD)*METEORS_SPEED}; + } + + smallMeteor[countSmallMeteors].active = true; + countSmallMeteors ++; + } + //mediumMeteor[b].position = (Vector2){-100, -100}; + mediumMeteor[b].color = GREEN; + b = MAX_MEDIUM_METEORS; + } + } + } + if ((shoot[i].active)) + { + for (int c = 0; c < MAX_SMALL_METEORS; c++) + { + if (smallMeteor[c].active && CheckCollisionCircles(shoot[i].position, shoot[i].radius, smallMeteor[c].position, smallMeteor[c].radius)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + smallMeteor[c].active = false; + meteorsDestroyed++; + smallMeteor[c].color = YELLOW; + // smallMeteor[c].position = (Vector2){-100, -100}; + c = MAX_SMALL_METEORS; + } + } + } + } + } + + if (meteorsDestroyed == MAX_BIG_METEORS + MAX_MEDIUM_METEORS + MAX_SMALL_METEORS) victory = true; + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw spaceship + Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + DrawTriangle(v1, v2, v3, MAROON); + + // Draw meteors + for (int i = 0; i < MAX_BIG_METEORS; i++) + { + if (bigMeteor[i].active) DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, DARKGRAY); + else DrawCircleV(bigMeteor[i].position, bigMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) + { + if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY); + else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + for (int i = 0; i < MAX_SMALL_METEORS; i++) + { + if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, GRAY); + else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + // Draw shoot + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) DrawCircleV(shoot[i].position, shoot[i].radius, BLACK); + } + + if (victory) DrawText("VICTORY", screenWidth/2 - MeasureText("VICTORY", 20)/2, screenHeight/2, 20, LIGHTGRAY); + + 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 diff --git a/games/asteroids_survival.c b/games/asteroids_survival.c new file mode 100644 index 00000000..aa21112d --- /dev/null +++ b/games/asteroids_survival.c @@ -0,0 +1,383 @@ +/******************************************************************************************* +* +* raylib - sample game: asteroids survival +* +* Sample game developed by Ian Eito, Albert Martos and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define PLAYER_BASE_SIZE 20.0f +#define PLAYER_SPEED 6.0f +#define PLAYER_MAX_SHOOTS 10 + +#define METEORS_SPEED 2 +#define MAX_MEDIUM_METEORS 8 +#define MAX_SMALL_METEORS 16 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +typedef struct Player { + Vector2 position; + Vector2 speed; + float acceleration; + float rotation; + Vector3 collider; + Color color; +} Player; + +typedef struct Meteor { + Vector2 position; + Vector2 speed; + float radius; + bool active; + Color color; +} Meteor; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; + +// NOTE: Defined triangle is isosceles with common angles of 70 degrees. +static float shipHeight; + +static Player player; +static Meteor mediumMeteor[MAX_MEDIUM_METEORS]; +static Meteor smallMeteor[MAX_SMALL_METEORS]; + +//------------------------------------------------------------------------------------ +// 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: asteroids survival"); + + 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) +{ + int posx, posy; + int velx, vely; + bool correctRange = false; + + pause = false; + + framesCounter = 0; + + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + + // Initialization player + player.position = (Vector2){screenWidth/2, screenHeight/2 - shipHeight/2}; + player.speed = (Vector2){0, 0}; + player.acceleration = 0; + player.rotation = 0; + player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + player.color = LIGHTGRAY; + + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) + { + posx = GetRandomValue(0, screenWidth); + + while(!correctRange) + { + if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth); + else correctRange = true; + } + + correctRange = false; + + posy = GetRandomValue(0, screenHeight); + + while(!correctRange) + { + if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight); + else correctRange = true; + } + + correctRange = false; + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + + while(!correctRange) + { + if (velx == 0 && vely == 0) + { + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + } + else correctRange = true; + } + mediumMeteor[i].position = (Vector2){posx, posy}; + mediumMeteor[i].speed = (Vector2){velx, vely}; + mediumMeteor[i].radius = 20; + mediumMeteor[i].active = true; + mediumMeteor[i].color = GREEN; + } + + for (int i = 0; i < MAX_SMALL_METEORS; i++) + { + posx = GetRandomValue(0, screenWidth); + + while(!correctRange) + { + if (posx > screenWidth/2 - 150 && posx < screenWidth/2 + 150) posx = GetRandomValue(0, screenWidth); + else correctRange = true; + } + + correctRange = false; + + posy = GetRandomValue(0, screenHeight); + + while(!correctRange) + { + if (posy > screenHeight/2 - 150 && posy < screenHeight/2 + 150) posy = GetRandomValue(0, screenHeight); + else correctRange = true; + } + + correctRange = false; + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + + while(!correctRange) + { + if (velx == 0 && vely == 0) + { + velx = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + vely = GetRandomValue(-METEORS_SPEED, METEORS_SPEED); + } + else correctRange = true; + } + smallMeteor[i].position = (Vector2){posx, posy}; + smallMeteor[i].speed = (Vector2){velx, vely}; + smallMeteor[i].radius = 10; + smallMeteor[i].active = true; + smallMeteor[i].color = YELLOW; + } +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + framesCounter++; + + // Player logic + + // Rotation + if (IsKeyDown(KEY_LEFT)) player.rotation -= 5; + if (IsKeyDown(KEY_RIGHT)) player.rotation += 5; + + // Speed + player.speed.x = sin(player.rotation*DEG2RAD)*PLAYER_SPEED; + player.speed.y = cos(player.rotation*DEG2RAD)*PLAYER_SPEED; + + // Controller + if (IsKeyDown(KEY_UP)) + { + if (player.acceleration < 1) player.acceleration += 0.04f; + } + else + { + if (player.acceleration > 0) player.acceleration -= 0.02f; + else if (player.acceleration < 0) player.acceleration = 0; + } + if (IsKeyDown(KEY_DOWN)) + { + if (player.acceleration > 0) player.acceleration -= 0.04f; + else if (player.acceleration < 0) player.acceleration = 0; + } + + // Movement + player.position.x += (player.speed.x*player.acceleration); + player.position.y -= (player.speed.y*player.acceleration); + + // Wall behaviour for player + if (player.position.x > screenWidth + shipHeight) player.position.x = -(shipHeight); + else if (player.position.x < -(shipHeight)) player.position.x = screenWidth + shipHeight; + if (player.position.y > (screenHeight + shipHeight)) player.position.y = -(shipHeight); + else if (player.position.y < -(shipHeight)) player.position.y = screenHeight + shipHeight; + + // Collision Player to meteors + player.collider = (Vector3){player.position.x + sin(player.rotation*DEG2RAD)*(shipHeight/2.5f), player.position.y - cos(player.rotation*DEG2RAD)*(shipHeight/2.5f), 12}; + + for (int a = 0; a < MAX_MEDIUM_METEORS; a++) + { + if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, mediumMeteor[a].position, mediumMeteor[a].radius) && mediumMeteor[a].active) gameOver = true; + } + + for (int a = 0; a < MAX_SMALL_METEORS; a++) + { + if (CheckCollisionCircles((Vector2){player.collider.x, player.collider.y}, player.collider.z, smallMeteor[a].position, smallMeteor[a].radius) && smallMeteor[a].active) gameOver = true; + } + + // Meteor logic + + for (int i = 0; i < MAX_MEDIUM_METEORS; i++) + { + if (mediumMeteor[i].active) + { + // movement + mediumMeteor[i].position.x += mediumMeteor[i].speed.x; + mediumMeteor[i].position.y += mediumMeteor[i].speed.y; + + // wall behaviour + if (mediumMeteor[i].position.x > screenWidth + mediumMeteor[i].radius) mediumMeteor[i].position.x = -(mediumMeteor[i].radius); + else if (mediumMeteor[i].position.x < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.x = screenWidth + mediumMeteor[i].radius; + if (mediumMeteor[i].position.y > screenHeight + mediumMeteor[i].radius) mediumMeteor[i].position.y = -(mediumMeteor[i].radius); + else if (mediumMeteor[i].position.y < 0 - mediumMeteor[i].radius) mediumMeteor[i].position.y = screenHeight + mediumMeteor[i].radius; + } + } + + for (int i = 0; i < MAX_SMALL_METEORS; i++) + { + if (smallMeteor[i].active) + { + // movement + smallMeteor[i].position.x += smallMeteor[i].speed.x; + smallMeteor[i].position.y += smallMeteor[i].speed.y; + + // wall behaviour + if (smallMeteor[i].position.x > screenWidth + smallMeteor[i].radius) smallMeteor[i].position.x = -(smallMeteor[i].radius); + else if (smallMeteor[i].position.x < 0 - smallMeteor[i].radius) smallMeteor[i].position.x = screenWidth + smallMeteor[i].radius; + if (smallMeteor[i].position.y > screenHeight + smallMeteor[i].radius) smallMeteor[i].position.y = -(smallMeteor[i].radius); + else if (smallMeteor[i].position.y < 0 - smallMeteor[i].radius) smallMeteor[i].position.y = screenHeight + smallMeteor[i].radius; + } + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw spaceship + Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + DrawTriangle(v1, v2, v3, MAROON); + + // Draw meteor + for (int i = 0;i < MAX_MEDIUM_METEORS; i++) + { + if (mediumMeteor[i].active) DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, GRAY); + else DrawCircleV(mediumMeteor[i].position, mediumMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + for (int i = 0;i < MAX_SMALL_METEORS; i++) + { + if (smallMeteor[i].active) DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, DARKGRAY); + else DrawCircleV(smallMeteor[i].position, smallMeteor[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + DrawText(FormatText("TIME: %.02f", (float)framesCounter/60), 10, 10, 20, 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 diff --git a/games/drturtle/04_drturtle_gui.c b/games/drturtle/04_drturtle_gui.c index 0e648b5d..bbfd3492 100644 --- a/games/drturtle/04_drturtle_gui.c +++ b/games/drturtle/04_drturtle_gui.c @@ -338,7 +338,7 @@ int main() 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); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE); } break; case GAMEPLAY: @@ -388,8 +388,8 @@ int main() 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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE); if (gameraMode) { @@ -403,15 +403,15 @@ int main() // 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, "GAME OVER", (Vector2){ 300, 160 }, font.size*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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE); // Draw blinking text - if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY); } break; default: break; diff --git a/games/drturtle/05_drturtle_audio.c b/games/drturtle/05_drturtle_audio.c index 7e8cac70..4a36d015 100644 --- a/games/drturtle/05_drturtle_audio.c +++ b/games/drturtle/05_drturtle_audio.c @@ -351,7 +351,7 @@ int main() 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); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE); } break; case GAMEPLAY: @@ -401,8 +401,8 @@ int main() 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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE); if (gameraMode) { @@ -416,15 +416,15 @@ int main() // 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, "GAME OVER", (Vector2){ 300, 160 }, font.size*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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE); // Draw blinking text - if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY); } break; default: break; diff --git a/games/drturtle/06_drturtle_final.c b/games/drturtle/06_drturtle_final.c index a3475de4..128b23a5 100644 --- a/games/drturtle/06_drturtle_final.c +++ b/games/drturtle/06_drturtle_final.c @@ -21,6 +21,8 @@ #include "raylib.h" +#include <math.h> // Used for sinf() + #define MAX_ENEMIES 10 typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen; @@ -128,7 +130,7 @@ int main() framesCounter++; // Sea color tint effect - blue = 210 + 25 * sin(timeCounter); + blue = 210 + 25 * sinf(timeCounter); timeCounter += 0.01; // Game screens management @@ -374,7 +376,7 @@ int main() 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); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.size, 0, WHITE); } break; case GAMEPLAY: @@ -424,8 +426,8 @@ int main() 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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -2, ORANGE); if (gameraMode) { @@ -439,15 +441,15 @@ int main() // 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, "GAME OVER", (Vector2){ 300, 160 }, font.size*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); + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE); // Draw blinking text - if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY); + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY); } break; default: break; diff --git a/games/drturtle/drturtle_final_web.c b/games/drturtle/drturtle_final_web.c new file mode 100644 index 00000000..25f4074b --- /dev/null +++ b/games/drturtle/drturtle_final_web.c @@ -0,0 +1,541 @@ +/******************************************************************************************* +* +* 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" +#include <math.h> // Used for sinf() + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +#define MAX_ENEMIES 10 + +typedef enum { TITLE = 0, GAMEPLAY, ENDING } GameScreen; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +const int screenWidth = 1280; +const int screenHeight = 720; + +Texture2D sky; +Texture2D mountains; +Texture2D sea; +Texture2D title; +Texture2D turtle; +Texture2D gamera; +Texture2D shark; +Texture2D orca; +Texture2D swhale; +Texture2D fish; +Texture2D gframe; + +SpriteFont font; + +Sound eat; +Sound die; +Sound growl; + +// Define scrolling variables +int backScrolling = 0; +int seaScrolling = 0; + +// Define current screen +GameScreen currentScreen = 0; + +// Define player variables +int playerRail = 1; +Rectangle playerBounds; +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; + +// 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; + +//---------------------------------------------------------------------------------- +// Module Functions Declaration +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main Enry Point +//---------------------------------------------------------------------------------- +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + + // Init window + InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA"); + + // Initialize audio device + InitAudioDevice(); + + // Load game resources: textures + sky = LoadTexture("resources/sky.png"); + mountains = LoadTexture("resources/mountains.png"); + sea = LoadTexture("resources/sea.png"); + title = LoadTexture("resources/title.png"); + turtle = LoadTexture("resources/turtle.png"); + gamera = LoadTexture("resources/gamera.png"); + shark = LoadTexture("resources/shark.png"); + orca = LoadTexture("resources/orca.png"); + swhale = LoadTexture("resources/swhale.png"); + fish = LoadTexture("resources/fish.png"); + gframe = LoadTexture("resources/gframe.png"); + + // Load game resources: fonts + font = LoadSpriteFont("resources/komika.png"); + + // Load game resources: sounds + eat = LoadSound("resources/eat.wav"); + die = LoadSound("resources/die.wav"); + growl = LoadSound("resources/gamera.wav"); + + // Start playing streaming music + PlayMusicStream("resources/speeding.ogg"); + + playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 }; + + // 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; + } + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // 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; +} + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + UpdateMusicStream(); + + framesCounter++; + + // Sea color tint effect + blue = 210 + 25 * sinf(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 }, font.size, 1, 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 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.size, -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 }, font.size*3, -2, MAROON); + + DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.size, -2, GOLD); + DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.size, -2, ORANGE); + DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.size, -2, ORANGE); + + // Draw blinking text + if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.size, -2, LIGHTGRAY); + + } break; + default: break; + } + + EndDrawing(); + //---------------------------------------------------------------------------------- +}
\ No newline at end of file diff --git a/games/drturtle/makefile b/games/drturtle/makefile new file mode 100644 index 00000000..f9efd3e8 --- /dev/null +++ b/games/drturtle/makefile @@ -0,0 +1,186 @@ +#************************************************************************************************** +# +# raylib - makefile to compile Dr.Turtle game +# +# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# define raylib platform if not defined (by default, compile for RPI) +# Other possible platform: PLATFORM_DESKTOP +PLATFORM ?= PLATFORM_DESKTOP + +# determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + LIBPATH=win32 + else + UNAMEOS:=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + LIBPATH=linux + else + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + LIBPATH=osx + endif + endif + endif +endif + +# define compiler: gcc for C program, define as g++ for C++ +ifeq ($(PLATFORM),PLATFORM_WEB) + # define emscripten compiler + CC = emcc +else +ifeq ($(PLATFORM_OS),OSX) + # define llvm compiler for mac + CC = clang +else + # define default gcc compiler + CC = gcc +endif +endif + +# define compiler flags: +# -O2 defines optimization level +# -Wall turns on most, but not all, compiler warnings +# -std=c99 use standard C from 1999 revision +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline +else + CFLAGS = -O2 -Wall -std=c99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1 --shell-file ../../templates/web_shell/shell.html + #-s ASSERTIONS=1 --preload-file resources + #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing + #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) +endif + +# define any directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads +else + INCLUDES = -I. -I../../src +# external libraries headers +# GLFW3 + INCLUDES += -I../../external/glfw3/include +# GLEW + INCLUDES += -I../../external/glew/include +# OpenAL Soft + INCLUDES += -I../../external/openal_soft/include +endif + +# define library paths containing required libs +ifeq ($(PLATFORM),PLATFORM_RPI) + LFLAGS = -L. -L../../src -L/opt/vc/lib +else + LFLAGS = -L. -L../../src + # external libraries to link with + # GLFW3 + LFLAGS += -L../../external/glfw3/lib/$(LIBPATH) + ifneq ($(PLATFORM_OS),OSX) + # OpenAL Soft + LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH) + # GLEW + LFLAGS += -L../../external/glew/lib/$(LIBPATH) + endif +endif + +# define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + # libraries for Debian GNU/Linux desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal + endif + ifeq ($(PLATFORM_OS),OSX) + # libraries for OS X 10.9 desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa + else + # libraries for Windows desktop compiling + # NOTE: GLFW3 and OpenAL Soft libraries should be installed + LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # libraries for Raspberry Pi compiling + # NOTE: OpenAL Soft library should be installed (libopenal1 package) + LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + LIBS = ../../src/libraylib.bc +endif + +# define additional parameters and flags for windows +ifeq ($(PLATFORM_OS),WINDOWS) + # resources file contains windows exe icon + # -Wl,--subsystem,windows hides the console window + WINFLAGS = ../../src/resources -Wl,--subsystem,windows +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + EXT = .html +endif + +# define all screen object files required +SCREENS = \ + +# typing 'make' will invoke the first target entry in the file, +# in this case, the 'default' target entry is advance_game +default: drturtle + +# compile template - advance_game +drturtle: drturtle_final_web.c $(SCREENS) + $(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + else + ifeq ($(PLATFORM_OS),LINUX) + find . -type f -executable -delete + rm -f *.o + else + del *.o *.exe + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -f *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + +# instead of defining every module one by one, we can define a pattern +# this pattern below will automatically compile every module defined on $(OBJS) +#%.exe : %.c +# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) diff --git a/games/floppy.c b/games/floppy.c new file mode 100644 index 00000000..f48ea235 --- /dev/null +++ b/games/floppy.c @@ -0,0 +1,246 @@ +/******************************************************************************************* +* +* raylib - sample game: floppy +* +* 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 MAX_TUBES 100 +#define FLOPPY_RADIUS 24 +#define TUBES_WIDTH 80 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Floppy { + Vector2 position; + int radius; + Color color; +} Floppy; + +typedef struct Tubes { + Rectangle rec; + Color color; + bool active; +} Tubes; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; +static int score; +static int hiScore = 0; + +static Floppy floppy; +static Tubes tubes[MAX_TUBES*2]; +static Vector2 tubesPos[MAX_TUBES]; +static int tubesSpeedX; +static bool superfx; + +//------------------------------------------------------------------------------------ +// 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: floppy"); + + 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) +{ + floppy.radius = FLOPPY_RADIUS; + floppy.position = (Vector2){80, screenHeight/2 - floppy.radius}; + tubesSpeedX = 2; + + for (int i = 0; i < MAX_TUBES; i++) + { + tubesPos[i].x = 400 + 280*i; + tubesPos[i].y = -GetRandomValue(0, 120); + } + + for (int i = 0; i < MAX_TUBES*2; i += 2) + { + tubes[i].rec.x = tubesPos[i/2].x; + tubes[i].rec.y = tubesPos[i/2].y; + tubes[i].rec.width = TUBES_WIDTH; + tubes[i].rec.height = 255; + + tubes[i+1].rec.x = tubesPos[i/2].x; + tubes[i+1].rec.y = 600 + tubesPos[i/2].y - 255; + tubes[i+1].rec.width = TUBES_WIDTH; + tubes[i+1].rec.height = 255; + + tubes[i/2].active = true; + } + + score = 0; + + gameOver = false; + superfx = false; + pause = false; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX; + + for (int i = 0; i < MAX_TUBES*2; i += 2) + { + tubes[i].rec.x = tubesPos[i/2].x; + tubes[i+1].rec.x = tubesPos[i/2].x; + } + + if (IsKeyDown(KEY_SPACE) && !gameOver) floppy.position.y -= 3; + else floppy.position.y += 1; + + // Check Collisions + for (int i = 0; i < MAX_TUBES*2; i++) + { + if (CheckCollisionCircleRec(floppy.position, floppy.radius, tubes[i].rec)) + { + gameOver = true; + pause = false; + } + else if ((tubesPos[i/2].x < floppy.position.x) && tubes[i/2].active && !gameOver) + { + score += 100; + tubes[i/2].active = false; + + superfx = true; + + if (score > hiScore) hiScore = score; + } + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + DrawCircle(floppy.position.x, floppy.position.y, floppy.radius, DARKGRAY); + + // Draw tubes + for (int i = 0; i < MAX_TUBES; i++) + { + DrawRectangle(tubes[i*2].rec.x, tubes[i*2].rec.y, tubes[i*2].rec.width, tubes[i*2].rec.height, GRAY); + DrawRectangle(tubes[i*2 + 1].rec.x, tubes[i*2 + 1].rec.y, tubes[i*2 + 1].rec.width, tubes[i*2 + 1].rec.height, GRAY); + } + + // Draw flashing fx (one frame only) + if (superfx) + { + DrawRectangle(0, 0, screenWidth, screenHeight, WHITE); + superfx = false; + } + + DrawText(FormatText("%04i", score), 20, 20, 40, GRAY); + DrawText(FormatText("HI-SCORE: %04i", hiScore), 20, 70, 20, LIGHTGRAY); + + 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 diff --git a/games/floppy/floppy.c b/games/floppy/floppy.c deleted file mode 100644 index 0c0cb5f2..00000000 --- a/games/floppy/floppy.c +++ /dev/null @@ -1,213 +0,0 @@ -/******************************************************************************************* -* -* raylib game - Floppy Bird -* -* 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_TUBES 100 - -int main() -{ - // Initialization - //-------------------------------------------------------------------------------------- - int screenWidth = 800; - int screenHeight = 450; - - InitWindow(screenWidth, screenHeight, "Floppy Bird"); - - InitAudioDevice(); // Initialize audio device - - Sound coin = LoadSound("resources/coin.wav"); - Sound jump = LoadSound("resources/jump.wav"); - - Texture2D background = LoadTexture("resources/background.png"); - Texture2D tubes = LoadTexture("resources/tubes.png"); - Texture2D floppy = LoadTexture("resources/floppy.png"); - - Vector2 floppyPos = { 80, screenHeight/2 - floppy.height/2 }; - - Vector2 tubesPos[MAX_TUBES]; - int tubesSpeedX = 2; - - for (int i = 0; i < MAX_TUBES; i++) - { - tubesPos[i].x = 400 + 280*i; - tubesPos[i].y = -GetRandomValue(0, 120); - } - - Rectangle tubesRecs[MAX_TUBES*2]; - bool tubesActive[MAX_TUBES]; - - for (int i = 0; i < MAX_TUBES*2; i += 2) - { - tubesRecs[i].x = tubesPos[i/2].x; - tubesRecs[i].y = tubesPos[i/2].y; - tubesRecs[i].width = tubes.width; - tubesRecs[i].height = 255; - - tubesRecs[i+1].x = tubesPos[i/2].x; - tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255; - tubesRecs[i+1].width = tubes.width; - tubesRecs[i+1].height = 255; - - tubesActive[i/2] = true; - } - - int backScroll = 0; - - int score = 0; - int hiscore = 0; - - bool gameover = false; - bool superfx = false; - - SetTargetFPS(60); - //--------------------------------------------------------------------------------------- - - // Main game loop - while (!WindowShouldClose()) // Detect window close button or ESC key - { - // Update - //---------------------------------------------------------------------------------- - - // Background scroll logic - backScroll--; - if (backScroll <= -800) backScroll = 0; - - // Player movement logic - if (!gameover) - { - if (IsKeyDown(KEY_SPACE)) floppyPos.y -= 3; - else floppyPos.y += 1; - - if (IsKeyPressed(KEY_SPACE)) PlaySound(jump); - } - - // Tubes moving logic - for (int i = 0; i < MAX_TUBES; i++) tubesPos[i].x -= tubesSpeedX; - - for (int i = 0; i < MAX_TUBES*2; i += 2) - { - tubesRecs[i].x = tubesPos[i/2].x; - tubesRecs[i+1].x = tubesPos[i/2].x; - } - - // Check collisions player-tubes - for (int i = 0; i < MAX_TUBES*2; i++) - { - if (CheckCollisionCircleRec((Vector2){ floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2 }, floppy.width/2, tubesRecs[i])) - { - gameover = true; - } - else if ((tubesPos[i/2].x < floppyPos.x) && tubesActive[i/2] && !gameover) - { - score += 100; - tubesActive[i/2] = false; - PlaySound(coin); - - superfx = true; - - if (score > hiscore) hiscore = score; - } - } - - // Gameover logic for reset - if (gameover && IsKeyPressed(KEY_ENTER)) - { - for (int i = 0; i < MAX_TUBES; i++) - { - tubesPos[i].x = 400 + 280*i; - tubesPos[i].y = -GetRandomValue(0, 120); - } - - for (int i = 0; i < MAX_TUBES*2; i += 2) - { - tubesRecs[i].x = tubesPos[i/2].x; - tubesRecs[i].y = tubesPos[i/2].y; - - tubesRecs[i+1].x = tubesPos[i/2].x; - tubesRecs[i+1].y = 600 + tubesPos[i/2].y - 255; - - tubesActive[i/2] = true; - } - - floppyPos.x = 80; - floppyPos.y = screenHeight/2 - floppy.height/2; - - gameover = false; - score = 0; - } - //---------------------------------------------------------------------------------- - - // Draw - //---------------------------------------------------------------------------------- - BeginDrawing(); - - ClearBackground(RAYWHITE); - - // Draw scrolling background - DrawTexture(background, backScroll, 0, WHITE); - DrawTexture(background, screenWidth + backScroll, 0, WHITE); - - // Draw moving tubes - for (int i = 0; i < MAX_TUBES; i++) - { - if (tubesPos[i].x <= 800) DrawTextureEx(tubes, tubesPos[i], 0, 1.0, WHITE); - - // Draw collision recs - //DrawRectangleLines(tubesRecs[i*2].x, tubesRecs[i*2].y, tubesRecs[i*2].width, tubesRecs[i*2].height, RED); - //DrawRectangleLines(tubesRecs[i*2 + 1].x, tubesRecs[i*2 + 1].y, tubesRecs[i*2 + 1].width, tubesRecs[i*2 + 1].height, RED); - } - - // Draw scores - DrawText(FormatText("%04i", score), 20, 20, 40, PINK); - DrawText(FormatText("HI-SCORE: %04i", hiscore), 20, 70, 20, VIOLET); - - // Draw player or game over messages - if (!gameover) - { - DrawTextureEx(floppy, floppyPos, 0, 1.0, WHITE); - - // Draw collision circle - //DrawCircleLines(floppyPos.x + floppy.width/2, floppyPos.y + floppy.height/2, floppy.width/2, RED); - } - else - { - DrawText("GAME OVER", 100, 180, 100, MAROON); - DrawText("PRESS ENTER to RETRY!", 280, 280, 20, RED); - } - - // Draw screen light flash when passing through a tube - if (superfx) - { - DrawRectangle(0, 0, screenWidth, screenHeight, GOLD); - superfx = false; - } - - EndDrawing(); - //---------------------------------------------------------------------------------- - } - - // De-Initialization - //-------------------------------------------------------------------------------------- - UnloadTexture(background); // Texture unloading - UnloadTexture(tubes); // Texture unloading - UnloadTexture(floppy); // Texture unloading - - UnloadSound(coin); // Unload sound data - UnloadSound(jump); // Unload sound data - - CloseAudioDevice(); // Close audio device - - CloseWindow(); // Close window and OpenGL context - //-------------------------------------------------------------------------------------- - - return 0; -}
\ No newline at end of file diff --git a/games/floppy/resources/background.png b/games/floppy/resources/background.png Binary files differdeleted file mode 100644 index eab9d865..00000000 --- a/games/floppy/resources/background.png +++ /dev/null diff --git a/games/floppy/resources/coin.wav b/games/floppy/resources/coin.wav Binary files differdeleted file mode 100644 index d3b6e93c..00000000 --- a/games/floppy/resources/coin.wav +++ /dev/null diff --git a/games/floppy/resources/floppy.png b/games/floppy/resources/floppy.png Binary files differdeleted file mode 100644 index 7c851086..00000000 --- a/games/floppy/resources/floppy.png +++ /dev/null diff --git a/games/floppy/resources/jump.wav b/games/floppy/resources/jump.wav Binary files differdeleted file mode 100644 index 1f68d336..00000000 --- a/games/floppy/resources/jump.wav +++ /dev/null diff --git a/games/floppy/resources/tubes.png b/games/floppy/resources/tubes.png Binary files differdeleted file mode 100644 index a3ca8e7e..00000000 --- a/games/floppy/resources/tubes.png +++ /dev/null diff --git a/games/gold_fever.c b/games/gold_fever.c new file mode 100644 index 00000000..5a435027 --- /dev/null +++ b/games/gold_fever.c @@ -0,0 +1,288 @@ +/******************************************************************************************* +* +* raylib - sample game: gold fever +* +* 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 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Player { + Vector2 position; + Vector2 speed; + int radius; +} Player; + +typedef struct Enemy { + Vector2 position; + Vector2 speed; + int radius; + int radiusBounds; + bool moveRight; // RAY: o__O +} Enemy; + +typedef struct Points { + Vector2 position; + int radius; + int value; + bool active; +} Points; + +typedef struct Home { + Rectangle rec; + bool active; + bool save; + Color color; +} Home; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; +static int score; +static int hiScore = 0; + +static Player player; +static Enemy enemy; +static Points points; +static Home home; +static bool follow; + +//------------------------------------------------------------------------------------ +// 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: gold fever"); + + 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) +{ + pause = false; + score = 0; + + player.position = (Vector2){50, 50}; + player.radius = 20; + player.speed = (Vector2){5, 5}; + + enemy.position = (Vector2){screenWidth - 50, screenHeight/2}; + enemy.radius = 20; + enemy.radiusBounds = 150; + enemy.speed = (Vector2){3, 3}; + enemy.moveRight = true; + follow = false; + + points.radius = 10; + points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)}; + points.value = 100; + points.active = true; + + home.rec.width = 50; + home.rec.height = 50; + home.rec.x = GetRandomValue(0, screenWidth - home.rec.width); + home.rec.y = GetRandomValue(0, screenHeight - home.rec.height); + home.active = false; + home.save = false; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + //Control player + if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; + if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; + if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y; + if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y; + + //wall behaviour player + if (player.position.x - player.radius <= 0) player.position.x = player.radius; + if (player.position.x + player.radius >= screenWidth) player.position.x = screenWidth - player.radius; + if (player.position.y - player.radius <= 0) player.position.y = player.radius; + if (player.position.y + player.radius >= screenHeight) player.position.y = screenHeight - player.radius; + + //IA Enemy + if ( (follow || CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radiusBounds)) && !home.save) + { + if (player.position.x > enemy.position.x) enemy.position.x += enemy.speed.x; + if (player.position.x < enemy.position.x) enemy.position.x -= enemy.speed.x; + + if (player.position.y > enemy.position.y) enemy.position.y += enemy.speed.y; + if (player.position.y < enemy.position.y) enemy.position.y -= enemy.speed.y; + } + else + { + if (enemy.moveRight) enemy.position.x += enemy.speed.x; + else enemy.position.x -= enemy.speed.x; + } + + //wall behaviour enemy + if (enemy.position.x - enemy.radius <= 0) enemy.moveRight = true; + if (enemy.position.x + enemy.radius >= screenWidth) enemy.moveRight = false; + + if (enemy.position.x - enemy.radius <= 0) enemy.position.x = enemy.radius; + if (enemy.position.x + enemy.radius >= screenWidth) enemy.position.x = screenWidth - enemy.radius; + if (enemy.position.y - enemy.radius <= 0) enemy.position.y = enemy.radius; + if (enemy.position.y + enemy.radius >= screenHeight) enemy.position.y = screenHeight - enemy.radius; + + //Collisions + if (CheckCollisionCircles(player.position, player.radius, points.position, points.radius) && points.active) + { + follow = true; + points.active = false; + home.active = true; + } + + if (CheckCollisionCircles(player.position, player.radius, enemy.position, enemy.radius) && !home.save) + { + gameOver = true; + + if (hiScore < score) hiScore = score; + } + + if (CheckCollisionCircleRec(player.position, player.radius, home.rec)) + { + follow = false; + + if (!points.active) + { + score += points.value; + points.active = true; + enemy.speed.x += 0.5; + enemy.speed.y += 0.5; + points.position = (Vector2){GetRandomValue(points.radius, screenWidth - points.radius), GetRandomValue(points.radius, screenHeight - points.radius)}; + } + + home.save = true; + } + else home.save = false; + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + if (follow) + { + DrawRectangle(0, 0, screenWidth, screenHeight, RED); + DrawRectangle(10, 10, screenWidth - 20, screenHeight - 20, RAYWHITE); + } + + DrawRectangleLines(home.rec.x, home.rec.y, home.rec.width, home.rec.height, BLUE); + + DrawCircleLines(enemy.position.x, enemy.position.y, enemy.radiusBounds, RED); + DrawCircleV(enemy.position, enemy.radius, MAROON); + + DrawCircleV(player.position, player.radius, GRAY); + if (points.active) DrawCircleV(points.position, points.radius, GOLD); + + DrawText(FormatText("SCORE: %04i", score), 20, 15, 20, GRAY); + DrawText(FormatText("HI-SCORE: %04i", hiScore), 300, 15, 20, GRAY); + + 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 diff --git a/games/gorilas.c b/games/gorilas.c new file mode 100644 index 00000000..86fd3f5b --- /dev/null +++ b/games/gorilas.c @@ -0,0 +1,571 @@ +/******************************************************************************************* +* +* raylib - sample game: gorilas +* +* Sample game Marc Palau and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> +#include <stdlib.h> +#include <time.h> +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define MAX_BUILDINGS 15 +#define MAX_EXPLOSIONS 200 +#define MAX_PLAYERS 2 + +#define BUILDING_RELATIVE_ERROR 30 // Building size random range % +#define BUILDING_MIN_RELATIVE_HEIGHT 20 // Minimum height in % of the screenHeight +#define BUILDING_MAX_RELATIVE_HEIGHT 60 // Maximum height in % of the screenHeight +#define BUILDING_MIN_GRAYSCALE_COLOR 120 // Minimum gray color for the buildings +#define BUILDING_MAX_GRAYSCALE_COLOR 200 // Maximum gray color for the buildings + +#define MIN_PLAYER_POSITION 5 // Minimum x position % +#define MAX_PLAYER_POSITION 20 // Maximum x position % + +#define GRAVITY 9.81f +#define DELTA_FPS 60 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Player { + Vector2 position; + Vector2 size; + + Vector2 aimingPoint; + int aimingAngle; + int aimingPower; + + Vector2 previousPoint; + int previousAngle; + int previousPower; + + Vector2 impactPoint; + + bool isLeftTeam; // This player belongs to the left or to the right team + bool isPlayer; // If is a player or an AI + bool isAlive; +} Player; + +typedef struct Building { + Rectangle rectangle; + Color color; +} Building; + +typedef struct Explosion { + Vector2 position; + int radius; + bool active; +} Explosion; + +typedef struct Ball { + Vector2 position; + Vector2 speed; + int radius; + bool active; +} Ball; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static bool gameOver = false; +static bool pause = false; + +static Player player[MAX_PLAYERS]; +static Building building[MAX_BUILDINGS]; +static Explosion explosion[MAX_EXPLOSIONS]; +static Ball ball; + +static int playerTurn = 0; +static bool ballOnAir = false; + +//------------------------------------------------------------------------------------ +// 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) + +// Additional module functions +static void InitBuildings(void); +static void InitPlayers(void); +static bool UpdatePlayer(int playerTurn); +static bool UpdateBall(int playerTurn); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "sample game: gorilas"); + + 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) +{ + // Init shoot + ball.radius = 10; + ballOnAir = false; + ball.active = false; + + InitBuildings(); + InitPlayers(); + + // Init explosions + for (int i = 0; i < MAX_EXPLOSIONS; i++) + { + explosion[i].position = (Vector2){ 0.0f, 0.0f }; + explosion[i].radius = 30; + explosion[i].active = false; + } +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + if (!ballOnAir) ballOnAir = UpdatePlayer(playerTurn); // If we are aiming + else + { + if (UpdateBall(playerTurn)) // If collision + { + // Game over logic + bool leftTeamAlive = false; + bool rightTeamAlive = false; + + for (int i = 0; i < MAX_PLAYERS; i++) + { + if (player[i].isAlive) + { + if (player[i].isLeftTeam) leftTeamAlive = true; + if (!player[i].isLeftTeam) rightTeamAlive = true; + } + } + + if (leftTeamAlive && rightTeamAlive) + { + ballOnAir = false; + ball.active = false; + + playerTurn++; + + if (playerTurn == MAX_PLAYERS) playerTurn = 0; + } + else + { + gameOver = true; + + // if (leftTeamAlive) left team wins + // if (rightTeamAlive) right team wins + } + } + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw buildings + for (int i = 0; i < MAX_BUILDINGS; i++) DrawRectangleRec(building[i].rectangle, building[i].color); + + // Draw explosions + for (int i = 0; i < MAX_EXPLOSIONS; i++) + { + if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, explosion[i].radius, RAYWHITE); + } + + // Draw players + for (int i = 0; i < MAX_PLAYERS; i++) + { + if (player[i].isAlive) + { + if (player[i].isLeftTeam) DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2, + player[i].size.x, player[i].size.y, BLUE); + else DrawRectangle(player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2, + player[i].size.x, player[i].size.y, RED); + } + } + + // Draw ball + if (ball.active) DrawCircle(ball.position.x, ball.position.y, ball.radius, MAROON); + + // Draw the angle and the power of the aim, and the previous ones + if (!ballOnAir) + { + // Draw shot information + /* + if (player[playerTurn].isLeftTeam) + { + DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE); + DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE); + DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE); + DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE); + DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE); + DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE); + } + else + { + DrawText(FormatText("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE); + DrawText(FormatText("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE); + DrawText(FormatText("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE); + DrawText(FormatText("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE); + DrawText(FormatText("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE); + DrawText(FormatText("Aiming Power %i", player[playerTurn].aimingPower), screenWidth*3/4, 170, 20, DARKBLUE); + } + */ + + // Draw aim + if (player[playerTurn].isLeftTeam) + { + // Previous aiming + DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 }, + (Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 }, + player[playerTurn].previousPoint, GRAY); + + // Actual aiming + DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 }, + (Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 }, + player[playerTurn].aimingPoint, DARKBLUE); + } + else + { + // Previous aiming + DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 }, + (Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 }, + player[playerTurn].previousPoint, GRAY); + + // Actual aiming + DrawTriangle((Vector2){ player[playerTurn].position.x - player[playerTurn].size.x/4, player[playerTurn].position.y + player[playerTurn].size.y/4 }, + (Vector2){ player[playerTurn].position.x + player[playerTurn].size.x/4, player[playerTurn].position.y - player[playerTurn].size.y/4 }, + player[playerTurn].aimingPoint, MAROON); + } + } + + 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(); +} + +//-------------------------------------------------------------------------------------- +// Additional module functions +//-------------------------------------------------------------------------------------- +static void InitBuildings(void) +{ + // Horizontal generation + int currentWidth = 0; + + // We make sure the absolute error randomly generated for each building, has as a minimum value the screenWidth. + // This way all the screen will be filled with buildings. Each building will have a different, random width. + + float relativeWidth = 100/(100 - BUILDING_RELATIVE_ERROR); + float buildingWidthMean = (screenWidth*relativeWidth/MAX_BUILDINGS) + 1; // We add one to make sure we will cover the whole screen. + + // Vertical generation + int currentHeighth = 0; + int grayLevel; + + // Creation + for (int i = 0; i < MAX_BUILDINGS; i++) + { + // Horizontal + building[i].rectangle.x = currentWidth; + building[i].rectangle.width = GetRandomValue(buildingWidthMean*(100 - BUILDING_RELATIVE_ERROR/2)/100 + 1, buildingWidthMean*(100 + BUILDING_RELATIVE_ERROR)/100); + + currentWidth += building[i].rectangle.width; + + // Vertical + currentHeighth = GetRandomValue(BUILDING_MIN_RELATIVE_HEIGHT, BUILDING_MAX_RELATIVE_HEIGHT); + building[i].rectangle.y = screenHeight - (screenHeight*currentHeighth/100); + building[i].rectangle.height = screenHeight*currentHeighth/100 + 1; + + // Color + grayLevel = GetRandomValue(BUILDING_MIN_GRAYSCALE_COLOR, BUILDING_MAX_GRAYSCALE_COLOR); + building[i].color = (Color){ grayLevel, grayLevel, grayLevel, 255 }; + } +} + +static void InitPlayers(void) +{ + for (int i = 0; i < MAX_PLAYERS; i++) + { + player[i].isAlive = true; + + // Decide the team of this player + if (i % 2 == 0) player[i].isLeftTeam = true; + else player[i].isLeftTeam = false; + + // Now there is no AI + player[i].isPlayer = true; + + // Set size, by default by now + player[i].size = (Vector2){ 40, 40 }; + + // Set position + if (player[i].isLeftTeam) player[i].position.x = GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100); + else player[i].position.x = screenWidth - GetRandomValue(screenWidth*MIN_PLAYER_POSITION/100, screenWidth*MAX_PLAYER_POSITION/100); + + for (int j = 0; j < MAX_BUILDINGS; j++) + { + if (building[j].rectangle.x > player[i].position.x) + { + // Set the player in the center of the building + player[i].position.x = building[j-1].rectangle.x + building[j-1].rectangle.width/2; + // Set the player at the top of the building + player[i].position.y = building[j-1].rectangle.y - player[i].size.y/2; + break; + } + } + + // Set statistics to 0 + player[i].aimingPoint = player[i].position; + player[i].previousAngle = 0; + player[i].previousPower = 0; + player[i].previousPoint = player[i].position; + player[i].aimingAngle = 0; + player[i].aimingPower = 0; + + player[i].impactPoint = (Vector2){ -100, -100 }; + } +} + +static bool UpdatePlayer(int playerTurn) +{ + // If we are aiming at the firing quadrant, we calculate the angle + if (GetMousePosition().y <= player[playerTurn].position.y) + { + // Left team + if (player[playerTurn].isLeftTeam && GetMousePosition().x >= player[playerTurn].position.x) + { + // Distance (calculating the fire power) + player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2)); + // Calculates the angle via arcsin + player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG; + // Point of the screen we are aiming at + player[playerTurn].aimingPoint = GetMousePosition(); + + // Ball fired + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + player[playerTurn].previousPoint = player[playerTurn].aimingPoint; + player[playerTurn].previousPower = player[playerTurn].aimingPower; + player[playerTurn].previousAngle = player[playerTurn].aimingAngle; + ball.position = player[playerTurn].position; + + return true; + } + } + // Right team + else if (!player[playerTurn].isLeftTeam && GetMousePosition().x <= player[playerTurn].position.x) + { + // Distance (calculating the fire power) + player[playerTurn].aimingPower = sqrt(pow(player[playerTurn].position.x - GetMousePosition().x, 2) + pow(player[playerTurn].position.y - GetMousePosition().y, 2)); + // Calculates the angle via arcsin + player[playerTurn].aimingAngle = asin((player[playerTurn].position.y - GetMousePosition().y)/player[playerTurn].aimingPower)*RAD2DEG; + // Point of the screen we are aiming at + player[playerTurn].aimingPoint = GetMousePosition(); + + // Ball fired + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + player[playerTurn].previousPoint = player[playerTurn].aimingPoint; + player[playerTurn].previousPower = player[playerTurn].aimingPower; + player[playerTurn].previousAngle = player[playerTurn].aimingAngle; + ball.position = player[playerTurn].position; + + return true; + } + } + else + { + player[playerTurn].aimingPoint = player[playerTurn].position; + player[playerTurn].aimingPower = 0; + player[playerTurn].aimingAngle = 0; + } + } + else + { + player[playerTurn].aimingPoint = player[playerTurn].position; + player[playerTurn].aimingPower = 0; + player[playerTurn].aimingAngle = 0; + } + + return false; +} + +static bool UpdateBall(int playerTurn) +{ + static int explosionNumber = 0; + + // Activate ball + if (!ball.active) + { + if (player[playerTurn].isLeftTeam) + { + ball.speed.x = cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.active = true; + } + else + { + ball.speed.x = -cos(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.speed.y = -sin(player[playerTurn].previousAngle*DEG2RAD)*player[playerTurn].previousPower*3/DELTA_FPS; + ball.active = true; + } + } + + ball.position.x += ball.speed.x; + ball.position.y += ball.speed.y; + ball.speed.y += GRAVITY/DELTA_FPS; + + // Collision + if (ball.position.x + ball.radius < 0) return true; + else if (ball.position.x - ball.radius > screenWidth) return true; + else + { + // Player collision + for (int i = 0; i < MAX_PLAYERS; i++) + { + if (CheckCollisionCircleRec(ball.position, ball.radius, (Rectangle){ player[i].position.x - player[i].size.x/2, player[i].position.y - player[i].size.y/2, + player[i].size.x, player[i].size.y })) + { + // We can't hit ourselves + if (i == playerTurn) return false; + else + { + // We set the impact point + player[playerTurn].impactPoint.x = ball.position.x; + player[playerTurn].impactPoint.y = ball.position.y + ball.radius; + + // We destroy the player + player[i].isAlive = false; + return true; + } + } + } + + // Building collision + // NOTE: We only check building collision if we are not inside an explosion + for (int i = 0; i < MAX_BUILDINGS; i++) + { + if (CheckCollisionCircles(ball.position, ball.radius, explosion[i].position, explosion[i].radius - ball.radius)) + { + return false; + } + } + + for (int i = 0; i < MAX_BUILDINGS; i++) + { + if (CheckCollisionCircleRec(ball.position, ball.radius, building[i].rectangle)) + { + // We set the impact point + player[playerTurn].impactPoint.x = ball.position.x; + player[playerTurn].impactPoint.y = ball.position.y + ball.radius; + + // We create an explosion + explosion[explosionNumber].position = player[playerTurn].impactPoint; + explosion[explosionNumber].active = true; + explosionNumber++; + + return true; + } + } + } + + return false; +}
\ No newline at end of file diff --git a/games/just_do/makefile b/games/just_do/makefile index 4c36b154..5cca9df5 100644 --- a/games/just_do/makefile +++ b/games/just_do/makefile @@ -72,7 +72,7 @@ else CFLAGS = -O2 -Wall -std=c99 endif ifeq ($(PLATFORM),PLATFORM_WEB) - CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --shell-file ../../templates/web_shell/shell.html #-s ASSERTIONS=1 --preload-file resources #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) diff --git a/games/light_my_ritual/light_my_ritual.c b/games/light_my_ritual/light_my_ritual.c new file mode 100644 index 00000000..0f1dc47e --- /dev/null +++ b/games/light_my_ritual/light_my_ritual.c @@ -0,0 +1,271 @@ +/******************************************************************************************* +* +* GLOBAL GAME JAM 2016 - LIGHT MY RITUAL! +* +* Preparing a ritual session is not that easy. +* You must light all the candles before the astral alignment finishes... +* but dark creatures move in the shadows to put out all your lights! +* Be fast! Be smart! Light my ritual! +* +* This game has been created using raylib (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +********************************************************************************************/ + +#include "raylib.h" +#include "screens/screens.h" // NOTE: Defines global variable: currentScreen + +#include <stdlib.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- +const int screenWidth = 1280; +const int screenHeight = 720; + +// Required variables to manage screen transitions (fade-in, fade-out) +float transAlpha = 0; +bool onTransition = false; +bool transFadeOut = false; +int transFromScreen = -1; +int transToScreen = -1; + +//---------------------------------------------------------------------------------- +// Local Functions Declaration +//---------------------------------------------------------------------------------- +void TransitionToScreen(int screen); +void ChangeToScreen(int screen); // No transition effect +void UpdateTransition(void); +void DrawTransition(void); + +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main entry point +//---------------------------------------------------------------------------------- +int main(void) +{ + // Initialization + //--------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "GGJ16 - LIGHT MY RITUAL!"); + + // Global data loading (assets that must be available in all screens, i.e. fonts) + InitAudioDevice(); + + Image image = LoadImage("resources/lights_map.png"); // Load image in CPU memory (RAM) + + lightsMap = GetImageData(image); // Get image pixels data as an array of Color + lightsMapWidth = image.width; + lightsMapHeight = image.height; + + UnloadImage(image); // Unload image from CPU memory (RAM) + + //PlayMusicStream("resources/audio/come_play_with_me.ogg"); + + font = LoadSpriteFont("resources/font_arcadian.png"); + //doors = LoadTexture("resources/textures/doors.png"); + //sndDoor = LoadSound("resources/audio/door.ogg"); + + // Setup and Init first screen + currentScreen = LOGO_RL; + //InitTitleScreen(); + //InitGameplayScreen(); + rlInitLogoScreen(); + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + switch (currentScreen) + { + case LOGO_RL: rlUnloadLogoScreen(); break; + case TITLE: UnloadTitleScreen(); break; + case GAMEPLAY: UnloadGameplayScreen(); break; + default: break; + } + + // Unload all global loaded data (i.e. fonts) here! + UnloadSpriteFont(font); + //UnloadSound(sndDoor); + + free(lightsMap); + + CloseAudioDevice(); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +void TransitionToScreen(int screen) +{ + onTransition = true; + transFromScreen = currentScreen; + transToScreen = screen; +} + +void ChangeToScreen(int screen) +{ + switch (currentScreen) + { + case LOGO_RL: rlUnloadLogoScreen(); break; + case TITLE: UnloadTitleScreen(); break; + case GAMEPLAY: UnloadGameplayScreen(); break; + default: break; + } + + switch (screen) + { + case LOGO_RL: rlInitLogoScreen(); break; + case TITLE: InitTitleScreen(); break; + case GAMEPLAY: InitGameplayScreen(); break; + default: break; + } + + currentScreen = screen; +} + +void UpdateTransition(void) +{ + if (!transFadeOut) + { + transAlpha += 0.05f; + + if (transAlpha >= 1.0) + { + transAlpha = 1.0; + + switch (transFromScreen) + { + case LOGO_RL: rlUnloadLogoScreen(); break; + case TITLE: UnloadTitleScreen(); break; + case GAMEPLAY: UnloadGameplayScreen(); break; + default: break; + } + + switch (transToScreen) + { + case LOGO_RL: + { + rlInitLogoScreen(); + currentScreen = LOGO_RL; + } break; + case TITLE: + { + InitTitleScreen(); + currentScreen = TITLE; + } break; + case GAMEPLAY: + { + InitGameplayScreen(); + currentScreen = GAMEPLAY; + } break; + default: break; + } + + transFadeOut = true; + } + } + else // Transition fade out logic + { + transAlpha -= 0.05f; + + if (transAlpha <= 0) + { + transAlpha = 0; + transFadeOut = false; + onTransition = false; + transFromScreen = -1; + transToScreen = -1; + } + } +} + +void DrawTransition(void) +{ + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); +} + +// Update and draw game frame +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + if (!onTransition) + { + switch(currentScreen) + { + case LOGO_RL: + { + rlUpdateLogoScreen(); + + if (rlFinishLogoScreen()) TransitionToScreen(TITLE); + + } break; + case TITLE: + { + UpdateTitleScreen(); + + if (FinishTitleScreen() == 1) TransitionToScreen(GAMEPLAY); + + } break; + case GAMEPLAY: + { + UpdateGameplayScreen(); + + if (FinishGameplayScreen() == 1) ChangeToScreen(LOGO_RL); + else if (FinishGameplayScreen() == 2) TransitionToScreen(TITLE); + + } break; + default: break; + } + } + else + { + // Update transition (fade-in, fade-out) + UpdateTransition(); + } + + UpdateMusicStream(); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + switch(currentScreen) + { + case LOGO_RL: rlDrawLogoScreen(); break; + case TITLE: DrawTitleScreen(); break; + case GAMEPLAY: DrawGameplayScreen(); break; + default: break; + } + + if (onTransition) DrawTransition(); + + //DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- +} + diff --git a/games/light_my_ritual/makefile b/games/light_my_ritual/makefile new file mode 100644 index 00000000..84d7e994 --- /dev/null +++ b/games/light_my_ritual/makefile @@ -0,0 +1,203 @@ +#************************************************************************************************** +# +# raylib - Advance Game +# +# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten) +# +# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# define raylib platform if not defined (by default, compile for RPI) +# Other possible platform: PLATFORM_DESKTOP +PLATFORM ?= PLATFORM_DESKTOP + +# determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + LIBPATH=win32 + else + UNAMEOS:=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + LIBPATH=linux + else + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + LIBPATH=osx + endif + endif + endif +endif + +# define compiler: gcc for C program, define as g++ for C++ +ifeq ($(PLATFORM),PLATFORM_WEB) + # define emscripten compiler + CC = emcc +else +ifeq ($(PLATFORM_OS),OSX) + # define llvm compiler for mac + CC = clang +else + # define default gcc compiler + CC = gcc +endif +endif + +# define compiler flags: +# -O2 defines optimization level +# -Wall turns on most, but not all, compiler warnings +# -std=c99 use standard C from 1999 revision +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline +else + CFLAGS = -O2 -Wall -std=c99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1 --shell-file ../../templates/web_shell/shell.html + #-s ASSERTIONS=1 --preload-file resources + #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing + #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) +endif + +# define any directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads +else + INCLUDES = -I. -I../../src +# external libraries headers +# GLFW3 + INCLUDES += -I../../external/glfw3/include +# GLEW + INCLUDES += -I../../external/glew/include +# OpenAL Soft + INCLUDES += -I../../external/openal_soft/include +endif + +# define library paths containing required libs +ifeq ($(PLATFORM),PLATFORM_RPI) + LFLAGS = -L. -L../../src -L/opt/vc/lib +else + LFLAGS = -L. -L../../src + # external libraries to link with + # GLFW3 + LFLAGS += -L../../external/glfw3/lib/$(LIBPATH) + ifneq ($(PLATFORM_OS),OSX) + # OpenAL Soft + LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH) + # GLEW + LFLAGS += -L../../external/glew/lib/$(LIBPATH) + endif +endif + +# define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + # libraries for Debian GNU/Linux desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal + endif + ifeq ($(PLATFORM_OS),OSX) + # libraries for OS X 10.9 desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa + else + # libraries for Windows desktop compiling + # NOTE: GLFW3 and OpenAL Soft libraries should be installed + LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # libraries for Raspberry Pi compiling + # NOTE: OpenAL Soft library should be installed (libopenal1 package) + LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + LIBS = ../../src/libraylib.bc +endif + +# define additional parameters and flags for windows +ifeq ($(PLATFORM_OS),WINDOWS) + # resources file contains windows exe icon + # -Wl,--subsystem,windows hides the console window + WINFLAGS = ../../src/resources -Wl,--subsystem,windows +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + EXT = .html +endif + +# define all screen object files required +SCREENS = \ + screens/screen_logo_raylib.o \ + screens/screen_title.o \ + screens/screen_gameplay.o \ + +# typing 'make' will invoke the first target entry in the file, +# in this case, the 'default' target entry is advance_game +default: light_my_ritual + +# compile template - advance_game +light_my_ritual: light_my_ritual.c $(SCREENS) + $(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile screen LOGO raylib +screens/screen_logo_raylib.o: screens/screen_logo_raylib.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen TITLE +screens/screen_title.o: screens/screen_title.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen ENDING +screens/screen_gameplay.o: screens/screen_gameplay.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + else + ifeq ($(PLATFORM_OS),LINUX) + find . -type f -executable -delete + rm -f *.o + else + del *.o *.exe + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -f *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + +# instead of defining every module one by one, we can define a pattern +# this pattern below will automatically compile every module defined on $(OBJS) +#%.exe : %.c +# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) diff --git a/games/light_my_ritual/resources/audio/ambient.ogg b/games/light_my_ritual/resources/audio/ambient.ogg Binary files differnew file mode 100644 index 00000000..5828c516 --- /dev/null +++ b/games/light_my_ritual/resources/audio/ambient.ogg diff --git a/games/light_my_ritual/resources/audio/light_off.wav b/games/light_my_ritual/resources/audio/light_off.wav Binary files differnew file mode 100644 index 00000000..d2203e72 --- /dev/null +++ b/games/light_my_ritual/resources/audio/light_off.wav diff --git a/games/light_my_ritual/resources/audio/light_on.wav b/games/light_my_ritual/resources/audio/light_on.wav Binary files differnew file mode 100644 index 00000000..38b7ca58 --- /dev/null +++ b/games/light_my_ritual/resources/audio/light_on.wav diff --git a/games/light_my_ritual/resources/audio/ritual.ogg b/games/light_my_ritual/resources/audio/ritual.ogg Binary files differnew file mode 100644 index 00000000..4674ff7b --- /dev/null +++ b/games/light_my_ritual/resources/audio/ritual.ogg diff --git a/games/light_my_ritual/resources/audio/start.wav b/games/light_my_ritual/resources/audio/start.wav Binary files differnew file mode 100644 index 00000000..66ce7ac1 --- /dev/null +++ b/games/light_my_ritual/resources/audio/start.wav diff --git a/games/light_my_ritual/resources/font_arcadian.png b/games/light_my_ritual/resources/font_arcadian.png Binary files differnew file mode 100644 index 00000000..5c3df51a --- /dev/null +++ b/games/light_my_ritual/resources/font_arcadian.png diff --git a/games/light_my_ritual/resources/lights_map.png b/games/light_my_ritual/resources/lights_map.png Binary files differnew file mode 100644 index 00000000..362094cd --- /dev/null +++ b/games/light_my_ritual/resources/lights_map.png diff --git a/games/light_my_ritual/resources/textures/back_title.png b/games/light_my_ritual/resources/textures/back_title.png Binary files differnew file mode 100644 index 00000000..54921247 --- /dev/null +++ b/games/light_my_ritual/resources/textures/back_title.png diff --git a/games/light_my_ritual/resources/textures/background.png b/games/light_my_ritual/resources/textures/background.png Binary files differnew file mode 100644 index 00000000..367bdd30 --- /dev/null +++ b/games/light_my_ritual/resources/textures/background.png diff --git a/games/light_my_ritual/resources/textures/book.png b/games/light_my_ritual/resources/textures/book.png Binary files differnew file mode 100644 index 00000000..c0bfbdb3 --- /dev/null +++ b/games/light_my_ritual/resources/textures/book.png diff --git a/games/light_my_ritual/resources/textures/circle_level_i_off.png b/games/light_my_ritual/resources/textures/circle_level_i_off.png Binary files differnew file mode 100644 index 00000000..7961af7d --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_i_off.png diff --git a/games/light_my_ritual/resources/textures/circle_level_i_on.png b/games/light_my_ritual/resources/textures/circle_level_i_on.png Binary files differnew file mode 100644 index 00000000..1f217734 --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_i_on.png diff --git a/games/light_my_ritual/resources/textures/circle_level_ii_off.png b/games/light_my_ritual/resources/textures/circle_level_ii_off.png Binary files differnew file mode 100644 index 00000000..642adc3b --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_ii_off.png diff --git a/games/light_my_ritual/resources/textures/circle_level_ii_on.png b/games/light_my_ritual/resources/textures/circle_level_ii_on.png Binary files differnew file mode 100644 index 00000000..93b71b3a --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_ii_on.png diff --git a/games/light_my_ritual/resources/textures/circle_level_iii_off.png b/games/light_my_ritual/resources/textures/circle_level_iii_off.png Binary files differnew file mode 100644 index 00000000..daf50be9 --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_iii_off.png diff --git a/games/light_my_ritual/resources/textures/circle_level_iii_on.png b/games/light_my_ritual/resources/textures/circle_level_iii_on.png Binary files differnew file mode 100644 index 00000000..e2256e95 --- /dev/null +++ b/games/light_my_ritual/resources/textures/circle_level_iii_on.png diff --git a/games/light_my_ritual/resources/textures/enemy.png b/games/light_my_ritual/resources/textures/enemy.png Binary files differnew file mode 100644 index 00000000..dc0a911d --- /dev/null +++ b/games/light_my_ritual/resources/textures/enemy.png diff --git a/games/light_my_ritual/resources/textures/foreground_level_i.png b/games/light_my_ritual/resources/textures/foreground_level_i.png Binary files differnew file mode 100644 index 00000000..32b96740 --- /dev/null +++ b/games/light_my_ritual/resources/textures/foreground_level_i.png diff --git a/games/light_my_ritual/resources/textures/foreground_level_ii.png b/games/light_my_ritual/resources/textures/foreground_level_ii.png Binary files differnew file mode 100644 index 00000000..44f26003 --- /dev/null +++ b/games/light_my_ritual/resources/textures/foreground_level_ii.png diff --git a/games/light_my_ritual/resources/textures/foreground_level_iii.png b/games/light_my_ritual/resources/textures/foreground_level_iii.png Binary files differnew file mode 100644 index 00000000..0fc039d7 --- /dev/null +++ b/games/light_my_ritual/resources/textures/foreground_level_iii.png diff --git a/games/light_my_ritual/resources/textures/light.png b/games/light_my_ritual/resources/textures/light.png Binary files differnew file mode 100644 index 00000000..5d08326f --- /dev/null +++ b/games/light_my_ritual/resources/textures/light.png diff --git a/games/light_my_ritual/resources/textures/light_glow.png b/games/light_my_ritual/resources/textures/light_glow.png Binary files differnew file mode 100644 index 00000000..d31356c6 --- /dev/null +++ b/games/light_my_ritual/resources/textures/light_glow.png diff --git a/games/light_my_ritual/resources/textures/light_ray.png b/games/light_my_ritual/resources/textures/light_ray.png Binary files differnew file mode 100644 index 00000000..f9f877fa --- /dev/null +++ b/games/light_my_ritual/resources/textures/light_ray.png diff --git a/games/light_my_ritual/resources/textures/msg_ritual.png b/games/light_my_ritual/resources/textures/msg_ritual.png Binary files differnew file mode 100644 index 00000000..73f14d48 --- /dev/null +++ b/games/light_my_ritual/resources/textures/msg_ritual.png diff --git a/games/light_my_ritual/resources/textures/player.png b/games/light_my_ritual/resources/textures/player.png Binary files differnew file mode 100644 index 00000000..d6849478 --- /dev/null +++ b/games/light_my_ritual/resources/textures/player.png diff --git a/games/light_my_ritual/resources/textures/time_over.png b/games/light_my_ritual/resources/textures/time_over.png Binary files differnew file mode 100644 index 00000000..9f7935be --- /dev/null +++ b/games/light_my_ritual/resources/textures/time_over.png diff --git a/games/light_my_ritual/resources/textures/title.png b/games/light_my_ritual/resources/textures/title.png Binary files differnew file mode 100644 index 00000000..55eb593d --- /dev/null +++ b/games/light_my_ritual/resources/textures/title.png diff --git a/games/light_my_ritual/screens/screen_gameplay.c b/games/light_my_ritual/screens/screen_gameplay.c new file mode 100644 index 00000000..b91d2545 --- /dev/null +++ b/games/light_my_ritual/screens/screen_gameplay.c @@ -0,0 +1,842 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +#include <math.h> + +#define MAX_LIGHTS_I 8 +#define MAX_LIGHTS_II 12 +#define MAX_LIGHTS_III 20 + +#define MAX_ENEMIES 8 + +#define MAX_PLAYER_ENERGY 40.0f +#define ENERGY_REFILL_RATIO 0.2f + +#define GAMEPAD_SENSITIVITY 4.0f // More sensitivity, more speed :P + +#define LIGHT_ANIM_FRAMES 7 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Player { + Vector2 position; + Vector2 speed; + int radius; + Color color; + float lightEnergy; +} Player; + +typedef struct Enemy { + Vector2 position; + Vector2 targetPos; // light target position + int targetNum; // light target number + float speed; // scalar value + int radius; + int active; + int awakeFramesDelay; + int framesCounter; + Color color; +} Enemy; + +typedef struct Light { + Vector2 position; + int radius; + int requiredEnergy; + bool active; + Color color; + + int framesCounter; + int currentFrame; + Rectangle frameRec; +} Light; + +typedef enum { LEVEL_I, LEVEL_II, LEVEL_III, LEVEL_FINISHED } LightedLevel; + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +//static Texture2D background; + +static bool pause; + +static Player player; + +static Light lightsI[MAX_LIGHTS_I]; +static Light lightsII[MAX_LIGHTS_II]; +static Light lightsIII[MAX_LIGHTS_III]; + +static Enemy enemies[MAX_ENEMIES]; + +static int ritualLevel; +static int previousLightedLevel; +static int currentLightedLevel; + +static Vector2 lighterPosition; + +static int maxLightEnergy; +static int currentLightEnergy; + +static float ritualTime; +static bool startRitual; +static float alphaRitual; + +static bool timeOver; +static int nextStarsAlignment; + +static Texture2D background; +static Texture2D foregroundI; +static Texture2D foregroundII; +static Texture2D foregroundIII; +static Texture2D texPlayer; +static Texture2D texEnemy; +static Texture2D texLight; +static Texture2D lightGlow; +static Texture2D lightRay; +static Texture2D book; +static Texture2D texRitual; +static Texture2D texTimeOver; +static Texture2D circleIoff, circleIIoff, circleIIIoff; +static Texture2D circleIon, circleIIon, circleIIIon; + +static Rectangle lightOff, lightOn; + +static Sound fxLightOn, fxLightOff; + +// Debug variables +static bool enemiesStopped; + +//------------------------------------------------------------------------------------ +// Module Functions Declaration (local) +//------------------------------------------------------------------------------------ +static bool ColorEqual(Color col1, Color col2); // Check if two colors are equal +static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2); +static void Vector2Normalize(Vector2 *v); +static void EnemyReset(Enemy *enemy); + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitGameplayScreen(void) +{ + framesCounter = 0; + finishScreen = 0; + pause = false; + + // Textures loading + background = LoadTexture("resources/textures/background.png"); + foregroundI = LoadTexture("resources/textures/foreground_level_i.png"); + foregroundII = LoadTexture("resources/textures/foreground_level_ii.png"); + foregroundIII = LoadTexture("resources/textures/foreground_level_iii.png"); + texPlayer = LoadTexture("resources/textures/player.png"); + texEnemy = LoadTexture("resources/textures/enemy.png"); + texLight = LoadTexture("resources/textures/light.png"); + lightGlow = LoadTexture("resources/textures/light_glow.png"); + lightRay = LoadTexture("resources/textures/light_ray.png"); + book = LoadTexture("resources/textures/book.png"); + texRitual = LoadTexture("resources/textures/msg_ritual.png"); + texTimeOver = LoadTexture("resources/textures/time_over.png"); + + circleIoff = LoadTexture("resources/textures/circle_level_i_off.png"); + circleIIoff = LoadTexture("resources/textures/circle_level_ii_off.png"); + circleIIIoff = LoadTexture("resources/textures/circle_level_iii_off.png"); + circleIon = LoadTexture("resources/textures/circle_level_i_on.png"); + circleIIon = LoadTexture("resources/textures/circle_level_ii_on.png"); + circleIIIon = LoadTexture("resources/textures/circle_level_iii_on.png"); + + lightOff = (Rectangle){ 0, 0, 64, 64 }; + lightOn = (Rectangle){ 64, 0, 64, 64 }; + + fxLightOn = LoadSound("resources/audio/light_on.wav"); + fxLightOff = LoadSound("resources/audio/light_off.wav"); + + // Initialize player + player.position = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 - 40 }; + player.radius = 20; + player.speed = (Vector2){5, 5}; + player.color = WHITE; + + // Initialize lights positions based on lights map image data + int kI = 0, kII = 0, kIII = 0; + for (int y = 0; y < lightsMapHeight; y++) + { + for (int x = 0; x < lightsMapWidth; x++) + { + if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 255, 0, 0, 255 })) + { + // Store light position I + lightsI[kI].position.x = (float)x*10; + lightsI[kI].position.y = (float)y*10; + kI++; + + //printf("Light %02i position: %i, %i\n", kI, (int)lightsI[kI - 1].position.x, (int)lightsI[kI - 1].position.y); + } + else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 255, 0, 255 })) + { + // Store light position II + lightsII[kII].position.x = (float)x*10; + lightsII[kII].position.y = (float)y*10; + kII++; + } + else if (ColorEqual(lightsMap[y*lightsMapWidth + x], (Color){ 0, 0, 255, 255 })) + { + // Store light position III + lightsIII[kIII].position.x = (float)x*10; + lightsIII[kIII].position.y = (float)y*10; + kIII++; + } + } + } + + // Initialize lights I + for (int i = 0; i < MAX_LIGHTS_I; i++) + { + lightsI[i].radius = 12; + lightsI[i].requiredEnergy = GetRandomValue(3, 9); + lightsI[i].active = false; + lightsI[i].color = GOLD; + + lightsI[i].framesCounter = 0; + lightsI[i].currentFrame = 0; + lightsI[i].frameRec = (Rectangle){ 0, 0, 64, 64 }; + } + + // Initialize lights II + for (int i = 0; i < MAX_LIGHTS_II; i++) + { + lightsII[i].radius = 8; + lightsII[i].requiredEnergy = GetRandomValue(3, 8); + lightsII[i].active = false; + lightsII[i].color = GOLD; + + lightsII[i].framesCounter = 0; + lightsII[i].currentFrame = 0; + lightsII[i].frameRec = (Rectangle){ 0, 0, 64, 64 }; + } + + // Initialize lights III + for (int i = 0; i < MAX_LIGHTS_III; i++) + { + lightsIII[i].radius = 8; + lightsIII[i].requiredEnergy = GetRandomValue(4, 10); + lightsIII[i].active = false; + lightsIII[i].color = GOLD; + + lightsIII[i].framesCounter = 0; + lightsIII[i].currentFrame = 0; + lightsIII[i].frameRec = (Rectangle){ 0, 0, 64, 64 }; + } + + // Initialize ritual level + ritualLevel = 0; + currentLightedLevel = LEVEL_I; + lighterPosition = (Vector2){ GetScreenWidth()/2, GetScreenHeight()/2 }; + + // Initialize enemies + for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]); + + // Initialize max light energy (depends on lights randomness) + maxLightEnergy = 0; + + for (int i = 0; i < MAX_LIGHTS_I; i++) maxLightEnergy += lightsI[i].requiredEnergy; + for (int i = 0; i < MAX_LIGHTS_II; i++) maxLightEnergy += lightsII[i].requiredEnergy; + for (int i = 0; i < MAX_LIGHTS_III; i++) maxLightEnergy += lightsIII[i].requiredEnergy; + + //printf("Max light energy: %i\n", maxLightEnergy); + + // Initialize ritual variables + ritualTime = 0.0f; + startRitual = false;; + alphaRitual = 0.0f; + + timeOver = false; + nextStarsAlignment = GetRandomValue(500, 1000); + + enemiesStopped = false; + + PlayMusicStream("resources/audio/ritual.ogg"); +} + +// Gameplay Screen Update logic +void UpdateGameplayScreen(void) +{ + if (IsKeyPressed('P')) pause = !pause; + + if (!pause && (currentLightedLevel != LEVEL_FINISHED) && !timeOver) + { + framesCounter++; // Time starts counting to awake enemies + + // Player movement logic + if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; + else if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; + + if (IsKeyDown(KEY_UP)) player.position.y -= player.speed.y; + else if (IsKeyDown(KEY_DOWN)) player.position.y += player.speed.y; + + // Debug key to stop enemies + if (IsKeyPressed(KEY_S)) enemiesStopped = !enemiesStopped; + + /* + if (IsGamepadAvailable(GAMEPAD_PLAYER1)) + { + Vector2 movement = GetGamepadMovement(GAMEPAD_PLAYER1); + + player.position.x += movement.x*GAMEPAD_SENSITIVITY; + player.position.y += movement.y*GAMEPAD_SENSITIVITY; + } + */ + + // Player light energy filling logic + if (CheckCollisionCircles(player.position, player.radius, lighterPosition, 50)) + { + player.lightEnergy += ENERGY_REFILL_RATIO; + player.color = (Color){ 255, 255, 100, 255 }; + } + else player.color = WHITE; + + if (player.lightEnergy > MAX_PLAYER_ENERGY) player.lightEnergy = MAX_PLAYER_ENERGY; + + // Player vs lights collision detection (depends on lighted level) + if (currentLightedLevel == LEVEL_I) + { + for (int i = 0; i < MAX_LIGHTS_I; i++) + { + // Check player vs lightI collision + if (CheckCollisionCircles(player.position, player.radius, lightsI[i].position, lightsI[i].radius)) + { + if (!lightsI[i].active && (player.lightEnergy >= lightsI[i].requiredEnergy)) + { + lightsI[i].active = true; + lightsI[i].currentFrame = 1; + player.lightEnergy -= lightsI[i].requiredEnergy; + + PlaySound(fxLightOn); + } + } + } + } + else if (currentLightedLevel == LEVEL_II) + { + for (int i = 0; i < MAX_LIGHTS_II; i++) + { + if (CheckCollisionCircles(player.position, player.radius, lightsII[i].position, lightsII[i].radius)) + { + if (!lightsII[i].active && (player.lightEnergy >= lightsII[i].requiredEnergy)) + { + lightsII[i].active = true; + player.lightEnergy -= lightsII[i].requiredEnergy; + + PlaySound(fxLightOn); + } + } + } + } + else if (currentLightedLevel == LEVEL_III) + { + for (int i = 0; i < MAX_LIGHTS_III; i++) + { + if (CheckCollisionCircles(player.position, player.radius, lightsIII[i].position, lightsIII[i].radius)) + { + if (!lightsIII[i].active && (player.lightEnergy >= lightsIII[i].requiredEnergy)) + { + lightsIII[i].active = true; + player.lightEnergy -= lightsIII[i].requiredEnergy; + + PlaySound(fxLightOn); + } + } + } + } + + // Lights animation (it doesn't depend on currentLightedLevel) + for (int i = 0; i < MAX_LIGHTS_I; i++) + { + // Light animation + if (lightsI[i].active) + { + lightsI[i].framesCounter++; + + if (lightsI[i].framesCounter > 10) + { + lightsI[i].currentFrame++; + + if (lightsI[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsI[i].currentFrame = 1; + + lightsI[i].framesCounter = 0; + } + } + + lightsI[i].frameRec.x = lightsI[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES; + } + + for (int i = 0; i < MAX_LIGHTS_II; i++) + { + // Light animation + if (lightsII[i].active) + { + lightsII[i].framesCounter++; + + if (lightsII[i].framesCounter > 10) + { + lightsII[i].currentFrame++; + + if (lightsII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsII[i].currentFrame = 1; + + lightsII[i].framesCounter = 0; + } + } + + lightsII[i].frameRec.x = lightsII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES; + } + + for (int i = 0; i < MAX_LIGHTS_III; i++) + { + // Light animation + if (lightsIII[i].active) + { + lightsIII[i].framesCounter++; + + if (lightsIII[i].framesCounter > 10) + { + lightsIII[i].currentFrame++; + + if (lightsIII[i].currentFrame > LIGHT_ANIM_FRAMES - 1) lightsIII[i].currentFrame = 1; + + lightsIII[i].framesCounter = 0; + } + } + + lightsIII[i].frameRec.x = lightsIII[i].currentFrame*texLight.width/LIGHT_ANIM_FRAMES; + } + + // Enemies logic + if (!enemiesStopped) + { + for (int i = 0; i < MAX_ENEMIES; i++) + { + if (!enemies[i].active) enemies[i].framesCounter++; + + if (enemies[i].framesCounter > enemies[i].awakeFramesDelay) enemies[i].active = true; + + if (enemies[i].active) + { + // Move to the target + Vector2 dir = Vector2Subtract(enemies[i].targetPos, enemies[i].position); + Vector2Normalize(&dir); + + enemies[i].position.x += dir.x*enemies[i].speed; + enemies[i].position.y += dir.y*enemies[i].speed; + + if (currentLightedLevel == LEVEL_I) + { + if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsI[enemies[i].targetNum].radius)) + { + lightsI[enemies[i].targetNum].active = false; + lightsI[enemies[i].targetNum].framesCounter = 0; + lightsI[enemies[i].targetNum].currentFrame = 0; + lightsI[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 }; + + EnemyReset(&enemies[i]); + + PlaySound(fxLightOff); + } + } + else if (currentLightedLevel == LEVEL_II) + { + if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsII[enemies[i].targetNum].radius)) + { + lightsII[enemies[i].targetNum].active = false; + lightsII[enemies[i].targetNum].framesCounter = 0; + lightsII[enemies[i].targetNum].currentFrame = 0; + lightsII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 }; + + EnemyReset(&enemies[i]); + + PlaySound(fxLightOff); + } + } + else if (currentLightedLevel == LEVEL_III) + { + if (CheckCollisionCircles(enemies[i].position, enemies[i].radius, enemies[i].targetPos, lightsIII[enemies[i].targetNum].radius)) + { + lightsIII[enemies[i].targetNum].active = false; + lightsIII[enemies[i].targetNum].framesCounter = 0; + lightsIII[enemies[i].targetNum].currentFrame = 0; + lightsIII[enemies[i].targetNum].frameRec = (Rectangle){ 0, 0, 64, 64 }; + + EnemyReset(&enemies[i]); + + PlaySound(fxLightOff); + } + } + } + } + } + + // Check current light energy (for right bar) + currentLightEnergy = 0; + + for (int i = 0; i < MAX_LIGHTS_I; i++) if (lightsI[i].active) currentLightEnergy += lightsI[i].requiredEnergy; + for (int i = 0; i < MAX_LIGHTS_II; i++) if (lightsII[i].active) currentLightEnergy += lightsII[i].requiredEnergy; + for (int i = 0; i < MAX_LIGHTS_III; i++) if (lightsIII[i].active) currentLightEnergy += lightsIII[i].requiredEnergy; + + // Check current lighted level + // Check ending conditions: all lights off, ritual level reached + previousLightedLevel = currentLightedLevel; + + currentLightedLevel = LEVEL_I; + + bool lightedLevel = true; + for (int i = 0; i < MAX_LIGHTS_I; i++) if (!lightsI[i].active) lightedLevel = false; + if (lightedLevel) currentLightedLevel = LEVEL_II; + + for (int i = 0; i < MAX_LIGHTS_II; i++) if (!lightsII[i].active) lightedLevel = false; + if (lightedLevel) currentLightedLevel = LEVEL_III; + + for (int i = 0; i < MAX_LIGHTS_III; i++) if (!lightsIII[i].active) lightedLevel = false; + if (lightedLevel) + { + currentLightedLevel = LEVEL_FINISHED; + + for (int i = 0; i < MAX_ENEMIES; i++) enemies[i].active = false; + } + + if (currentLightedLevel != previousLightedLevel) for (int i = 0; i < MAX_ENEMIES; i++) EnemyReset(&enemies[i]); + + ritualTime = (float)framesCounter/60; + + // Check game over condition (time run out) + if ((99.0f - ritualTime) <= 0.0f) + { + ritualTime = 99.0f; + timeOver = true; + } + } + + if (startRitual) + { + alphaRitual += 0.02f; + + SetMusicVolume(1.0f - alphaRitual); + + if (alphaRitual > 1.0f) finishScreen = 1; + } +} + +// Gameplay Screen Draw logic +void DrawGameplayScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // DrawText("STARS ARE ALIGNED! NO TIME TO LOOSE! LIGHT MY RITUAL!", + + // Draw foreground and circles + if ((currentLightedLevel == LEVEL_FINISHED) || (currentLightedLevel == LEVEL_III)) DrawTexture(foregroundIII, 0, 0, WHITE); + else if (currentLightedLevel == LEVEL_II) DrawTexture(foregroundII, 0, 0, WHITE); + else if (currentLightedLevel == LEVEL_I) DrawTexture(foregroundI, 0, 0, WHITE); + + // Draw lighted circles (depends on current lighted level) + switch (currentLightedLevel) + { + case LEVEL_FINISHED: + { + DrawTexture(circleIIIon, GetScreenWidth()/2 - circleIIIon.width/2, GetScreenHeight()/2 - circleIIIon.height/2, WHITE); + DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE); + DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE); + } break; + case LEVEL_III: + { + DrawTexture(circleIIIoff, GetScreenWidth()/2 - circleIIIoff.width/2, GetScreenHeight()/2 - circleIIIoff.height/2, WHITE); + DrawTexture(circleIIon, GetScreenWidth()/2 - circleIIon.width/2, GetScreenHeight()/2 - circleIIon.height/2, WHITE); + DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE); + } break; + case LEVEL_II: + { + DrawTexture(circleIIoff, GetScreenWidth()/2 - circleIIoff.width/2, GetScreenHeight()/2 - circleIIoff.height/2, WHITE); + DrawTexture(circleIon, GetScreenWidth()/2 - circleIon.width/2, GetScreenHeight()/2 - circleIon.height/2, WHITE); + } break; + case LEVEL_I: + { + DrawTexture(circleIoff, GetScreenWidth()/2 - circleIoff.width/2, GetScreenHeight()/2 - circleIoff.height/2, WHITE); + } break; + default: break; + } + + // Draw lights (depends on current lighted level) + switch (currentLightedLevel) + { + case LEVEL_FINISHED: + case LEVEL_III: + { + for (int i = 0; i < MAX_LIGHTS_III; i++) + { + //if (lightsIII[i].active) DrawCircleV(lightsIII[i].position, lightsIII[i].radius, GOLD); + //else DrawCircleLines(lightsIII[i].position.x, lightsIII[i].position.y, lightsIII[i].radius, GRAY); + + if (lightsIII[i].active) + { + DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE); + DrawTexture(lightGlow, lightsIII[i].position.x - lightGlow.width/2, lightsIII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); + DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, GRAY); + } + else + { + DrawTextureRec(texLight, lightsIII[i].frameRec, (Vector2){ lightsIII[i].position.x - 32, lightsIII[i].position.y - 32 }, WHITE); + DrawText(FormatText("%02i", lightsIII[i].requiredEnergy), lightsIII[i].position.x - 10, lightsIII[i].position.y + 14, 20, YELLOW); + } + } + } + case LEVEL_II: + { + for (int i = 0; i < MAX_LIGHTS_II; i++) + { + //if (lightsII[i].active) DrawCircleV(lightsII[i].position, lightsII[i].radius, GOLD); + //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY); + + if (lightsII[i].active) + { + DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE); + DrawTexture(lightGlow, lightsII[i].position.x - lightGlow.width/2, lightsII[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); + DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, GRAY); + } + else + { + DrawTextureRec(texLight, lightsII[i].frameRec, (Vector2){ lightsII[i].position.x - 32, lightsII[i].position.y - 32 }, WHITE); + DrawText(FormatText("%02i", lightsII[i].requiredEnergy), lightsII[i].position.x - 10, lightsII[i].position.y + 14, 20, YELLOW); + } + } + } + case LEVEL_I: + { + for (int i = 0; i < MAX_LIGHTS_I; i++) + { + //if (lightsI[i].active) DrawCircleV(lightsI[i].position, lightsI[i].radius, GOLD); + //else DrawCircleLines(lightsI[i].position.x, lightsI[i].position.y, lightsI[i].radius, GRAY); + + if (lightsI[i].active) + { + DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE); + DrawTexture(lightGlow, lightsI[i].position.x - lightGlow.width/2, lightsI[i].position.y - lightGlow.height/2, Fade(WHITE, 0.3f)); + DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, GRAY); + } + else + { + DrawTextureRec(texLight, lightsI[i].frameRec, (Vector2){ lightsI[i].position.x - 32, lightsI[i].position.y - 32 }, WHITE); + DrawText(FormatText("%02i", lightsI[i].requiredEnergy), lightsI[i].position.x - 10, lightsI[i].position.y + 14, 20, YELLOW); + } + } + } + default: break; + } + + // Draw main lighter + DrawTexture(book, GetScreenWidth()/2 - book.width/2, GetScreenHeight()/2, WHITE); + DrawTexture(lightRay, GetScreenWidth()/2 - lightRay.width/2, 0, Fade(WHITE, 0.5f)); + + // Draw player + //DrawCircleV(player.position, player.radius, player.color); + DrawTexture(texPlayer, player.position.x - 32, player.position.y - 32, player.color); + + if (currentLightedLevel != LEVEL_FINISHED) + { + // Draw enemies (depends on current lighted level) + for (int i = 0; i < MAX_ENEMIES; i++) + { + if (enemies[i].active) + { + //DrawCircleV(enemies[i].position, enemies[i].radius, enemies[i].color); + DrawTextureRec(texEnemy, (Rectangle){ 0, 0, 64, 64 }, (Vector2){ enemies[i].position.x - 32, enemies[i].position.y - 32 }, WHITE); + } + } + + // Draw time left for ritual + DrawTextEx(font, FormatText("%02.2f", (99.0f - ritualTime)), (Vector2){ 560, 20 }, font.size, 0, WHITE); + + // Draw light energy bar + DrawRectangle(20, 30, 400, 20, GRAY); + DrawRectangle(20, 30, (400*player.lightEnergy)/MAX_PLAYER_ENERGY, 20, GOLD); + DrawRectangleLines(20, 30, 400, 20, LIGHTGRAY); + DrawText(FormatText("%03.0f", player.lightEnergy), 430, 30, 20, WHITE); + + // Draw level lighted bar (for completion) + DrawRectangle(GetScreenWidth() - 40, 30, 20, 660, GRAY); + DrawRectangle(GetScreenWidth() - 40, 30 + 660 - 660*currentLightEnergy/maxLightEnergy, 20, 660*currentLightEnergy/maxLightEnergy, YELLOW); + DrawRectangleLines(GetScreenWidth() - 40, 30, 20, 660, LIGHTGRAY); + + // Show message: "You run out of light!!!" if player.lightEnergy <= 0 + if (player.lightEnergy < 2) + { + if ((framesCounter/20)%2) DrawTextEx(font, "YOU'RE RUNNING OUT OF LIGHT!", (Vector2){ 20, 60 }, font.size/2, 0, WHITE); + } + } + else if (!timeOver) // LEVEL_FINISHED + { + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f)); + + // Wait some time before jumping to ending: raylib + DrawTexture(texRitual, GetScreenWidth()/2 - texRitual.width/2, 100, WHITE); + DrawTextEx(font, FormatText("BEST LIGHTING TIME: %02.2f", ritualTime), (Vector2){ 320, 340 }, 50, 0, WHITE); + DrawTextEx(font, "PRESS ENTER to START the RITUAL", (Vector2){ 160, 480 }, 60, 0, WHITE); + + if (IsKeyPressed(KEY_ENTER)) startRitual = true; + } + + if (timeOver) + { + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, 0.4f)); + + DrawTexture(texTimeOver, GetScreenWidth()/2 - texTimeOver.width/2, 140, WHITE); + DrawTextEx(font, FormatText("NEXT STARS ALIGNMENT IN %i YEARS", nextStarsAlignment), (Vector2){ 200, 360 }, 50, 0, WHITE); + DrawTextEx(font, "PRESS ENTER to GO HOME...", (Vector2){ 260, 480 }, 60, 0, WHITE); + + if (IsKeyPressed(KEY_ENTER)) finishScreen = 2; + } + + if (startRitual) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(RAYWHITE, alphaRitual)); + + if (pause) DrawTextEx(font, "RITUAL PAUSED", (Vector2){ GetScreenWidth()/2 - MeasureText("RITUAL PAUSED", 40)/2, 110 }, 50, 0, WHITE); +} + +// Gameplay Screen Unload logic +void UnloadGameplayScreen(void) +{ + // Unload GAMEPLAY screen variables here! + UnloadTexture(background); + UnloadTexture(foregroundI); + UnloadTexture(foregroundII); + UnloadTexture(foregroundIII); + UnloadTexture(texPlayer); + UnloadTexture(texEnemy); + UnloadTexture(texLight); + UnloadTexture(lightGlow); + UnloadTexture(lightRay); + UnloadTexture(book); + UnloadTexture(texRitual); + UnloadTexture(texTimeOver); + + // Unload circles + UnloadTexture(circleIoff); + UnloadTexture(circleIIoff); + UnloadTexture(circleIIIoff); + UnloadTexture(circleIon); + UnloadTexture(circleIIon); + UnloadTexture(circleIIIon); + + // Unload sounds + UnloadSound(fxLightOn); + UnloadSound(fxLightOff); +} + +// Gameplay Screen should finish? +int FinishGameplayScreen(void) +{ + return finishScreen; +} + +//------------------------------------------------------------------------------------ +// Module Functions Definitions (local) +//------------------------------------------------------------------------------------ + +// Check two colors if equal +static bool ColorEqual(Color col1, Color col2) +{ + return ((col1.r == col2.r) && (col1.g == col2.g) && (col1.b == col2.b) && (col1.a == col2.a)); +} + +// Substract two vectors +static Vector2 Vector2Subtract(Vector2 v1, Vector2 v2) +{ + Vector2 result; + + result.x = v1.x - v2.x; + result.y = v1.y - v2.y; + + return result; +} + +// Normalize provided vector +static void Vector2Normalize(Vector2 *v) +{ + float length, ilength; + + length = sqrt(v->x*v->x + v->y*v->y); + + if (length == 0) length = 1.0f; + + ilength = 1.0f/length; + + v->x *= ilength; + v->y *= ilength; +} + +// Reset enemy parameters +// NOTE: Depends on currentLightedLevel +static void EnemyReset(Enemy *enemy) +{ + enemy->active = false; + enemy->framesCounter = 0; + enemy->color = RED; + enemy->radius = 10; + + int side = GetRandomValue(0, 1); + + if (side) enemy->position = (Vector2){ GetRandomValue(50, 150), GetRandomValue(50, GetScreenHeight() - 50) }; + else enemy->position = (Vector2){ GetRandomValue(GetScreenWidth() - 150, GetScreenWidth() - 50), GetRandomValue(50, GetScreenHeight() - 50) }; + + // TODO: Choose only active lights + // TODO: if currentLightedLevel has no active lights, choose light from a lower level! + + if (currentLightedLevel == LEVEL_I) + { + enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_I - 1); // LEVEL_I + enemy->targetPos = lightsI[enemy->targetNum].position; + enemy->speed = (float)GetRandomValue(15, 20)/10.0f; + enemy->awakeFramesDelay = GetRandomValue(90, 400); + } + else if (currentLightedLevel == LEVEL_II) + { + enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_II - 1); // LEVEL_II + enemy->targetPos = lightsII[enemy->targetNum].position; + enemy->speed = (float)GetRandomValue(10, 20)/10.0f; + enemy->awakeFramesDelay = GetRandomValue(240, 800); + } + else if (currentLightedLevel == LEVEL_III) + { + enemy->targetNum = GetRandomValue(0, MAX_LIGHTS_III - 1); // LEVEL_III + enemy->targetPos = lightsIII[enemy->targetNum].position; + enemy->speed = (float)GetRandomValue(8, 18)/10.0f; + enemy->awakeFramesDelay = GetRandomValue(180, 1200); + } +}
\ No newline at end of file diff --git a/games/light_my_ritual/screens/screen_logo_raylib.c b/games/light_my_ritual/screens/screen_logo_raylib.c new file mode 100644 index 00000000..40157b10 --- /dev/null +++ b/games/light_my_ritual/screens/screen_logo_raylib.c @@ -0,0 +1,214 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Logo Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +#define LOGO_RECS_SIDE 16 + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Logo screen global variables +static int framesCounter; +static int finishScreen; + +static int logoPositionX; +static int logoPositionY; + +static int lettersCount; + +static int topSideRecWidth; +static int leftSideRecHeight; + +static int bottomSideRecWidth; +static int rightSideRecHeight; + +static char raylib[8]; // raylib text array, max 8 letters +static int state; // Tracking animation states (State Machine) +static float alpha = 1.0f; // Useful for fading + +//---------------------------------------------------------------------------------- +// Logo Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Logo Screen Initialization logic +void rlInitLogoScreen(void) +{ + // Initialize LOGO screen variables here! + finishScreen = 0; + framesCounter = 0; + lettersCount = 0; + + logoPositionX = GetScreenWidth()/2 - 128; + logoPositionY = GetScreenHeight()/2 - 128; + + topSideRecWidth = LOGO_RECS_SIDE; + leftSideRecHeight = LOGO_RECS_SIDE; + bottomSideRecWidth = LOGO_RECS_SIDE; + rightSideRecHeight = LOGO_RECS_SIDE; + + for (int i = 0; i < 8; i++) raylib[i] = '\0'; + + state = 0; + alpha = 1.0f; + + PlayMusicStream("resources/audio/ambient.ogg"); + SetMusicVolume(1.0f); +} + +// Logo Screen Update logic +void rlUpdateLogoScreen(void) +{ + // Update LOGO screen variables here! + if (state == 0) // State 0: Small box blinking + { + framesCounter++; + + if (framesCounter == 80) + { + state = 1; + framesCounter = 0; // Reset counter... will be used later... + } + } + else if (state == 1) // State 1: Top and left bars growing + { + topSideRecWidth += 8; + leftSideRecHeight += 8; + + if (topSideRecWidth == 256) state = 2; + } + else if (state == 2) // State 2: Bottom and right bars growing + { + bottomSideRecWidth += 8; + rightSideRecHeight += 8; + + if (bottomSideRecWidth == 256) state = 3; + } + else if (state == 3) // State 3: Letters appearing (one by one) + { + framesCounter++; + + if (framesCounter/10) // Every 12 frames, one more letter! + { + lettersCount++; + framesCounter = 0; + } + + switch (lettersCount) + { + case 1: raylib[0] = 'r'; break; + case 2: raylib[1] = 'a'; break; + case 3: raylib[2] = 'y'; break; + case 4: raylib[3] = 'l'; break; + case 5: raylib[4] = 'i'; break; + case 6: raylib[5] = 'b'; break; + default: break; + } + + // When all letters have appeared... + if (lettersCount >= 10) + { + state = 4; + framesCounter = 0; + } + } + else if (state == 4) + { + framesCounter++; + + if (framesCounter > 100) + { + alpha -= 0.02f; + + if (alpha <= 0.0f) + { + alpha = 0.0f; + finishScreen = 1; + } + } + } +} + +// Logo Screen Draw logic +void rlDrawLogoScreen(void) +{ + if (state == 0) + { + if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); + } + else if (state == 1) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + } + else if (state == 2) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + + DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); + } + else if (state == 3) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); + } + else if (state == 4) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); + + if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha)); + } +} + +// Logo Screen Unload logic +void rlUnloadLogoScreen(void) +{ + // TODO: Unload LOGO screen variables here! +} + +// Logo Screen should finish? +int rlFinishLogoScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/light_my_ritual/screens/screen_title.c b/games/light_my_ritual/screens/screen_title.c new file mode 100644 index 00000000..c1ecaf12 --- /dev/null +++ b/games/light_my_ritual/screens/screen_title.c @@ -0,0 +1,105 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Title Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Title screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; +static Texture2D title; +static float titleAlpha = 0.0f; + +static Sound fxStart; + +//---------------------------------------------------------------------------------- +// Title Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Title Screen Initialization logic +void InitTitleScreen(void) +{ + // Initialize TITLE screen variables here! + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/back_title.png"); + title = LoadTexture("resources/textures/title.png"); + + fxStart = LoadSound("resources/audio/start.wav"); +} + +// Title Screen Update logic +void UpdateTitleScreen(void) +{ + // Update TITLE screen variables here! + framesCounter++; + + titleAlpha += 0.005f; + + if (titleAlpha >= 1.0f) titleAlpha = 1.0f; + + // Press enter to change to ATTIC screen + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + PlaySound(fxStart); + finishScreen = 1; + } +} + +// Title Screen Draw logic +void DrawTitleScreen(void) +{ + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), (Color){ 26, 26, 26, 255 }); + + DrawTexture(background, GetScreenWidth()/2 - background.width/2, 0, WHITE); + DrawTexture(title, GetScreenWidth()/2 - title.width/2, 30, Fade(WHITE, titleAlpha)); + + DrawText("(c) Developed by Ramon Santamaria (@raysan5)", 20, GetScreenHeight() - 40, 20, LIGHTGRAY); + + if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawTextEx(font, "PRESS ENTER to START LIGHTING", (Vector2){ 230, 450 }, font.size, -2, WHITE); +} + +// Title Screen Unload logic +void UnloadTitleScreen(void) +{ + // Unload TITLE screen variables here! + UnloadTexture(background); + UnloadTexture(title); + + UnloadSound(fxStart); +} + +// Title Screen should finish? +int FinishTitleScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/light_my_ritual/screens/screens.h b/games/light_my_ritual/screens/screens.h new file mode 100644 index 00000000..8fee5274 --- /dev/null +++ b/games/light_my_ritual/screens/screens.h @@ -0,0 +1,78 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Screens Functions Declarations (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef SCREENS_H +#define SCREENS_H + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum GameScreen { LOGO_RL = 0, TITLE, GAMEPLAY } GameScreen; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +GameScreen currentScreen; +SpriteFont font; + +Color *lightsMap; +int lightsMapWidth, lightsMapHeight; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// raylib Logo Screen Functions Declaration +//---------------------------------------------------------------------------------- +void rlInitLogoScreen(void); +void rlUpdateLogoScreen(void); +void rlDrawLogoScreen(void); +void rlUnloadLogoScreen(void); +int rlFinishLogoScreen(void); + +//---------------------------------------------------------------------------------- +// Title Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitTitleScreen(void); +void UpdateTitleScreen(void); +void DrawTitleScreen(void); +void UnloadTitleScreen(void); +int FinishTitleScreen(void); + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitGameplayScreen(void); +void UpdateGameplayScreen(void); +void DrawGameplayScreen(void); +void UnloadGameplayScreen(void); +int FinishGameplayScreen(void); + +#ifdef __cplusplus +} +#endif + +#endif // SCREENS_H
\ No newline at end of file diff --git a/games/makefile b/games/makefile new file mode 100644 index 00000000..2d992896 --- /dev/null +++ b/games/makefile @@ -0,0 +1,254 @@ +#************************************************************************************************** +# +# raylib makefile for desktop platforms, Raspberry Pi and HTML5 (emscripten) +# +# Copyright (c) 2015 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# define raylib platform to compile for +# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB +# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop() +PLATFORM ?= PLATFORM_DESKTOP + +# determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + LIBPATH=win32 + else + UNAMEOS:=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + LIBPATH=linux + else + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + LIBPATH=osx + endif + endif + endif +endif + +# define compiler: gcc for C program, define as g++ for C++ +ifeq ($(PLATFORM),PLATFORM_WEB) + # define emscripten compiler + CC = emcc +else +ifeq ($(PLATFORM_OS),OSX) + # define llvm compiler for mac + CC = clang +else + # define default gcc compiler + CC = gcc +endif +endif + +# define compiler flags: +# -O2 defines optimization level +# -Wall turns on most, but not all, compiler warnings +# -std=c99 use standard C from 1999 revision +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline +else + CFLAGS = -O2 -Wall -std=c99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --shell-file ../../templates/web_shell/shell.html + #-s ASSERTIONS=1 # to check for memory allocation errors (-O1 disables it) + #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing + #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) +endif + +#CFLAGSEXTRA = -Wextra -Wmissing-prototypes -Wstrict-prototypes + +# define any directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + INCLUDES = -I. -I../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads +else + INCLUDES = -I. -I../src +# external libraries headers +# GLFW3 + INCLUDES += -I../external/glfw3/include +# GLEW - Not required any more, replaced by GLAD + #INCLUDES += -I../external/glew/include +# OpenAL Soft + INCLUDES += -I../external/openal_soft/include +endif + +# define library paths containing required libs +ifeq ($(PLATFORM),PLATFORM_RPI) + LFLAGS = -L. -L../src -L/opt/vc/lib +else + LFLAGS = -L. -L../src +# external libraries to link with + # GLFW3 + LFLAGS += -L../external/glfw3/lib/$(LIBPATH) + ifneq ($(PLATFORM_OS),OSX) + # OpenAL Soft + LFLAGS += -L../external/openal_soft/lib/$(LIBPATH) + # GLEW: Not used, replaced by GLAD + #LFLAGS += -L../../external/glew/lib/$(LIBPATH) + endif +endif + +# define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + # libraries for Debian GNU/Linux desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread + # on XWindow could require also below libraries, just uncomment + #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + else + ifeq ($(PLATFORM_OS),OSX) + # libraries for OS X 10.9 desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa + else + # libraries for Windows desktop compiling + # NOTE: GLFW3 and OpenAL Soft libraries should be installed + LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32 + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # libraries for Raspberry Pi compiling + # NOTE: OpenAL Soft library should be installed (libopenal1 package) + LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # NOTE: Set the correct path to libraylib.bc + LIBS = ../src/libraylib.bc +endif + +# define additional parameters and flags for windows +ifeq ($(PLATFORM_OS),WINDOWS) + # resources file contains windows exe icon + # -Wl,--subsystem,windows hides the console window + WINFLAGS = ../src/resources -Wl,--subsystem,windows +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + EXT = .html +endif + +# define all object files required +SAMPLES = \ + arkanoid \ + asteroids \ + asteroids_survival \ + floppy \ + gold_fever \ + gorilas \ + missile_commander \ + pang \ + snake \ + space_invaders \ + tetris \ + fix_dylib \ + + +# typing 'make' will invoke the first target entry in the file, +# in this case, the 'default' target entry is raylib +default: samples + +# compile all game samples +samples: $(SAMPLES) + +# compile game sample - arkanoid +arkanoid: arkanoid.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - steroids +asteroids: asteroids.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - asteroids_survival +asteroids_survival: asteroids_survival.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - floppy +floppy: floppy.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - gold_fever +gold_fever: gold_fever.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - gorilas +gorilas: gorilas.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - missile_commander +missile_commander: missile_commander.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - pang +pang: pang.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - snake +snake: snake.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - space_invaders +space_invaders: space_invaders.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile game sample - tetris +tetris: tetris.c + $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# fix dylib install path name for each executable (MAC) +fix_dylib: +ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -print0 | xargs -t -0 -R 1 -I file install_name_tool -change libglfw.3.0.dylib ../external/glfw3/lib/osx/libglfw.3.0.dylib file +endif + +# clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + else + ifeq ($(PLATFORM_OS),LINUX) + find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f + else + del *.o *.exe + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -f *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + +# instead of defining every module one by one, we can define a pattern +# this pattern below will automatically compile every module defined on $(OBJS) +#%.exe : %.c +# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) diff --git a/games/missile_commander.c b/games/missile_commander.c new file mode 100644 index 00000000..6317c41a --- /dev/null +++ b/games/missile_commander.c @@ -0,0 +1,539 @@ +/******************************************************************************************* +* +* raylib - sample game: missile commander +* +* Sample game Marc Palau and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> +#include <stdlib.h> +#include <time.h> +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define MAX_MISSILES 100 +#define MAX_INTERCEPTORS 30 +#define MAX_EXPLOSIONS 100 +#define LAUNCHERS_AMOUNT 3 // Not a variable, should not be changed +#define BUILDINGS_AMOUNT 6 // Not a variable, should not be changed + +#define LAUNCHER_SIZE 80 +#define BUILDING_SIZE 60 +#define EXPLOSION_RADIUS 40 + +#define MISSILE_SPEED 1 +#define MISSILE_LAUNCH_FRAMES 80 +#define INTERCEPTOR_SPEED 10 +#define EXPLOSION_INCREASE_TIME 90 // In frames +#define EXPLOSION_TOTAL_TIME 210 // In frames + +#define EXPLOSION_COLOR (Color){ 125, 125, 125, 125 } + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Missile { + Vector2 origin; + Vector2 position; + Vector2 objective; + Vector2 speed; + + bool active; +} Missile; + +typedef struct Interceptor { + Vector2 origin; + Vector2 position; + Vector2 objective; + Vector2 speed; + + bool active; +} Interceptor; + +typedef struct Explosion { + Vector2 position; + float radiusMultiplier; + int frame; + bool active; +} Explosion; + +typedef struct Launcher { + Vector2 position; + bool active; +} Launcher; + +typedef struct Building { + Vector2 position; + bool active; +} Building; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter = 0; +static bool gameOver = false; +static bool pause = false; +static int score = 0; + +static Missile missile[MAX_MISSILES]; +static Interceptor interceptor[MAX_INTERCEPTORS]; +static Explosion explosion[MAX_EXPLOSIONS]; +static Launcher launcher[LAUNCHERS_AMOUNT]; +static Building building[BUILDINGS_AMOUNT]; +static int explosionIndex = 0; + +//------------------------------------------------------------------------------------ +// 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) + +// Additional module functions +static void UpdateOutgoingFire(); +static void UpdateIncomingFire(); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "sample game: missile commander"); + + 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; +} + +//-------------------------------------------------------------------------------------- +// Game Module Functions Definition +//-------------------------------------------------------------------------------------- + +// Initialize game variables +void InitGame(void) +{ + // Initialize missiles + for (int i = 0; i < MAX_MISSILES; i++) + { + missile[i].origin = (Vector2){ 0, 0 }; + missile[i].speed = (Vector2){ 0, 0 }; + missile[i].position = (Vector2){ 0, 0 }; + + missile[i].active = false; + } + + // Initialize interceptors + for (int i = 0; i < MAX_INTERCEPTORS; i++) + { + interceptor[i].origin = (Vector2){ 0, 0 }; + interceptor[i].speed = (Vector2){ 0, 0 }; + interceptor[i].position = (Vector2){ 0, 0 }; + + interceptor[i].active = false; + } + + // Initialize explosions + for (int i = 0; i < MAX_EXPLOSIONS; i++) + { + explosion[i].position = (Vector2){ 0, 0 }; + explosion[i].frame = 0; + explosion[i].active = false; + } + + // Initialize buildings and launchers + int sparcing = screenWidth/(LAUNCHERS_AMOUNT + BUILDINGS_AMOUNT + 1); + + // Buildings and launchers placing + launcher[0].position = (Vector2){ 1*sparcing, screenHeight - LAUNCHER_SIZE/2 }; + building[0].position = (Vector2){ 2*sparcing, screenHeight - BUILDING_SIZE/2 }; + building[1].position = (Vector2){ 3*sparcing, screenHeight - BUILDING_SIZE/2 }; + building[2].position = (Vector2){ 4*sparcing, screenHeight - BUILDING_SIZE/2 }; + launcher[1].position = (Vector2){ 5*sparcing, screenHeight - LAUNCHER_SIZE/2 }; + building[3].position = (Vector2){ 6*sparcing, screenHeight - BUILDING_SIZE/2 }; + building[4].position = (Vector2){ 7*sparcing, screenHeight - BUILDING_SIZE/2 }; + building[5].position = (Vector2){ 8*sparcing, screenHeight - BUILDING_SIZE/2 }; + launcher[2].position = (Vector2){ 9*sparcing, screenHeight - LAUNCHER_SIZE/2 }; + + // Buildings and launchers activation + for (int i = 0; i < LAUNCHERS_AMOUNT; i++) launcher[i].active = true; + for (int i = 0; i < BUILDINGS_AMOUNT; i++) building[i].active = true; + + // Initialize game variables + score = 0; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + framesCounter++; + + static + float distance; + + // Interceptors update + for (int i = 0; i < MAX_INTERCEPTORS; i++) + { + if (interceptor[i].active) + { + // Update position + interceptor[i].position.x += interceptor[i].speed.x; + interceptor[i].position.y += interceptor[i].speed.y; + + // Distance to objective + distance = sqrt( pow(interceptor[i].position.x - interceptor[i].objective.x, 2) + + pow(interceptor[i].position.y - interceptor[i].objective.y, 2)); + + if (distance < INTERCEPTOR_SPEED) + { + // Interceptor dissapears + interceptor[i].active = false; + + // Explosion + explosion[explosionIndex].position = interceptor[i].position; + explosion[explosionIndex].active = true; + explosion[explosionIndex].frame = 0; + explosionIndex++; + if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0; + + break; + } + } + } + + // Missiles update + for (int i = 0; i < MAX_MISSILES; i++) + { + if (missile[i].active) + { + // Update position + missile[i].position.x += missile[i].speed.x; + missile[i].position.y += missile[i].speed.y; + + // Collision and missile out of bounds + if (missile[i].position.y > screenHeight) missile[i].active = false; + else + { + // CHeck collision with launchers + for (int j = 0; j < LAUNCHERS_AMOUNT; j++) + { + if (launcher[j].active) + { + if (CheckCollisionPointRec(missile[i].position, (Rectangle){ launcher[j].position.x - LAUNCHER_SIZE/2, launcher[j].position.y - LAUNCHER_SIZE/2, + LAUNCHER_SIZE, LAUNCHER_SIZE })) + { + // Missile dissapears + missile[i].active = false; + + // Explosion and destroy building + launcher[j].active = false; + + explosion[explosionIndex].position = missile[i].position; + explosion[explosionIndex].active = true; + explosion[explosionIndex].frame = 0; + explosionIndex++; + if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0; + + break; + } + } + } + + // CHeck collision with buildings + for (int j = 0; j < BUILDINGS_AMOUNT; j++) + { + if (building[j].active) + { + if (CheckCollisionPointRec(missile[i].position, (Rectangle){ building[j].position.x - BUILDING_SIZE/2, building[j].position.y - BUILDING_SIZE/2, + BUILDING_SIZE, BUILDING_SIZE })) + { + // Missile dissapears + missile[i].active = false; + + // Explosion and destroy building + building[j].active = false; + + explosion[explosionIndex].position = missile[i].position; + explosion[explosionIndex].active = true; + explosion[explosionIndex].frame = 0; + explosionIndex++; + if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0; + + break; + } + } + } + + // CHeck collision with explosions + for (int j = 0; j < MAX_EXPLOSIONS; j++) + { + if (explosion[j].active) + { + if (CheckCollisionPointCircle(missile[i].position, explosion[j].position, EXPLOSION_RADIUS*explosion[j].radiusMultiplier)) + { + // Missile dissapears and we earn 100 points + missile[i].active = false; + score += 100; + + explosion[explosionIndex].position = missile[i].position; + explosion[explosionIndex].active = true; + explosion[explosionIndex].frame = 0; + explosionIndex++; + if (explosionIndex == MAX_EXPLOSIONS) explosionIndex = 0; + + break; + } + } + } + } + } + } + + // Explosions update + for (int i = 0; i < MAX_EXPLOSIONS; i++) + { + if (explosion[i].active) + { + explosion[i].frame++; + + if (explosion[i].frame <= EXPLOSION_INCREASE_TIME) explosion[i].radiusMultiplier = explosion[i].frame/(float)EXPLOSION_INCREASE_TIME; + else if (explosion[i].frame <= EXPLOSION_TOTAL_TIME) explosion[i].radiusMultiplier = 1 - (explosion[i].frame - (float)EXPLOSION_INCREASE_TIME)/(float)EXPLOSION_TOTAL_TIME; + else + { + explosion[i].frame = 0; + explosion[i].active = false; + } + } + } + + // Fire logic + UpdateOutgoingFire(); + UpdateIncomingFire(); + + // Game over logic + int checker = 0; + + for (int i = 0; i < LAUNCHERS_AMOUNT; i++) + { + if (!launcher[i].active) checker++; + if (checker == LAUNCHERS_AMOUNT) gameOver = true; + } + + checker = 0; + for (int i = 0; i < BUILDINGS_AMOUNT; i++) + { + if (!building[i].active) checker++; + if (checker == BUILDINGS_AMOUNT) gameOver = true; + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw missiles + for (int i = 0; i < MAX_MISSILES; i++) + { + if (missile[i].active) + { + DrawLine(missile[i].origin.x, missile[i].origin.y, missile[i].position.x, missile[i].position.y, RED); + + if (framesCounter % 16 < 8) DrawCircle(missile[i].position.x, missile[i].position.y, 3, YELLOW); + } + } + + // Draw interceptors + for (int i = 0; i < MAX_INTERCEPTORS; i++) + { + if (interceptor[i].active) + { + DrawLine(interceptor[i].origin.x, interceptor[i].origin.y, interceptor[i].position.x, interceptor[i].position.y, GREEN); + + if (framesCounter % 16 < 8) DrawCircle(interceptor[i].position.x, interceptor[i].position.y, 3, BLUE); + } + } + + // Draw explosions + for (int i = 0; i < MAX_EXPLOSIONS; i++) + { + if (explosion[i].active) DrawCircle(explosion[i].position.x, explosion[i].position.y, EXPLOSION_RADIUS*explosion[i].radiusMultiplier, EXPLOSION_COLOR); + } + + // Draw buildings and launchers + for (int i = 0; i < LAUNCHERS_AMOUNT; i++) + { + if (launcher[i].active) DrawRectangle(launcher[i].position.x - LAUNCHER_SIZE/2, launcher[i].position.y - LAUNCHER_SIZE/2, LAUNCHER_SIZE, LAUNCHER_SIZE, GRAY); + } + + for (int i = 0; i < BUILDINGS_AMOUNT; i++) + { + if (building[i].active) DrawRectangle(building[i].position.x - BUILDING_SIZE/2, building[i].position.y - BUILDING_SIZE/2, BUILDING_SIZE, BUILDING_SIZE, LIGHTGRAY); + } + + // Draw score + DrawText(FormatText("SCORE %4i", score), 20, 20, 40, LIGHTGRAY); + + 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(); +} + +//-------------------------------------------------------------------------------------- +// Additional module functions +//-------------------------------------------------------------------------------------- +static void UpdateOutgoingFire() +{ + static int interceptorNumber = 0; + int launcherShooting = 0; + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) launcherShooting = 1; + if (IsMouseButtonPressed(MOUSE_MIDDLE_BUTTON)) launcherShooting = 2; + if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON)) launcherShooting = 3; + + if (launcherShooting > 0 && launcher[launcherShooting - 1].active) + { + float module; + float sideX; + float sideY; + + // Activate the interceptor + interceptor[interceptorNumber].active = true; + + // Assign start position + interceptor[interceptorNumber].origin = launcher[launcherShooting - 1].position; + interceptor[interceptorNumber].position = interceptor[interceptorNumber].origin; + interceptor[interceptorNumber].objective = GetMousePosition(); + + // Calculate speed + module = sqrt( pow(interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x, 2) + + pow(interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y, 2)); + + sideX = (interceptor[interceptorNumber].objective.x - interceptor[interceptorNumber].origin.x)*INTERCEPTOR_SPEED/module; + sideY = (interceptor[interceptorNumber].objective.y - interceptor[interceptorNumber].origin.y)*INTERCEPTOR_SPEED/module; + + interceptor[interceptorNumber].speed = (Vector2){ sideX, sideY }; + + // Update + interceptorNumber++; + if (interceptorNumber == MAX_INTERCEPTORS) interceptorNumber = 0; + } +} + +static void UpdateIncomingFire() +{ + static int missileIndex = 0; + + // Launch missile + if (framesCounter % MISSILE_LAUNCH_FRAMES == 0) + { + float module; + float sideX; + float sideY; + + // Activate the missile + missile[missileIndex].active = true; + + // Assign start position + missile[missileIndex].origin = (Vector2){ GetRandomValue(20, screenWidth - 20), -10 }; + missile[missileIndex].position = missile[missileIndex].origin; + missile[missileIndex].objective = (Vector2){ GetRandomValue(20, screenWidth - 20), screenHeight + 10 }; + + // Calculate speed + module = sqrt( pow(missile[missileIndex].objective.x - missile[missileIndex].origin.x, 2) + + pow(missile[missileIndex].objective.y - missile[missileIndex].origin.y, 2)); + + sideX = (missile[missileIndex].objective.x - missile[missileIndex].origin.x)*MISSILE_SPEED/module; + sideY = (missile[missileIndex].objective.y - missile[missileIndex].origin.y)*MISSILE_SPEED/module; + + missile[missileIndex].speed = (Vector2){ sideX, sideY }; + + // Update + missileIndex++; + if (missileIndex == MAX_MISSILES) missileIndex = 0; + } +}
\ No newline at end of file diff --git a/games/pang.c b/games/pang.c new file mode 100644 index 00000000..fe1c3005 --- /dev/null +++ b/games/pang.c @@ -0,0 +1,630 @@ +/******************************************************************************************* +* +* raylib - sample game: pang +* +* Sample game developed by Ian Eito and Albert Martos and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define PLAYER_BASE_SIZE 20.0f +#define PLAYER_SPEED 5.0f +#define PLAYER_MAX_SHOOTS 1 + +#define MAX_BIG_BALLS 2 +#define BALLS_SPEED 2.0f + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- + +typedef struct Player { + Vector2 position; + Vector2 speed; + Vector3 collider; + float rotation; +} Player; + +typedef struct Shoot { + Vector2 position; + Vector2 speed; + float radius; + float rotation; + int lifeSpawn; + bool active; +} Shoot; + +typedef struct Ball { + Vector2 position; + Vector2 speed; + float radius; + int points; + bool active; +} Ball; + +typedef struct Points { + Vector2 position; + int value; + float alpha; +} Points; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; +static int score; + +static Player player; +static Shoot shoot[PLAYER_MAX_SHOOTS]; +static Ball bigBalls[MAX_BIG_BALLS]; +static Ball mediumBalls[MAX_BIG_BALLS*2]; +static Ball smallBalls[MAX_BIG_BALLS*4]; +static Points points[5]; + +// NOTE: Defined triangle is isosceles with common angles of 70 degrees. +static float shipHeight; +static float gravity; + +static int countmediumBallss; +static int countsmallBallss; +static int meteorsDestroyed; +static Vector2 linePosition; + +static bool victory; +static bool lose; +static bool awake; + +//------------------------------------------------------------------------------------ +// Module Functions Declaration (local) +//------------------------------------------------------------------------------------ +static void InitGame(void); // Initialize game +static void UpdateGame(void); // Update game (one frame) +static void DrawGame(void); // Draw game (one frame) +static void UnloadGame(void); // Unload game +static void UpdateDrawFrame(void); // Update and Draw (one frame) + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + InitWindow(screenWidth, screenHeight, "sample game: pang"); + + InitGame(); + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + + SetTargetFPS(60); + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + // Update + //---------------------------------------------------------------------------------- + UpdateGame(); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + DrawGame(); + //---------------------------------------------------------------------------------- + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + UnloadGame(); // Unload loaded data (textures, sounds, models...) + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +//------------------------------------------------------------------------------------ +// Module Functions Definitions (local) +//------------------------------------------------------------------------------------ + +// Initialize game variables +static void InitGame(void) +{ + int posx, posy; + int velx = 0; + int vely = 0; + + framesCounter = 0; + gameOver = false; + pause = false; + score = 0; + + victory = false; + lose = false; + awake = true; + gravity = 0.25f; + + linePosition = (Vector2){ 0.0f , 0.0f }; + shipHeight = (PLAYER_BASE_SIZE/2)/tanf(20*DEG2RAD); + + // Initialization player + player.position = (Vector2){ screenWidth/2, screenHeight }; + player.speed = (Vector2){ PLAYER_SPEED, PLAYER_SPEED }; + player.rotation = 0; + player.collider = (Vector3){ player.position.x, player.position.y - shipHeight/2.0f, 12.0f }; + + meteorsDestroyed = 0; + + // Initialize shoots + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + shoot[i].position = (Vector2){ 0, 0 }; + shoot[i].speed = (Vector2){ 0, 0 }; + shoot[i].radius = 2; + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + + // Initialize big meteors + for (int i = 0; i < MAX_BIG_BALLS; i++) + { + bigBalls[i].radius = 40.0f; + posx = GetRandomValue(0 + bigBalls[i].radius, screenWidth - bigBalls[i].radius); + posy = GetRandomValue(0 + bigBalls[i].radius, screenHeight/2); + + bigBalls[i].position = (Vector2){ posx, posy }; + + while ((velx == 0) || (vely == 0)) + { + velx = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); + vely = GetRandomValue(-BALLS_SPEED, BALLS_SPEED); + } + + bigBalls[i].speed = (Vector2){ velx, vely }; + bigBalls[i].points = 200; + bigBalls[i].active = true; + } + + // Initialize medium meteors + for (int i = 0; i < MAX_BIG_BALLS*2; i++) + { + mediumBalls[i].position = (Vector2){-100, -100}; + mediumBalls[i].speed = (Vector2){0,0}; + mediumBalls[i].radius = 20.0f; + mediumBalls[i].points = 100; + mediumBalls[i].active = false; + } + + // Initialize small meteors + for (int i = 0; i < MAX_BIG_BALLS*4; i++) + { + smallBalls[i].position = (Vector2){ -100, -100 }; + smallBalls[i].speed = (Vector2){ 0, 0 }; + smallBalls[i].radius = 10.0f; + smallBalls[i].points = 50; + smallBalls[i].active = false; + } + + // Initialize animated points + for (int i = 0; i < 5; i++) + { + points[i].position = (Vector2){ 0, 0 }; + points[i].value = 0; + points[i].alpha = 0.0f; + } + + countmediumBallss = 0; + countsmallBallss = 0; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver && !victory) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + // Player logic + if (IsKeyDown(KEY_LEFT)) player.position.x -= player.speed.x; + if (IsKeyDown(KEY_RIGHT)) player.position.x += player.speed.x; + + // Player vs wall collision logic + if (player.position.x + PLAYER_BASE_SIZE/2 > screenWidth) player.position.x = screenWidth - PLAYER_BASE_SIZE/2; + else if (player.position.x - PLAYER_BASE_SIZE/2 < 0) player.position.x = 0 + PLAYER_BASE_SIZE/2; + + // Player shot logic + if (IsKeyPressed(KEY_SPACE)) + { + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (!shoot[i].active) + { + shoot[i].position = (Vector2){ player.position.x, player.position.y - shipHeight }; + shoot[i].speed.y = PLAYER_SPEED; + shoot[i].active = true; + + linePosition = (Vector2){ player.position.x, player.position.y}; + + break; + } + } + } + + // Shoot life timer + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) shoot[i].lifeSpawn++; + } + + // Shot logic + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) + { + shoot[i].position.y -= shoot[i].speed.y; + + // Shot vs walls collision logic + if ((shoot[i].position.x > screenWidth + shoot[i].radius) || (shoot[i].position.x < 0 - shoot[i].radius) || + (shoot[i].position.y > screenHeight + shoot[i].radius) || (shoot[i].position.y < 0 - shoot[i].radius)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + } + + // Player shot life spawn + if (shoot[i].lifeSpawn >= 120) + { + shoot[i].position = (Vector2){ 0.0f, 0.0f }; + shoot[i].speed = (Vector2){ 0.0f, 0.0f }; + shoot[i].lifeSpawn = 0; + shoot[i].active = false; + } + } + } + + // Player vs meteors collision logic + player.collider = (Vector3){player.position.x, player.position.y - shipHeight/2, 12}; + + for (int i = 0; i < MAX_BIG_BALLS; i++) + { + if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, bigBalls[i].position, bigBalls[i].radius) && bigBalls[i].active) + { + gameOver = true; + } + } + + for (int i = 0; i < MAX_BIG_BALLS*2; i++) + { + if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, mediumBalls[i].position, mediumBalls[i].radius) && mediumBalls[i].active) + { + gameOver = true; + } + } + + for (int i = 0; i < MAX_BIG_BALLS*4; i++) + { + if (CheckCollisionCircles((Vector2){ player.collider.x, player.collider.y }, player.collider.z, smallBalls[i].position, smallBalls[i].radius) && smallBalls[i].active) + { + gameOver = true; + } + } + + // Meteors logic (big) + for (int i = 0; i < MAX_BIG_BALLS; i++) + { + if (bigBalls[i].active) + { + // Meteor movement logic + bigBalls[i].position.x += bigBalls[i].speed.x; + bigBalls[i].position.y += bigBalls[i].speed.y; + + // Meteor vs wall collision logic + if (((bigBalls[i].position.x + bigBalls[i].radius) >= screenWidth) || ((bigBalls[i].position.x - bigBalls[i].radius) <= 0)) bigBalls[i].speed.x *= -1; + if ((bigBalls[i].position.y - bigBalls[i].radius) <= 0) bigBalls[i].speed.y *= -1.5; + + if ((bigBalls[i].position.y + bigBalls[i].radius) >= screenHeight) + { + bigBalls[i].speed.y *= -1; + bigBalls[i].position.y = screenHeight - bigBalls[i].radius; + } + + bigBalls[i].speed.y += gravity; + } + } + + // Meteors logic (medium) + for (int i = 0; i < MAX_BIG_BALLS*2; i++) + { + if (mediumBalls[i].active) + { + // Meteor movement logic + mediumBalls[i].position.x += mediumBalls[i].speed.x; + mediumBalls[i].position.y += mediumBalls[i].speed.y; + + // Meteor vs wall collision logic + if (mediumBalls[i].position.x + mediumBalls[i].radius >= screenWidth || mediumBalls[i].position.x - mediumBalls[i].radius <= 0) mediumBalls[i].speed.x *= -1; + if (mediumBalls[i].position.y - mediumBalls[i].radius <= 0) mediumBalls[i].speed.y *= -1; + if (mediumBalls[i].position.y + mediumBalls[i].radius >= screenHeight) + { + mediumBalls[i].speed.y *= -1; + mediumBalls[i].position.y = screenHeight - mediumBalls[i].radius; + } + + mediumBalls[i].speed.y += gravity + 0.12f; + } + } + + // Meteors logic (small) + for (int i = 0; i < MAX_BIG_BALLS*4; i++) + { + if (smallBalls[i].active) + { + // Meteor movement logic + smallBalls[i].position.x += smallBalls[i].speed.x; + smallBalls[i].position.y += smallBalls[i].speed.y; + + // Meteor vs wall collision logic + if (smallBalls[i].position.x + smallBalls[i].radius >= screenWidth || smallBalls[i].position.x - smallBalls[i].radius <= 0) smallBalls[i].speed.x *= -1; + if (smallBalls[i].position.y - smallBalls[i].radius <= 0) smallBalls[i].speed.y *= -1; + if (smallBalls[i].position.y + smallBalls[i].radius >= screenHeight) + { + smallBalls[i].speed.y *= -1; + smallBalls[i].position.y = screenHeight - smallBalls[i].radius; + } + + smallBalls[i].speed.y += gravity + 0.25f; + } + } + + // Player-shot vs meteors logic + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if ((shoot[i].active)) + { + for (int a = 0; a < MAX_BIG_BALLS; a++) + { + if (bigBalls[a].active && (bigBalls[a].position.x - bigBalls[a].radius <= linePosition.x && bigBalls[a].position.x + bigBalls[a].radius >= linePosition.x) + && (bigBalls[a].position.y + bigBalls[a].radius >= shoot[i].position.y)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + bigBalls[a].active = false; + meteorsDestroyed++; + score += bigBalls[a].points; + + for (int z = 0; z < 5; z++) + { + if (points[z].alpha == 0.0f) + { + points[z].position = bigBalls[a].position; + points[z].value = bigBalls[a].points; + points[z].alpha = 1.0f; + z = 5; + } + } + + for (int j = 0; j < 2; j ++) + { + if ((countmediumBallss%2) == 0) + { + mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; + mediumBalls[countmediumBallss].speed = (Vector2){ -1*BALLS_SPEED, BALLS_SPEED }; + } + else + { + mediumBalls[countmediumBallss].position = (Vector2){bigBalls[a].position.x, bigBalls[a].position.y}; + mediumBalls[countmediumBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED }; + } + + mediumBalls[countmediumBallss].active = true; + countmediumBallss ++; + } + + a = MAX_BIG_BALLS; + } + } + } + + if ((shoot[i].active)) + { + for (int b = 0; b < MAX_BIG_BALLS*2; b++) + { + if (mediumBalls[b].active && (mediumBalls[b].position.x - mediumBalls[b].radius <= linePosition.x && mediumBalls[b].position.x + mediumBalls[b].radius >= linePosition.x) + && (mediumBalls[b].position.y + mediumBalls[b].radius >= shoot[i].position.y)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + mediumBalls[b].active = false; + meteorsDestroyed++; + score += mediumBalls[b].points; + + for (int z = 0; z < 5; z++) + { + if (points[z].alpha == 0.0f) + { + points[z].position = mediumBalls[b].position; + points[z].value = mediumBalls[b].points; + points[z].alpha = 1.0f; + z = 5; + } + } + + for (int j = 0; j < 2; j ++) + { + if (countsmallBallss%2 == 0) + { + smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; + smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED*-1, BALLS_SPEED*-1}; + } + else + { + smallBalls[countsmallBallss].position = (Vector2){mediumBalls[b].position.x, mediumBalls[b].position.y}; + smallBalls[countsmallBallss].speed = (Vector2){ BALLS_SPEED, BALLS_SPEED*-1}; + } + + smallBalls[countsmallBallss].active = true; + countsmallBallss ++; + } + + b = MAX_BIG_BALLS*2; + } + } + } + + if ((shoot[i].active)) + { + for (int c = 0; c < MAX_BIG_BALLS*4; c++) + { + if (smallBalls[c].active && (smallBalls[c].position.x - smallBalls[c].radius <= linePosition.x && smallBalls[c].position.x + smallBalls[c].radius >= linePosition.x) + && (smallBalls[c].position.y + smallBalls[c].radius >= shoot[i].position.y)) + { + shoot[i].active = false; + shoot[i].lifeSpawn = 0; + smallBalls[c].active = false; + meteorsDestroyed++; + score += smallBalls[c].points; + + for (int z = 0; z < 5; z++) + { + if (points[z].alpha == 0.0f) + { + points[z].position = smallBalls[c].position; + points[z].value = smallBalls[c].points; + points[z].alpha = 1.0f; + z = 5; + } + } + + c = MAX_BIG_BALLS*4; + } + } + } + } + + if (meteorsDestroyed == (MAX_BIG_BALLS + MAX_BIG_BALLS*2 + MAX_BIG_BALLS*4)) victory = true; + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } + + // Points move-up and fade logic + for (int z = 0; z < 5; z++) + { + if (points[z].alpha > 0.0f) + { + points[z].position.y -= 2; + points[z].alpha -= 0.02f; + } + + if (points[z].alpha < 0.0f) points[z].alpha = 0.0f; + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw player + Vector2 v1 = { player.position.x + sinf(player.rotation*DEG2RAD)*(shipHeight), player.position.y - cosf(player.rotation*DEG2RAD)*(shipHeight) }; + Vector2 v2 = { player.position.x - cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y - sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + Vector2 v3 = { player.position.x + cosf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2), player.position.y + sinf(player.rotation*DEG2RAD)*(PLAYER_BASE_SIZE/2) }; + DrawTriangle(v1, v2, v3, MAROON); + + // Draw meteors (big) + for (int i = 0;i < MAX_BIG_BALLS; i++) + { + if (bigBalls[i].active) DrawCircleV(bigBalls[i].position, bigBalls[i].radius, DARKGRAY); + else DrawCircleV(bigBalls[i].position, bigBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + // Draw meteors (medium) + for (int i = 0;i < MAX_BIG_BALLS*2; i++) + { + if (mediumBalls[i].active) DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, GRAY); + else DrawCircleV(mediumBalls[i].position, mediumBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + // Draw meteors (small) + for (int i = 0;i < MAX_BIG_BALLS*4; i++) + { + if (smallBalls[i].active) DrawCircleV(smallBalls[i].position, smallBalls[i].radius, GRAY); + else DrawCircleV(smallBalls[i].position, smallBalls[i].radius, Fade(LIGHTGRAY, 0.3f)); + } + + // Draw shoot + for (int i = 0; i < PLAYER_MAX_SHOOTS; i++) + { + if (shoot[i].active) DrawLine(linePosition.x, linePosition.y, shoot[i].position.x, shoot[i].position.y, RED); + } + + // Draw score points + for (int z = 0; z < 5; z++) + { + if (points[z].alpha > 0.0f) + { + DrawText(FormatText("+%02i", points[z].value), points[z].position.x, points[z].position.y, 20, Fade(BLUE, points[z].alpha)); + } + } + + // Draw score (UI) + DrawText(FormatText("SCORE: %i", score), 10, 10, 20, LIGHTGRAY); + + if (victory) + { + DrawText("YOU WIN!", screenWidth/2 - MeasureText("YOU WIN!", 60)/2, 100, 60, LIGHTGRAY); + DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY); + } + + if (pause) DrawText("GAME PAUSED", screenWidth/2 - MeasureText("GAME PAUSED", 40)/2, screenHeight/2 - 40, 40, LIGHTGRAY); + } + else DrawText("PRESS [ENTER] TO PLAY AGAIN", GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, GetScreenHeight()/2 - 50, 20, LIGHTGRAY); + + EndDrawing(); +} + +// Unload game variables +void UnloadGame(void) +{ + // TODO: Unload all dynamic loaded data (textures, sounds, models...) +} + +// Update and Draw (one frame) +void UpdateDrawFrame(void) +{ + UpdateGame(); + DrawGame(); +}
\ No newline at end of file diff --git a/games/raylib_demo/makefile b/games/raylib_demo/makefile index 3e2fe614..a4435bb0 100644 --- a/games/raylib_demo/makefile +++ b/games/raylib_demo/makefile @@ -2,7 +2,7 @@ # # raylib - Basic Game # -# makefile to compile basic game +# makefile to compile advance game for desktop platforms, Raspberry Pi and HTML5 (emscripten) # # Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) # @@ -23,31 +23,57 @@ # #************************************************************************************************** -# define raylib platform (by default, compile for RPI) -# Other possible platform: PLATFORM_DESKTOP, PLATFORM_WEB, PLATFORM_RPI -PLATFORM ?= PLATFORM_WEB +# define raylib platform to compile for +# possible platforms: PLATFORM_DESKTOP PLATFORM_RPI PLATFORM_WEB +# WARNING: To compile to HTML5, code must be redesigned to use emscripten.h and emscripten_set_main_loop() +PLATFORM ?= PLATFORM_DESKTOP + +# determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + LIBPATH=win32 + else + UNAMEOS:=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + LIBPATH=linux + else + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + LIBPATH=osx + endif + endif + endif +endif # define compiler: gcc for C program, define as g++ for C++ ifeq ($(PLATFORM),PLATFORM_WEB) # define emscripten compiler CC = emcc else +ifeq ($(PLATFORM_OS),OSX) + # define llvm compiler for mac + CC = clang +else # define default gcc compiler CC = gcc endif +endif # define compiler flags: # -O2 defines optimization level # -Wall turns on most, but not all, compiler warnings # -std=c99 use standard C from 1999 revision ifeq ($(PLATFORM),PLATFORM_RPI) - CFLAGS = -O1 -Wall -std=gnu99 -fgnu89-inline + CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline else - CFLAGS = -O1 -Wall -std=c99 + CFLAGS = -O2 -Wall -std=c99 endif - ifeq ($(PLATFORM),PLATFORM_WEB) - CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 -s ASSERTIONS=1 --preload-file resources + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources --shell-file ../../templates/web_shell/shell.html + #-s ASSERTIONS=1 # to check for memory allocation errors (-O1 disables it) #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) endif @@ -59,33 +85,66 @@ ifeq ($(PLATFORM),PLATFORM_RPI) INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads else INCLUDES = -I. -I../../src +# external libraries headers +# GLFW3 + INCLUDES += -I../../external/glfw3/include +# GLEW - Not required any more, replaced by GLAD + #INCLUDES += -I../external/glew/include +# OpenAL Soft + INCLUDES += -I../../external/openal_soft/include endif # define library paths containing required libs -ifeq ($(PLATFORM),PLATFORM_WEB) - LFLAGS = -L. -else +ifeq ($(PLATFORM),PLATFORM_RPI) LFLAGS = -L. -L../../src -L/opt/vc/lib +else + LFLAGS = -L. -L../../src -LC:/raylib/raylib/src + # external libraries to link with + # GLFW3 + LFLAGS += -L../../external/glfw3/lib/$(LIBPATH) + ifneq ($(PLATFORM_OS),OSX) + # OpenAL Soft + LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH) + # GLEW: Not used, replaced by GLAD + #LFLAGS += -L../../external/glew/lib/$(LIBPATH) + endif endif # define any libraries to link into executable # if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + # libraries for Debian GNU/Linux desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw3 -lGLEW -lGL -lopenal -lm -pthread + # on XWindow could require also below libraries, just uncomment + #LIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + else + ifeq ($(PLATFORM_OS),OSX) + # libraries for OS X 10.9 desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa + else + # libraries for Windows desktop compiling + # NOTE: GLFW3 and OpenAL Soft libraries should be installed + LIBS = -lraylib -lglfw3 -lopengl32 -lopenal32 -lgdi32 + endif + endif +endif ifeq ($(PLATFORM),PLATFORM_RPI) # libraries for Raspberry Pi compiling # NOTE: OpenAL Soft library should be installed (libopenal1 package) LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal -else - # libraries for Windows desktop compiling - # NOTE: GLFW3 and OpenAL Soft libraries should be installed - LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 endif - ifeq ($(PLATFORM),PLATFORM_WEB) + # NOTE: Set the correct path to libraylib.bc LIBS = ../../src/libraylib.bc endif # define additional parameters and flags for windows -ifeq ($(PLATFORM),PLATFORM_DESKTOP) +ifeq ($(PLATFORM_OS),WINDOWS) # resources file contains windows exe icon # -Wl,--subsystem,windows hides the console window WINFLAGS = ../../src/resources -Wl,--subsystem,windows @@ -99,21 +158,30 @@ endif # in this case, the 'default' target entry is qidv_raylib default: raylib_demo -# compile qidv_raylib +# compile raylib demo raylib_demo: raylib_demo.c $(CC) -o $@$(EXT) $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) # clean everything clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + else + ifeq ($(PLATFORM_OS),LINUX) + find -type f -executable | xargs file -i | grep -E 'x-object|x-archive|x-sharedlib|x-executable' | rev | cut -d ':' -f 2- | rev | xargs rm -f + else + del *.o *.exe + endif + endif +endif ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete rm -f *.o -# find . -executable -delete -else -ifeq ($(PLATFORM),PLATFORM_WEB) - del *.html *.js -else - del *.o *.exe endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js endif @echo Cleaning done diff --git a/games/raylib_demo/raylib_demo.c b/games/raylib_demo/raylib_demo.c index 5bbccbe8..7f6f291a 100644 --- a/games/raylib_demo/raylib_demo.c +++ b/games/raylib_demo/raylib_demo.c @@ -1,10 +1,8 @@ /******************************************************************************************* * -* raylib - Talk: QIDV raylib (Learn Videogames Programming) +* raylib - Features demo 01 (Learn Videogames Programming) * -* Aprende a Programar Videojuegos con raylib -* -* This talk has been created using raylib v1.2 (www.raylib.com) +* This show has been created using raylib v1.4 (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) @@ -703,11 +701,11 @@ void UpdateDrawOneFrame(void) { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0x5c5a5aff)); - DrawTextEx(fontRomulus, "Open-Close Window", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x5c5a5aff)); - DrawTextEx(fontRomulus, "Manage Drawing Area", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x5c5a5aff)); - DrawTextEx(fontRomulus, "Manage Inputs", (Vector2){ 48, 290 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x5c5a5aff)); - DrawTextEx(fontRomulus, "Manage Timming", (Vector2){ 48, 320 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x5c5a5aff)); - DrawTextEx(fontRomulus, "Auxiliar Functions", (Vector2){ 48, 350 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x5c5a5aff)); + DrawTextEx(fontRomulus, "Open-Close Window", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0x5c5a5aff)); + DrawTextEx(fontRomulus, "Manage Drawing Area", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0x5c5a5aff)); + DrawTextEx(fontRomulus, "Manage Inputs", (Vector2){ 48, 290 }, fontRomulus.size*2, 4, GetColor(0x5c5a5aff)); + DrawTextEx(fontRomulus, "Manage Timming", (Vector2){ 48, 320 }, fontRomulus.size*2, 4, GetColor(0x5c5a5aff)); + DrawTextEx(fontRomulus, "Auxiliar Functions", (Vector2){ 48, 350 }, fontRomulus.size*2, 4, GetColor(0x5c5a5aff)); switch (coreWindow) { @@ -733,16 +731,16 @@ void UpdateDrawOneFrame(void) if (framesCounter > 140) { - DrawTextEx(fontMecha, "MOVE ME", (Vector2){ ballPosition.x - 26, ballPosition.y - 20 }, GetFontBaseSize(fontMecha), 2, BLACK); - DrawTextEx(fontMecha, "[ W A S D ]", (Vector2){ ballPosition.x - 36, ballPosition.y }, GetFontBaseSize(fontMecha), 2, BLACK); + DrawTextEx(fontMecha, "MOVE ME", (Vector2){ ballPosition.x - 26, ballPosition.y - 20 }, fontMecha.size, 2, BLACK); + DrawTextEx(fontMecha, "[ W A S D ]", (Vector2){ ballPosition.x - 36, ballPosition.y }, fontMecha.size, 2, BLACK); } } break; case SHAPES: { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0xcd5757ff)); - DrawTextEx(fontRomulus, "Draw Basic Shapes", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0xcd5757ff)); - DrawTextEx(fontRomulus, "Basic Collision Detection", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0xcd5757ff)); + DrawTextEx(fontRomulus, "Draw Basic Shapes", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0xcd5757ff)); + DrawTextEx(fontRomulus, "Basic Collision Detection", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0xcd5757ff)); DrawCircle(screenWidth/4, 120 + 240, 35, DARKBLUE); DrawCircleGradient(screenWidth/4, 220 + 240, 60, GREEN, SKYBLUE); @@ -763,8 +761,8 @@ void UpdateDrawOneFrame(void) { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0x60815aff)); - DrawTextEx(fontRomulus, "Load Images and Textures", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x60815aff)); - DrawTextEx(fontRomulus, "Draw Textures", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x60815aff)); + DrawTextEx(fontRomulus, "Load Images and Textures", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0x60815aff)); + DrawTextEx(fontRomulus, "Draw Textures", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0x60815aff)); DrawRectangle(138, 348, 260, 260, GRAY); DrawTexturePro(lena, (Rectangle){ 0, 0, lena.width, lena.height }, (Rectangle){ 140 + 128, 350 + 128, lena.width/2*scaleFactor, lena.height/2*scaleFactor }, (Vector2){ lena.width/4*scaleFactor, lena.height/4*scaleFactor }, 0.0f, WHITE); @@ -780,21 +778,21 @@ void UpdateDrawOneFrame(void) { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0x377764ff)); - DrawTextEx(fontRomulus, "Load SpriteFonts", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x377764ff)); - DrawTextEx(fontRomulus, "Draw Text", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x377764ff)); - DrawTextEx(fontRomulus, "Text Formatting", (Vector2){ 48, 290 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x377764ff)); + DrawTextEx(fontRomulus, "Load SpriteFonts", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0x377764ff)); + DrawTextEx(fontRomulus, "Draw Text", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0x377764ff)); + DrawTextEx(fontRomulus, "Text Formatting", (Vector2){ 48, 290 }, fontRomulus.size*2, 4, GetColor(0x377764ff)); DrawTexture(texAlagard, 60, 360, WHITE); - DrawTextEx(fontMechaC, msg1, (Vector2){ 540 + 168, 210 }, GetFontBaseSize(fontMechaC), -3, WHITE); - DrawTextEx(fontAlagardC, msg2, (Vector2){ 460 + 140, 260 }, GetFontBaseSize(fontAlagardC), -2, WHITE); - DrawTextEx(fontJupiterC, msg3, (Vector2){ 640 + 70, 300 }, GetFontBaseSize(fontJupiterC), 2, WHITE); + DrawTextEx(fontMechaC, msg1, (Vector2){ 540 + 168, 210 }, fontMechaC.size, -3, WHITE); + DrawTextEx(fontAlagardC, msg2, (Vector2){ 460 + 140, 260 }, fontAlagardC.size, -2, WHITE); + DrawTextEx(fontJupiterC, msg3, (Vector2){ 640 + 70, 300 }, fontJupiterC.size, 2, WHITE); - DrawTextEx(fontAlagard, "It also includes some...", (Vector2){ 650 + 70, 400 }, GetFontBaseSize(fontAlagard)*2, 2, MAROON); - DrawTextEx(fontPixelplay, "...free fonts in rBMF format...", (Vector2){ 705 - 26, 450 }, GetFontBaseSize(fontPixelplay)*2, 4, ORANGE); - DrawTextEx(fontMecha, "...to be used even in...", (Vector2){ 700 + 40, 500 }, GetFontBaseSize(fontMecha)*2, 4, DARKGREEN); - DrawTextEx(fontSetback, "...comercial projects...", (Vector2){ 710, 550 }, GetFontBaseSize(fontSetback)*2, 4, DARKBLUE); - DrawTextEx(fontRomulus, "...completely for free!", (Vector2){ 710 + 17, 600 }, GetFontBaseSize(fontRomulus)*2, 3, DARKPURPLE); + DrawTextEx(fontAlagard, "It also includes some...", (Vector2){ 650 + 70, 400 }, fontAlagard.size*2, 2, MAROON); + DrawTextEx(fontPixelplay, "...free fonts in rBMF format...", (Vector2){ 705 - 26, 450 }, fontPixelplay.size*2, 4, ORANGE); + DrawTextEx(fontMecha, "...to be used even in...", (Vector2){ 700 + 40, 500 }, fontMecha.size*2, 4, DARKGREEN); + DrawTextEx(fontSetback, "...comercial projects...", (Vector2){ 710, 550 }, fontSetback.size*2, 4, DARKBLUE); + DrawTextEx(fontRomulus, "...completely for free!", (Vector2){ 710 + 17, 600 }, fontRomulus.size*2, 3, DARKPURPLE); DrawText("This is a custom font spritesheet, raylib can load it automatically!", 228, 360 + 295, 10, GRAY); @@ -803,9 +801,9 @@ void UpdateDrawOneFrame(void) { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0x417794ff)); - DrawTextEx(fontRomulus, "Draw Geometric Models", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x417794ff)); - DrawTextEx(fontRomulus, "Load 3D Models", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x417794ff)); - DrawTextEx(fontRomulus, "Draw 3D Models", (Vector2){ 48, 290 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x417794ff)); + DrawTextEx(fontRomulus, "Draw Geometric Models", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0x417794ff)); + DrawTextEx(fontRomulus, "Load 3D Models", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0x417794ff)); + DrawTextEx(fontRomulus, "Draw 3D Models", (Vector2){ 48, 290 }, fontRomulus.size*2, 4, GetColor(0x417794ff)); Begin3dMode(camera); @@ -823,7 +821,7 @@ void UpdateDrawOneFrame(void) DrawCylinder((Vector3){1, 0, -4}, 0, 1.5, 3, 8, GOLD); DrawCylinderWires((Vector3){1, 0, -4}, 0, 1.5, 3, 8, PINK); - DrawModelEx(cat, (Vector3){ 8.0f, 0.0f, 2.0f }, (Vector3){ 0.0f, 0.5f*framesCounter, 0.0f }, (Vector3){ 0.1f, 0.1f, 0.1f }, WHITE); + DrawModelEx(cat, (Vector3){ 8.0f, 0.0f, 2.0f }, (Vector3){ 0.0f, 1.0f, 0.0f }, 0.5f*framesCounter, (Vector3){ 0.1f, 0.1f, 0.1f }, WHITE); DrawGizmo((Vector3){ 8.0f, 0.0f, 2.0f }); DrawGrid(10.0, 1.0); // Draw a grid @@ -837,8 +835,8 @@ void UpdateDrawOneFrame(void) { DrawText("This module give you functions to:", 48, 200, 10, GetColor(0x8c7539ff)); - DrawTextEx(fontRomulus, "Load and Play Sounds", (Vector2){ 48, 230 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x8c7539ff)); - DrawTextEx(fontRomulus, "Play Music (streaming)", (Vector2){ 48, 260 }, GetFontBaseSize(fontRomulus)*2, 4, GetColor(0x8c7539ff)); + DrawTextEx(fontRomulus, "Load and Play Sounds", (Vector2){ 48, 230 }, fontRomulus.size*2, 4, GetColor(0x8c7539ff)); + DrawTextEx(fontRomulus, "Play Music (streaming)", (Vector2){ 48, 260 }, fontRomulus.size*2, 4, GetColor(0x8c7539ff)); DrawText("PRESS SPACE to START PLAYING MUSIC", 135, 350, 20, GRAY); DrawRectangle(150, 390, 400, 12, LIGHTGRAY); @@ -891,7 +889,7 @@ void UpdateDrawOneFrame(void) case ENDING: { // Draw ENDING screen - DrawTextEx(fontAlagard, "LEARN VIDEOGAMES PROGRAMMING", (Vector2){ screenWidth/2 - MeasureTextEx(fontAlagard, "LEARN VIDEOGAMES PROGRAMMING", GetFontBaseSize(fontAlagard)*4, 4).x/2, 80 }, GetFontBaseSize(fontAlagard)*4, 4, MAROON); + DrawTextEx(fontAlagard, "LEARN VIDEOGAMES PROGRAMMING", (Vector2){ screenWidth/2 - MeasureTextEx(fontAlagard, "LEARN VIDEOGAMES PROGRAMMING", fontAlagard.size*4, 4).x/2, 80 }, fontAlagard.size*4, 4, MAROON); DrawTexture(raylibLogoA, logoPositionX, logoPositionY - 40, WHITE); diff --git a/games/skully_escape/makefile b/games/skully_escape/makefile new file mode 100644 index 00000000..d47760d3 --- /dev/null +++ b/games/skully_escape/makefile @@ -0,0 +1,254 @@ +#************************************************************************************************** +# +# raylib - Advance Game +# +# makefile to compile advance game +# +# Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** + +# define raylib platform if not defined (by default, compile for RPI) +# Other possible platform: PLATFORM_DESKTOP +PLATFORM ?= PLATFORM_DESKTOP + +# determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS=WINDOWS + LIBPATH=win32 + else + UNAMEOS:=$(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS=LINUX + LIBPATH=linux + else + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS=OSX + LIBPATH=osx + endif + endif + endif +endif + +# define compiler: gcc for C program, define as g++ for C++ +ifeq ($(PLATFORM),PLATFORM_WEB) + # define emscripten compiler + CC = emcc +else +ifeq ($(PLATFORM_OS),OSX) + # define llvm compiler for mac + CC = clang +else + # define default gcc compiler + CC = gcc +endif +endif + +# define compiler flags: +# -O2 defines optimization level +# -Wall turns on most, but not all, compiler warnings +# -std=c99 use standard C from 1999 revision +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS = -O2 -Wall -std=gnu99 -fgnu89-inline +else + CFLAGS = -O2 -Wall -std=c99 +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + CFLAGS = -O1 -Wall -std=c99 -s USE_GLFW=3 --preload-file resources -s ALLOW_MEMORY_GROWTH=1 --shell-file ../../templates/web_shell/shell.html + #-s ASSERTIONS=1 --preload-file resources + #-s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing + #-s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) +endif + +# define any directories containing required header files +ifeq ($(PLATFORM),PLATFORM_RPI) + INCLUDES = -I. -I../../src -I/opt/vc/include -I/opt/vc/include/interface/vcos/pthreads +else + INCLUDES = -I. -I../../src +# external libraries headers +# GLFW3 + INCLUDES += -I../../external/glfw3/include +# GLEW + INCLUDES += -I../../external/glew/include +# OpenAL Soft + INCLUDES += -I../../external/openal_soft/include +endif + +# define library paths containing required libs +ifeq ($(PLATFORM),PLATFORM_RPI) + LFLAGS = -L. -L../../src -L/opt/vc/lib +else + LFLAGS = -L. -L../../src -L../../../src + # external libraries to link with + # GLFW3 + LFLAGS += -L../../external/glfw3/lib/$(LIBPATH) + ifneq ($(PLATFORM_OS),OSX) + # OpenAL Soft + LFLAGS += -L../../external/openal_soft/lib/$(LIBPATH) + # GLEW + LFLAGS += -L../../external/glew/lib/$(LIBPATH) + endif +endif + +# define any libraries to link into executable +# if you want to link libraries (libname.so or libname.a), use the -lname +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + # libraries for Debian GNU/Linux desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -lGLEW -lGL -lopenal + endif + ifeq ($(PLATFORM_OS),OSX) + # libraries for OS X 10.9 desktop compiling + # requires the following packages: + # libglfw3-dev libopenal-dev libglew-dev libegl1-mesa-dev + LIBS = -lraylib -lglfw -framework OpenGL -framework OpenAl -framework Cocoa + else + # libraries for Windows desktop compiling + # NOTE: GLFW3 and OpenAL Soft libraries should be installed + LIBS = -lraylib -lglfw3 -lglew32 -lopengl32 -lopenal32 -lgdi32 + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # libraries for Raspberry Pi compiling + # NOTE: OpenAL Soft library should be installed (libopenal1 package) + LIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lbcm_host -lopenal +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + LIBS = ../../src/libraylib.bc +endif + +# define additional parameters and flags for windows +ifeq ($(PLATFORM_OS),WINDOWS) + # resources file contains windows exe icon + # -Wl,--subsystem,windows hides the console window + WINFLAGS = ../../src/resources + #-Wl,--subsystem,windows +endif + +ifeq ($(PLATFORM),PLATFORM_WEB) + EXT = .html +endif + +# define all screen object files required +SCREENS = \ + screens/screen_logo.o \ + screens/screen_logo_raylib.o \ + screens/screen_title.o \ + screens/screen_attic.o \ + screens/screen_aisle01.o \ + screens/screen_aisle02.o \ + screens/screen_armory.o \ + screens/screen_livingroom.o \ + screens/screen_kitchen.o \ + screens/screen_bathroom.o \ + screens/screen_ending.o \ + player.o \ + monster.o \ + +# typing 'make' will invoke the first target entry in the file, +# in this case, the 'default' target entry is advance_game +default: skully_escape + +# compile template - advance_game +skully_escape: skully_escape.c $(SCREENS) + $(CC) -o $@$(EXT) $< $(SCREENS) $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) $(WINFLAGS) + +# compile screen LOGO +screens/screen_logo.o: screens/screen_logo.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen LOGO raylib +screens/screen_logo_raylib.o: screens/screen_logo_raylib.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen TITLE +screens/screen_title.o: screens/screen_title.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen ATTIC +screens/screen_attic.o: screens/screen_attic.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen AISLE01 +screens/screen_aisle01.o: screens/screen_aisle01.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen AISLE02 +screens/screen_aisle02.o: screens/screen_aisle02.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen BATHROOM +screens/screen_bathroom.o: screens/screen_bathroom.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen LIVINGROOM +screens/screen_livingroom.o: screens/screen_livingroom.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen KITCHEN +screens/screen_kitchen.o: screens/screen_kitchen.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen ARMORY +screens/screen_armory.o: screens/screen_armory.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen ENDING +screens/screen_ending.o: screens/screen_ending.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen LOGO +player.o: player.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# compile screen LOGO +monster.o: monster.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDES) -D$(PLATFORM) + +# clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + else + ifeq ($(PLATFORM_OS),LINUX) + find . -type f -executable -delete + rm -f *.o + else + del *.o *.exe + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -f *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done + +# instead of defining every module one by one, we can define a pattern +# this pattern below will automatically compile every module defined on $(OBJS) +#%.exe : %.c +# $(CC) -o $@ $< $(CFLAGS) $(INCLUDES) $(LFLAGS) $(LIBS) -D$(PLATFORM) diff --git a/games/skully_escape/monster.c b/games/skully_escape/monster.c new file mode 100644 index 00000000..643d0a73 --- /dev/null +++ b/games/skully_escape/monster.c @@ -0,0 +1,54 @@ +/*********************************************************************************** +* +* KING GAME JAM - GRAY TEAM +* +* <Game title> +* <Game description> +* +* This game has been created using raylib (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" +#include "monster.h" + +void UpdateMonster(Monster *monster) +{ + if (!monster->active) + { + if (CheckCollisionPointRec(GetMousePosition(), monster->bounds)) monster->selected = true; + else monster->selected = false; + } + else if (monster->spooky) + { + monster->framesCounter++; + monster->currentSeq = 0; + + if (monster->framesCounter > 7) + { + monster->currentFrame++; + monster->framesCounter = 0; + + if (monster->currentFrame > monster->numFrames - 1) monster->currentFrame = 1; + } + } + + monster->frameRec.x = monster->currentFrame*monster->texture.width/monster->numFrames; + monster->frameRec.y = monster->currentSeq*monster->texture.height; +} + +void DrawMonster(Monster monster, int scroll) +{ + Vector2 scrollPos = { monster.position.x - scroll, monster.position.y }; + + if (monster.selected) DrawTextureRec(monster.texture, monster.frameRec, scrollPos, RED); + else DrawTextureRec(monster.texture, monster.frameRec, scrollPos, WHITE); +} + +void UnloadMonster(Monster monster) +{ + UnloadTexture(monster.texture); +}
\ No newline at end of file diff --git a/games/skully_escape/monster.h b/games/skully_escape/monster.h new file mode 100644 index 00000000..e7e01856 --- /dev/null +++ b/games/skully_escape/monster.h @@ -0,0 +1,73 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Screens Functions Declarations (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef MONSTER_H +#define MONSTER_H + +#define MONSTER_ANIM_FRAMES 7 +#define MONSTER_ANIM_SEQ 2 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//--------------------------------------------------------------------------------- +typedef struct Monster { + Vector2 position; + Texture2D texture; + Rectangle bounds; + Rectangle frameRec; + Color color; + int framesCounter; + int currentFrame; + int currentSeq; + int numFrames; + bool active; + bool selected; + bool spooky; +} Monster; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- + + + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// Monster Functions Declaration +//---------------------------------------------------------------------------------- + +void UpdateMonster(Monster *monster); +void DrawMonster(Monster monster, int scroll); +void UnloadMonster(Monster monster); + + +#ifdef __cplusplus +} +#endif + +#endif // SCREENS_H
\ No newline at end of file diff --git a/games/skully_escape/player.c b/games/skully_escape/player.c new file mode 100644 index 00000000..11006f65 --- /dev/null +++ b/games/skully_escape/player.c @@ -0,0 +1,281 @@ +/*********************************************************************************** +* +* KING GAME JAM - GRAY TEAM +* +* <Game title> +* <Game description> +* +* This game has been created using raylib (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" +#include "player.h" + +#define PLAYER_ANIM_FRAMES 4 +#define PLAYER_ANIM_SEQ 6 + +//---------------------------------------------------------------------------------- +// Module Variables Definition +//---------------------------------------------------------------------------------- + +// Player mouse moving variables +static bool movingAnim; +static int moveDirection; +static int nextMovePoint; + +// Mouse pointer variables +static Vector2 pointerPosition; +static bool pointerAnim; +static float pointerAlpha; + +static int framesCounter; +static bool outControl = false; + +static int animTimer = 0; + +static Texture2D texLife; + +static void DrawLifes(void); + +// player initialitaction definition +void InitPlayer(void) +{ + // NOTE: Some player variables are only initialized once + player.texture = LoadTexture("resources/textures/skully.png"); + player.position = (Vector2){ 350, 400 }; + player.numLifes = 4; + + ResetPlayer(); + + framesCounter = 0; + + texLife = LoadTexture("resources/textures/skully_icon.png"); +} + +// player update definition +void UpdatePlayer(void) +{ + if (!outControl) + { + if ((IsKeyDown(KEY_LEFT)) || (IsKeyDown(KEY_RIGHT))) + { + moveDirection = -1; + movingAnim = false; + } + + if ((IsKeyDown(KEY_RIGHT)) || (moveDirection == 0)) + { + player.currentSeq = WALK_RIGHT; + framesCounter++; + + if (framesCounter > 15) + { + player.currentFrame++; + framesCounter = 0; + + if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; + } + + player.position.x += 4; + } + else if ((IsKeyDown(KEY_LEFT)) || (moveDirection == 1)) + { + player.currentSeq = WALK_LEFT; + framesCounter++; + + if (framesCounter > 15) + { + player.currentFrame++; + framesCounter = 0; + + if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; + } + + player.position.x -= 4; + } + else player.currentFrame = 0; + } + else + { + framesCounter++; + animTimer++; + + if (framesCounter > 10) + { + player.currentFrame++; + framesCounter = 0; + + if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; + + // We can adjust animation playing time depending on sequence + switch (player.currentSeq) + { + case SCARE_RIGHT: + { + if (animTimer > 180) + { + animTimer = 0; + outControl = false; + player.currentSeq = WALK_LEFT; + } + } break; + case SCARE_LEFT: + { + if (animTimer > 240) + { + animTimer = 0; + outControl = false; + player.currentSeq = WALK_RIGHT; + } + } break; + case SEARCH: + case FIND_KEY: + { + if (animTimer > 240) + { + animTimer = 0; + outControl = false; + player.currentSeq = WALK_RIGHT; + } + } break; + } + } + } + + if (player.position.x < 30) player.position.x = 30; + else if (player.position.x > (GetScreenWidth() - 200)) player.position.x = GetScreenWidth() - 200; + + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) + { + pointerPosition = GetMousePosition(); + pointerAnim = true; + pointerAlpha = 1.0f; + + nextMovePoint = (int)pointerPosition.x; + movingAnim = true; + } + + if (movingAnim) + { + if (nextMovePoint > (player.position.x + (player.frameRec.width/2) + 5)) moveDirection = 0; // Move Left + else if (nextMovePoint < (player.position.x + (player.frameRec.width/2) - 5)) moveDirection = 1; // Move Right + else + { + moveDirection = -1; + movingAnim = 0; + } + } + + player.frameRec.x = player.currentFrame*player.texture.width/PLAYER_ANIM_FRAMES; + player.frameRec.y = (player.currentSeq - 1)*player.texture.height/PLAYER_ANIM_SEQ; + + // Update player bounds + player.bounds = (Rectangle){ player.position.x + 50, player.position.y - 60, 100, 300 }; + + // Mouse pointer alpha animation + if (pointerAnim) + { + pointerAlpha -= 0.1f; + + if (pointerAlpha <= 0.0f) + { + pointerAlpha = 0.0f; + pointerAnim = false; + } + } +} +// +void DrawPlayer(void) +{ + DrawTextureRec(player.texture, player.frameRec, player.position, WHITE); + + // Draw mouse pointer on click + if (pointerAnim) DrawCircleV(pointerPosition, 20, Fade(RED, pointerAlpha)); + + DrawLifes(); +} + +void UnloadPlayer(void) +{ + UnloadTexture(player.texture); + UnloadTexture(texLife); +} + +void ResetPlayer(void) +{ + // Reset player variables + player.frameRec = (Rectangle){ 0, 0, player.texture.width/PLAYER_ANIM_FRAMES, player.texture.height/PLAYER_ANIM_SEQ }; + player.currentFrame = 0; + player.currentSeq = WALK_RIGHT; + + player.key = false; + player.dead = false; + + // Reset player position + if (player.position.x < 400) player.position.x = GetScreenWidth() - 350; + if (player.position.x > (GetScreenWidth() - 400)) player.position.x = 350; + + // Reset moving variables + movingAnim = false; + moveDirection = -1; + nextMovePoint = 0; + framesCounter = 0; + outControl = false; + animTimer = 0; + + // Reset pointer + pointerAlpha = 0.0f; + pointerAnim = false; +} + +void ScarePlayer(void) +{ + player.currentFrame = 0; + + if (moveDirection == 0) player.currentSeq = SCARE_RIGHT; + else if (moveDirection == 1) player.currentSeq = SCARE_LEFT; + else player.currentSeq = SCARE_RIGHT; + + player.numLifes--; + + if (player.numLifes <= 0) player.dead = true; + + outControl = true; +} + +void SearchKeyPlayer(void) +{ + moveDirection = -1; + movingAnim = 0; + + player.currentFrame = 0; + player.currentSeq = SEARCH; + + outControl = true; +} + +void FindKeyPlayer(void) +{ + player.currentFrame = 0; + player.currentSeq = FIND_KEY; + player.key = true; + + outControl = true; +} + +static void DrawLifes(void) +{ + if (player.numLifes != 0) + { + Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 }; + + for(int i = 0; i < player.numLifes; i++) + { + DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f)); + } + } +}
\ No newline at end of file diff --git a/games/skully_escape/player.h b/games/skully_escape/player.h new file mode 100644 index 00000000..7d59bdde --- /dev/null +++ b/games/skully_escape/player.h @@ -0,0 +1,51 @@ +#ifndef PLAYER_H +#define PLAYER_H + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum { NONE, WALK_RIGHT, WALK_LEFT, SCARE_RIGHT, SCARE_LEFT, SEARCH, FIND_KEY } PlayerSequence; + +typedef struct Player { + Vector2 position; + Rectangle bounds; + Texture2D texture; + Color color; + + // Animation variables + Rectangle frameRec; + int currentFrame; + int currentSeq; + + bool key; + int numLifes; + bool dead; +} Player; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +Player player; + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// Logo Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitPlayer(void); +void UpdatePlayer(void); +void DrawPlayer(void); +void UnloadPlayer(void); +void ResetPlayer(void); + +void ScarePlayer(void); +void SearchKeyPlayer(void); +void FindKeyPlayer(void); + +#ifdef __cplusplus +} +#endif + +#endif // SCREENS_H
\ No newline at end of file diff --git a/games/skully_escape/resources/audio/come_play_with_me.ogg b/games/skully_escape/resources/audio/come_play_with_me.ogg Binary files differnew file mode 100644 index 00000000..425498b8 --- /dev/null +++ b/games/skully_escape/resources/audio/come_play_with_me.ogg diff --git a/games/skully_escape/resources/audio/door.ogg b/games/skully_escape/resources/audio/door.ogg Binary files differnew file mode 100644 index 00000000..a1d1cd1b --- /dev/null +++ b/games/skully_escape/resources/audio/door.ogg diff --git a/games/skully_escape/resources/audio/scream.ogg b/games/skully_escape/resources/audio/scream.ogg Binary files differnew file mode 100644 index 00000000..41524027 --- /dev/null +++ b/games/skully_escape/resources/audio/scream.ogg diff --git a/games/skully_escape/resources/textures/alagard.png b/games/skully_escape/resources/textures/alagard.png Binary files differnew file mode 100644 index 00000000..c5cc54dc --- /dev/null +++ b/games/skully_escape/resources/textures/alagard.png diff --git a/games/skully_escape/resources/textures/background_aisle01.png b/games/skully_escape/resources/textures/background_aisle01.png Binary files differnew file mode 100644 index 00000000..482056f8 --- /dev/null +++ b/games/skully_escape/resources/textures/background_aisle01.png diff --git a/games/skully_escape/resources/textures/background_aisle02.png b/games/skully_escape/resources/textures/background_aisle02.png Binary files differnew file mode 100644 index 00000000..fced627f --- /dev/null +++ b/games/skully_escape/resources/textures/background_aisle02.png diff --git a/games/skully_escape/resources/textures/background_armory.png b/games/skully_escape/resources/textures/background_armory.png Binary files differnew file mode 100644 index 00000000..1a93807f --- /dev/null +++ b/games/skully_escape/resources/textures/background_armory.png diff --git a/games/skully_escape/resources/textures/background_attic.png b/games/skully_escape/resources/textures/background_attic.png Binary files differnew file mode 100644 index 00000000..446e09a7 --- /dev/null +++ b/games/skully_escape/resources/textures/background_attic.png diff --git a/games/skully_escape/resources/textures/background_bathroom.png b/games/skully_escape/resources/textures/background_bathroom.png Binary files differnew file mode 100644 index 00000000..55061d1f --- /dev/null +++ b/games/skully_escape/resources/textures/background_bathroom.png diff --git a/games/skully_escape/resources/textures/background_kitchen.png b/games/skully_escape/resources/textures/background_kitchen.png Binary files differnew file mode 100644 index 00000000..5c74c74e --- /dev/null +++ b/games/skully_escape/resources/textures/background_kitchen.png diff --git a/games/skully_escape/resources/textures/background_livingroom.png b/games/skully_escape/resources/textures/background_livingroom.png Binary files differnew file mode 100644 index 00000000..f91a11f9 --- /dev/null +++ b/games/skully_escape/resources/textures/background_livingroom.png diff --git a/games/skully_escape/resources/textures/doors.png b/games/skully_escape/resources/textures/doors.png Binary files differnew file mode 100644 index 00000000..f5a75d05 --- /dev/null +++ b/games/skully_escape/resources/textures/doors.png diff --git a/games/skully_escape/resources/textures/monster_arc.png b/games/skully_escape/resources/textures/monster_arc.png Binary files differnew file mode 100644 index 00000000..ae3e346d --- /dev/null +++ b/games/skully_escape/resources/textures/monster_arc.png diff --git a/games/skully_escape/resources/textures/monster_blazon01.png b/games/skully_escape/resources/textures/monster_blazon01.png Binary files differnew file mode 100644 index 00000000..2d2a409c --- /dev/null +++ b/games/skully_escape/resources/textures/monster_blazon01.png diff --git a/games/skully_escape/resources/textures/monster_blazon02.png b/games/skully_escape/resources/textures/monster_blazon02.png Binary files differnew file mode 100644 index 00000000..8cea9361 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_blazon02.png diff --git a/games/skully_escape/resources/textures/monster_blazon03.png b/games/skully_escape/resources/textures/monster_blazon03.png Binary files differnew file mode 100644 index 00000000..cc4665a1 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_blazon03.png diff --git a/games/skully_escape/resources/textures/monster_candle.png b/games/skully_escape/resources/textures/monster_candle.png Binary files differnew file mode 100644 index 00000000..9feef00d --- /dev/null +++ b/games/skully_escape/resources/textures/monster_candle.png diff --git a/games/skully_escape/resources/textures/monster_chair_left.png b/games/skully_escape/resources/textures/monster_chair_left.png Binary files differnew file mode 100644 index 00000000..b3ac070f --- /dev/null +++ b/games/skully_escape/resources/textures/monster_chair_left.png diff --git a/games/skully_escape/resources/textures/monster_chair_right.png b/games/skully_escape/resources/textures/monster_chair_right.png Binary files differnew file mode 100644 index 00000000..d29cc021 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_chair_right.png diff --git a/games/skully_escape/resources/textures/monster_closet.png b/games/skully_escape/resources/textures/monster_closet.png Binary files differnew file mode 100644 index 00000000..7c0c8f27 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_closet.png diff --git a/games/skully_escape/resources/textures/monster_lamp_left.png b/games/skully_escape/resources/textures/monster_lamp_left.png Binary files differnew file mode 100644 index 00000000..3b31b77f --- /dev/null +++ b/games/skully_escape/resources/textures/monster_lamp_left.png diff --git a/games/skully_escape/resources/textures/monster_lamp_right.png b/games/skully_escape/resources/textures/monster_lamp_right.png Binary files differnew file mode 100644 index 00000000..26491866 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_lamp_right.png diff --git a/games/skully_escape/resources/textures/monster_mirror.png b/games/skully_escape/resources/textures/monster_mirror.png Binary files differnew file mode 100644 index 00000000..2e994309 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_mirror.png diff --git a/games/skully_escape/resources/textures/monster_phone.png b/games/skully_escape/resources/textures/monster_phone.png Binary files differnew file mode 100644 index 00000000..a4862ef7 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_phone.png diff --git a/games/skully_escape/resources/textures/monster_picture.png b/games/skully_escape/resources/textures/monster_picture.png Binary files differnew file mode 100644 index 00000000..29549895 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_picture.png diff --git a/games/skully_escape/resources/textures/monster_window.png b/games/skully_escape/resources/textures/monster_window.png Binary files differnew file mode 100644 index 00000000..47d70a79 --- /dev/null +++ b/games/skully_escape/resources/textures/monster_window.png diff --git a/games/skully_escape/resources/textures/skully.png b/games/skully_escape/resources/textures/skully.png Binary files differnew file mode 100644 index 00000000..9ce6cd58 --- /dev/null +++ b/games/skully_escape/resources/textures/skully.png diff --git a/games/skully_escape/resources/textures/skully_icon.png b/games/skully_escape/resources/textures/skully_icon.png Binary files differnew file mode 100644 index 00000000..91a0bc2a --- /dev/null +++ b/games/skully_escape/resources/textures/skully_icon.png diff --git a/games/skully_escape/resources/textures/skully_logo.png b/games/skully_escape/resources/textures/skully_logo.png Binary files differnew file mode 100644 index 00000000..93e8bfe2 --- /dev/null +++ b/games/skully_escape/resources/textures/skully_logo.png diff --git a/games/skully_escape/resources/textures/title.png b/games/skully_escape/resources/textures/title.png Binary files differnew file mode 100644 index 00000000..20e08c88 --- /dev/null +++ b/games/skully_escape/resources/textures/title.png diff --git a/games/skully_escape/screens/screen_aisle01.c b/games/skully_escape/screens/screen_aisle01.c new file mode 100644 index 00000000..17d25058 --- /dev/null +++ b/games/skully_escape/screens/screen_aisle01.c @@ -0,0 +1,409 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorRight; +static Door doorCenter; +static Door doorLeft; + +// Decalre monsters +static Monster lamp; +static Monster picture; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "WHO IS THERE???\nANYBODY IN THE ROOM???"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +static int scroll = 0; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitAisle01Screen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_aisle01.png"); + + scroll = player.position.x - 200; + + // Initialize doors + doorLeft.position = (Vector2) { -30, 135 }; + doorLeft.facing = 0; + doorLeft.locked = true; + doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; + doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; + doorLeft.selected = false; + + doorCenter.position = (Vector2) { 1115, 104 }; + doorCenter.facing = 1; + doorCenter.locked = true; + doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2}; + doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2}; + doorCenter.selected = false; + + doorRight.position = (Vector2) { 1710, 140 }; + doorRight.facing = 2; + doorRight.locked = true; + doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; + doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; + + // Monster init: lamp + lamp.position = (Vector2){ 187, 256 }; + lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png"); + lamp.currentFrame = 0; + lamp.framesCounter = 0; + lamp.numFrames = 4; + lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 }; + lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; + lamp.selected = false; + lamp.active = false; + lamp.spooky = true; + + // Monster init: arc + picture.position = (Vector2){ 637, 178 }; + picture.texture = LoadTexture("resources/textures/monster_picture.png"); + picture.currentFrame = 0; + picture.framesCounter = 0; + picture.numFrames = 4; + picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 256 }; + picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; + picture.selected = false; + picture.active = false; + picture.spooky = false; +} + +// Gameplay Screen Update logic +void UpdateAisle01Screen(void) +{ + // Update doors bounds + doorLeft.bound.x = doorLeft.position.x - scroll; + doorCenter.bound.x = doorCenter.position.x - scroll; + doorRight.bound.x = doorRight.position.x - scroll; + + if (player.key) + { + // Door: left + if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || + (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; + else doorLeft.selected = false; + + if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorLeft.locked) + { + doorLeft.frameRec.y = 0; + doorLeft.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + + // Door: center + if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || + (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; + else doorCenter.selected = false; + + if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorCenter.locked) + { + doorCenter.frameRec.y = 0; + doorCenter.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 2; + } + } + + // Door: right + if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || + (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; + else doorRight.selected = false; + + if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorRight.locked) + { + doorRight.frameRec.y = 0; + doorRight.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 3; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&lamp); + UpdateMonster(&picture); + } + + // Update monster bounds + lamp.bounds.x = lamp.position.x + 20 - scroll; + picture.bounds.x = picture.position.x + 44 - scroll; + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || + ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)) monsterHover = true; + else monsterHover = false; + + // Monters logic: lamp + if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) + { + lamp.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else lamp.selected = false; + + // Monters logic: picture + if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) + { + picture.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else picture.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (lamp.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + lamp.active = true; + lamp.selected = false; + } + else if (monsterCheck == 2) + { + if (picture.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + picture.active = true; + picture.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; + + if (player.position.x > 200) + { + scroll = player.position.x - 200; + + if (scroll > 620) scroll = 620; + } +} + +// Gameplay Screen Draw logic +void DrawAisle01Screen(void) +{ + DrawTexture(background, -scroll, 0, WHITE); + + // Draw monsters + DrawMonster(lamp, scroll); + DrawMonster(picture, scroll); + + // Draw door + Vector2 doorScrollPos = { doorCenter.position.x - scroll, doorCenter.position.y }; + if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, GREEN); + else DrawTextureRec(doors, doorCenter.frameRec, doorScrollPos, WHITE); + + doorScrollPos = (Vector2){ doorLeft.position.x - scroll, doorLeft.position.y }; + if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN); + else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE); + + doorScrollPos = (Vector2){ doorRight.position.x - scroll, doorRight.position.y }; + if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, GREEN); + else DrawTextureRec(doors, doorRight.frameRec, doorScrollPos, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(picture.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadAisle01Screen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(lamp); + UnloadMonster(picture); +} + +// Gameplay Screen should finish? +int FinishAisle01Screen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_aisle02.c b/games/skully_escape/screens/screen_aisle02.c new file mode 100644 index 00000000..6186a1fc --- /dev/null +++ b/games/skully_escape/screens/screen_aisle02.c @@ -0,0 +1,444 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorLeft; + +// Decalre monsters +static Monster lamp; +static Monster chair; +static Monster picture; +static Monster arc; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "HAS LEGS BUT CAN NOT WALK...\nSEARCH FOR IT TO OPEN THE DOOR!"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +static int scroll = 0; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitAisle02Screen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_aisle02.png"); + + scroll = player.position.x - 200; + + // Initialize doors + doorLeft.position = (Vector2) { -10, 136 }; + doorLeft.facing = 0; + doorLeft.locked = true; + doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; + doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; + doorLeft.selected = false; + + // Monster init: lamp + lamp.position = (Vector2){ 1520, 300 }; + lamp.texture = LoadTexture("resources/textures/monster_lamp_right.png"); + lamp.currentFrame = 0; + lamp.framesCounter = 0; + lamp.numFrames = 4; + lamp.bounds = (Rectangle){ lamp.position.x + 200, lamp.position.y, 90, 380 }; + lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; + lamp.selected = false; + lamp.active = false; + lamp.spooky = true; + + // Monster init: chair + chair.position = (Vector2){ 1400, 404 }; + chair.texture = LoadTexture("resources/textures/monster_chair_right.png"); + chair.currentFrame = 0; + chair.framesCounter = 0; + chair.numFrames = 4; + chair.bounds = (Rectangle){ chair.position.x + 50, chair.position.y + 30, 120, 190 }; + chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height }; + chair.selected = false; + chair.active = false; + chair.spooky = false; + + // Monster init: picture + picture.position = (Vector2){ 837, 162 }; + picture.texture = LoadTexture("resources/textures/monster_picture.png"); + picture.currentFrame = 0; + picture.framesCounter = 0; + picture.numFrames = 4; + picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 }; + picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; + picture.selected = false; + picture.active = false; + picture.spooky = true; + + // Monster init: arc + arc.position = (Vector2){ 388, 423 }; + arc.texture = LoadTexture("resources/textures/monster_arc.png"); + arc.currentFrame = 0; + arc.framesCounter = 0; + arc.numFrames = 4; + arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 }; + arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height }; + arc.selected = false; + arc.active = false; + arc.spooky = true; +} + +// Gameplay Screen Update logic +void UpdateAisle02Screen(void) +{ + // Update doors bounds + doorLeft.bound.x = doorLeft.position.x - scroll; + + if (player.key) + { + // Door: left + if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || + (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; + else doorLeft.selected = false; + + if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorLeft.locked) + { + doorLeft.frameRec.y = 0; + doorLeft.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&lamp); + UpdateMonster(&chair); + UpdateMonster(&picture); + UpdateMonster(&arc); + } + + // Update monster bounds + lamp.bounds.x = lamp.position.x + 200 - scroll; + chair.bounds.x = chair.position.x + 50 - scroll; + picture.bounds.x = picture.position.x + 44 - scroll; + arc.bounds.x = arc.position.x + 44 - scroll; + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || + ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) || + ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) || + ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true; + else monsterHover = false; + + + // Monters logic: lamp + if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) + { + lamp.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else lamp.selected = false; + + // Monters logic: chair + if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) + { + chair.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else chair.selected = false; + + // Monters logic: picture + if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) + { + picture.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 3; + } + } + else picture.selected = false; + + // Monters logic: arc + if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active) + { + arc.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 4; + } + } + else arc.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (lamp.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + lamp.active = true; + lamp.selected = false; + } + else if (monsterCheck == 2) + { + if (chair.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + chair.active = true; + chair.selected = false; + } + else if (monsterCheck == 3) + { + if (picture.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + picture.active = true; + picture.selected = false; + } + else if (monsterCheck == 4) + { + if (arc.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + arc.active = true; + arc.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; + + if (player.position.x > 200) + { + scroll = player.position.x - 200; + + if (scroll > 620) scroll = 620; + } +} + +// Gameplay Screen Draw logic +void DrawAisle02Screen(void) +{ + DrawTexture(background, -scroll, 0, WHITE); + + // Draw monsters + DrawMonster(lamp, scroll); + DrawMonster(arc, scroll); + DrawMonster(picture, scroll); + DrawMonster(chair, scroll); + + // Draw door + Vector2 doorScrollPos = { doorLeft.position.x - scroll, doorLeft.position.y }; + + if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, GREEN); + else DrawTextureRec(doors, doorLeft.frameRec, doorScrollPos, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(arc.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(chair.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(picture.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadAisle02Screen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(lamp); + UnloadMonster(chair); + UnloadMonster(picture); + UnloadMonster(arc); +} + +// Gameplay Screen should finish? +int FinishAisle02Screen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_armory.c b/games/skully_escape/screens/screen_armory.c new file mode 100644 index 00000000..622299f0 --- /dev/null +++ b/games/skully_escape/screens/screen_armory.c @@ -0,0 +1,404 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorLeft; +static Door doorRight; + +// Decalre monsters +static Monster blazon01; +static Monster blazon02; +static Monster blazon03; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "NO MORE TIPS...\nFOLLOW YOUR INSTINCT!"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitArmoryScreen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_armory.png"); + + // Initialize doors + doorLeft.position = (Vector2) { -50, 145 }; + doorLeft.facing = 0; + doorLeft.locked = true; + doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; + doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; + doorLeft.selected = false; + + doorRight.position = (Vector2) { 1074, 140 }; + doorRight.facing = 2; + doorRight.locked = true; + doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; + doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; + doorRight.selected = false; + + // Monster init: blazon01 + blazon01.position = (Vector2){ 300, 260 }; + blazon01.texture = LoadTexture("resources/textures/monster_blazon01.png"); + blazon01.currentFrame = 0; + blazon01.framesCounter = 0; + blazon01.numFrames = 4; + blazon01.bounds = (Rectangle){ blazon01.position.x, blazon01.position.y + 20, 160, 230 }; + blazon01.frameRec = (Rectangle) { 0, 0, blazon01.texture.width/blazon01.numFrames, blazon01.texture.height }; + blazon01.selected = false; + blazon01.active = false; + blazon01.spooky = true; + + // Monster init: blazon02 + blazon02.position = (Vector2){ 550, 260 }; + blazon02.texture = LoadTexture("resources/textures/monster_blazon02.png"); + blazon02.currentFrame = 0; + blazon02.framesCounter = 0; + blazon02.numFrames = 4; + blazon02.bounds = (Rectangle){ blazon02.position.x, blazon02.position.y + 20, 160, 230 }; + blazon02.frameRec = (Rectangle) { 0, 0, blazon02.texture.width/blazon02.numFrames, blazon02.texture.height }; + blazon02.selected = false; + blazon02.active = false; + blazon02.spooky = true; + + // Monster init: blazon03 + blazon03.position = (Vector2){ 800, 260 }; + blazon03.texture = LoadTexture("resources/textures/monster_blazon03.png"); + blazon03.currentFrame = 0; + blazon03.framesCounter = 0; + blazon03.numFrames = 4; + blazon03.bounds = (Rectangle){ blazon03.position.x, blazon03.position.y + 20, 160, 230 }; + blazon03.frameRec = (Rectangle) { 0, 0, blazon03.texture.width/blazon03.numFrames, blazon03.texture.height }; + blazon03.selected = false; + blazon03.active = false; + blazon03.spooky = false; +} + +// Gameplay Screen Update logic +void UpdateArmoryScreen(void) +{ + if (player.key) + { + // Door: left + if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || + (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; + else doorLeft.selected = false; + + if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorLeft.locked) + { + doorLeft.frameRec.y = 0; + doorLeft.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + + // Door: right + if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || + (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; + else doorRight.selected = false; + + if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorRight.locked) + { + doorRight.frameRec.y = 0; + doorRight.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 2; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&blazon01); + UpdateMonster(&blazon02); + UpdateMonster(&blazon03); + } + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) || + ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) || + ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active)) monsterHover = true; + else monsterHover = false; + + // Monters logic: blazon01 + if ((CheckCollisionRecs(player.bounds, blazon01.bounds)) && !blazon01.active) + { + blazon01.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon01.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else blazon01.selected = false; + + // Monters logic: blazon02 + if ((CheckCollisionRecs(player.bounds, blazon02.bounds)) && !blazon02.active) + { + blazon02.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon02.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else blazon02.selected = false; + + // Monters logic: blazon03 + if ((CheckCollisionRecs(player.bounds, blazon03.bounds)) && !blazon03.active) + { + blazon03.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), blazon03.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 3; + } + } + else blazon03.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (blazon01.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + blazon01.active = true; + blazon01.selected = false; + } + else if (monsterCheck == 2) + { + if (blazon02.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + blazon02.active = true; + blazon02.selected = false; + } + else if (monsterCheck == 3) + { + if (blazon03.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + blazon03.active = true; + blazon03.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; +} + +// Gameplay Screen Draw logic +void DrawArmoryScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // Draw monsters + DrawMonster(blazon01, 0); + DrawMonster(blazon02, 0); + DrawMonster(blazon03, 0); + + // Draw door + if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN); + else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE); + + if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN); + else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(blazon01.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(blazon02.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(blazon03.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadArmoryScreen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(blazon01); + UnloadMonster(blazon02); + UnloadMonster(blazon03); +} + +// Gameplay Screen should finish? +int FinishArmoryScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_attic.c b/games/skully_escape/screens/screen_attic.c new file mode 100644 index 00000000..a8bc0a6b --- /dev/null +++ b/games/skully_escape/screens/screen_attic.c @@ -0,0 +1,332 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorRight; + +// Decalre monsters +static Monster lamp; +static Monster arc; + +static bool monsterHover; +static int monsterCheck; // Identify checking monster + +static const char message[256] = "YOUR PARENTS ARE GONE! TIME TO ESCAPE!\nTHE DOOR IS LOCKED... TURN ON THE LIGHTS! ;)"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitAtticScreen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_attic.png"); + + // Initialize doors + doorRight.position = (Vector2) { 1074, 140 }; + doorRight.facing = 2; + doorRight.locked = true; + doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; + doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; + doorRight.selected = false; + + // Monster init: lamp + lamp.position = (Vector2){ 50, 316 }; + lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png"); + lamp.currentFrame = 0; + lamp.framesCounter = 0; + lamp.numFrames = 4; + lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y, 90, 380 }; + lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; + lamp.selected = false; + lamp.active = false; + lamp.spooky = false; + + // Monster init: arc + arc.position = (Vector2){ 760, 430 }; + arc.texture = LoadTexture("resources/textures/monster_arc.png"); + arc.currentFrame = 0; + arc.framesCounter = 0; + arc.numFrames = 4; + arc.bounds = (Rectangle){ arc.position.x + 44, arc.position.y + 70, 220, 120 }; + arc.frameRec = (Rectangle) { 0, 0, arc.texture.width/arc.numFrames, arc.texture.height }; + arc.selected = false; + arc.active = false; + arc.spooky = true; +} + +// Gameplay Screen Update logic +void UpdateAtticScreen(void) +{ + if (player.key) + { + // Door: right + if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || + (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; + else doorRight.selected = false; + + if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorRight.locked) + { + doorRight.frameRec.y = 0; + doorRight.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&lamp); + UpdateMonster(&arc); + } + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || + ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true; + else monsterHover = false; + + // Monters logic: lamp + if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) + { + lamp.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else lamp.selected = false; + + // Monters logic: arc + if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active) + { + arc.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else arc.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (lamp.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + lamp.active = true; + lamp.selected = false; + } + else if (monsterCheck == 2) + { + if (arc.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + arc.active = true; + arc.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; + + if (IsKeyPressed('M')) + { + finishScreen = 1; + } +} + +// Gameplay Screen Draw logic +void DrawAtticScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // Draw monsters + DrawMonster(lamp, 0); + DrawMonster(arc, 0); + + // Draw door + if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN); + else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(arc.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadAtticScreen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(lamp); + UnloadMonster(arc); +} + +// Gameplay Screen should finish? +int FinishAtticScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_bathroom.c b/games/skully_escape/screens/screen_bathroom.c new file mode 100644 index 00000000..176967a7 --- /dev/null +++ b/games/skully_escape/screens/screen_bathroom.c @@ -0,0 +1,383 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorRight; + +// Decalre monst +static Monster lamp; +static Monster chair; +static Monster mirror; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "TRICK OR TREAT! WHO IS THE MOST BEAUTIFUL\nSKELETON IN THE WORLD?"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitBathroomScreen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_bathroom.png"); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + // Initialize doors + doorRight.position = (Vector2) { 1070, 135 }; + doorRight.facing = 2; + doorRight.locked = true; + doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; + doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; + doorRight.selected = false; + + // Monster init: lamp + lamp.position = (Vector2){ 35, 334 }; + lamp.texture = LoadTexture("resources/textures/monster_lamp_left.png"); + lamp.currentFrame = 0; + lamp.framesCounter = 0; + lamp.numFrames = 4; + lamp.bounds = (Rectangle){ lamp.position.x + 20, lamp.position.y + 0, 90, 380}; + lamp.frameRec = (Rectangle) { 0, 0, lamp.texture.width/lamp.numFrames, lamp.texture.height }; + lamp.selected = false; + lamp.active = false; + lamp.spooky = true; + + // Monster init: mirror + mirror.position = (Vector2){ 300, 200 }; + mirror.texture = LoadTexture("resources/textures/monster_mirror.png"); + mirror.currentFrame = 0; + mirror.framesCounter = 0; + mirror.numFrames = 4; + mirror.bounds = (Rectangle){ mirror.position.x + 40, mirror.position.y + 20, 190, 200 }; + mirror.frameRec = (Rectangle) { 0, 0, mirror.texture.width/mirror.numFrames, mirror.texture.height }; + mirror.selected = false; + mirror.active = false; + mirror.spooky = false; + + // Monster init: chair + chair.position = (Vector2){ 760, 430 }; + chair.texture = LoadTexture("resources/textures/monster_chair_right.png"); + chair.currentFrame = 0; + chair.framesCounter = 0; + chair.numFrames = 4; + chair.bounds = (Rectangle){ chair.position.x + 30, chair.position.y + 30, 120, 190 }; + chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height }; + chair.selected = false; + chair.active = false; + chair.spooky = true; +} + +// Gameplay Screen Update logic +void UpdateBathroomScreen(void) +{ + if (player.key) + { + // Door: right + if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || + (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; + else doorRight.selected = false; + + if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorRight.locked) + { + doorRight.frameRec.y = 0; + doorRight.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&lamp); + UpdateMonster(&mirror); + UpdateMonster(&chair); + } + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) || + ((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active) || + ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active)) monsterHover = true; + else monsterHover = false; + + + // Monters logic: lamp + if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) + { + lamp.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else lamp.selected = false; + + // Monters logic: mirror + if ((CheckCollisionRecs(player.bounds, mirror.bounds)) && !mirror.active) + { + mirror.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), mirror.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else mirror.selected = false; + + // Monters logic: chair + if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) + { + chair.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 3; + } + } + else chair.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (lamp.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + lamp.active = true; + lamp.selected = false; + } + else if (monsterCheck == 2) + { + if (mirror.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + mirror.active = true; + mirror.selected = false; + } + else if (monsterCheck == 3) + { + if (chair.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + chair.active = true; + chair.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; +} + +// Gameplay Screen Draw logic +void DrawBathroomScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // Draw monsters + DrawMonster(lamp, 0); + DrawMonster(mirror, 0); + DrawMonster(chair, 0); + + // Draw door + if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN); + else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(lamp.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(mirror.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(chair.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadBathroomScreen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(lamp); + UnloadMonster(chair); + UnloadMonster(mirror); +} + +// Gameplay Screen should finish? +int FinishBathroomScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_ending.c b/games/skully_escape/screens/screen_ending.c new file mode 100644 index 00000000..120d9071 --- /dev/null +++ b/games/skully_escape/screens/screen_ending.c @@ -0,0 +1,90 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Ending Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Ending screen global variables +static int framesCounter; +static int finishScreen; + +static float alpha = 0.0f; + +//---------------------------------------------------------------------------------- +// Ending Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Ending Screen Initialization logic +void InitEndingScreen(void) +{ + // TODO: Initialize ENDING screen variables here! + framesCounter = 0; + finishScreen = 0; + alpha = 0.0f; +} + +// Ending Screen Update logic +void UpdateEndingScreen(void) +{ + // TODO: Update ENDING screen variables here! + framesCounter++; + + alpha += 0.005f; + + if (alpha >= 1.0f) alpha = 1.0f; + + // Press enter to change to ATTIC screen + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + finishScreen = 1; + } +} + +// Ending Screen Draw logic +void DrawEndingScreen(void) +{ + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY); + + DrawTextEx(font, "CONGRATULATIONS!", (Vector2){ 50, 160 }, font.size*3, 2, Fade(WHITE, alpha)); + DrawTextEx(font, "SKULLY ESCAPED!", (Vector2){ 100, 300 }, font.size*3, 2, Fade(WHITE, alpha)); + + if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER or CLICK", 380, 545, 40, BLACK); +} + +// Ending Screen Unload logic +void UnloadEndingScreen(void) +{ + // TODO: Unload ENDING screen variables here! +} + +// Ending Screen should finish? +int FinishEndingScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_kitchen.c b/games/skully_escape/screens/screen_kitchen.c new file mode 100644 index 00000000..a6b8924d --- /dev/null +++ b/games/skully_escape/screens/screen_kitchen.c @@ -0,0 +1,403 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorLeft; +static Door doorRight; + +// Decalre monsters +static Monster closet; +static Monster chair; +static Monster window; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "QUITE BORING AROUND...\nANY BETTER ENTERTAINING?"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitKitchenScreen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_kitchen.png"); + + // Initialize doors + doorLeft.position = (Vector2) { -45, 136 }; + doorLeft.facing = 0; + doorLeft.locked = true; + doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; + doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; + doorLeft.selected = false; + + doorRight.position = (Vector2) { 1090, 148 }; + doorRight.facing = 2; + doorRight.locked = true; + doorRight.frameRec =(Rectangle) {((doors.width/3)*doorRight.facing), doors.height/2, doors.width/3, doors.height/2}; + doorRight.bound = (Rectangle) { doorRight.position.x, doorRight.position.y, doors.width/3, doors.height/2}; + doorRight.selected = false; + + // Monster init: lamp + closet.position = (Vector2){ 280, 260 }; + closet.texture = LoadTexture("resources/textures/monster_closet.png"); + closet.currentFrame = 0; + closet.framesCounter = 0; + closet.numFrames = 4; + closet.bounds = (Rectangle){ closet.position.x + 100, closet.position.y+25, 272,348 }; + closet.frameRec = (Rectangle) { 0, 0, closet.texture.width/closet.numFrames, closet.texture.height }; + closet.selected = false; + closet.active = false; + closet.spooky = true; + + // Monster init: chair + chair.position = (Vector2){ 230, 410 }; + chair.texture = LoadTexture("resources/textures/monster_chair_left.png"); + chair.currentFrame = 0; + chair.framesCounter = 0; + chair.numFrames = 4; + chair.bounds = (Rectangle){ chair.position.x + 30, chair.position.y + 60, 100, 160 }; + chair.frameRec = (Rectangle) { 0, 0, chair.texture.width/chair.numFrames, chair.texture.height }; + chair.selected = false; + chair.active = false; + chair.spooky = true; + + // Monster init: window + window.position = (Vector2){ 715, 88 }; + window.texture = LoadTexture("resources/textures/monster_window.png"); + window.currentFrame = 0; + window.framesCounter = 0; + window.numFrames = 4; + window.bounds = (Rectangle){ window.position.x + 100, window.position.y + 10, 200, 370 }; + window.frameRec = (Rectangle) { 0, 0, window.texture.width/window.numFrames, window.texture.height }; + window.selected = false; + window.active = false; + window.spooky = false; +} + +// Gameplay Screen Update logic +void UpdateKitchenScreen(void) +{ + if (player.key) + { + // Door: left + if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || + (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; + else doorLeft.selected = false; + + if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorLeft.locked) + { + doorLeft.frameRec.y = 0; + doorLeft.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + + // Door: right + if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || + (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; + else doorRight.selected = false; + + if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorRight.locked) + { + doorRight.frameRec.y = 0; + doorRight.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 2; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&closet); + UpdateMonster(&chair); + UpdateMonster(&window); + } + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active) || + ((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active)) monsterHover = true; + else monsterHover = false; + + // Monters logic: closet + if ((CheckCollisionRecs(player.bounds, closet.bounds)) && !closet.active) + { + closet.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), closet.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else closet.selected = false; + + // Monters logic: chair + if ((CheckCollisionRecs(player.bounds, chair.bounds)) && !chair.active) + { + chair.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), chair.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else chair.selected = false; + + // Monters logic: window + if ((CheckCollisionRecs(player.bounds, window.bounds)) && !window.active) + { + window.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), window.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 3; + } + } + else window.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (closet.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + closet.active = true; + closet.selected = false; + } + else if (monsterCheck == 2) + { + if (chair.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + chair.active = true; + chair.selected = false; + } + else if (monsterCheck == 3) + { + if (window.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + window.active = true; + window.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; +} + +// Gameplay Screen Draw logic +void DrawKitchenScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // Draw monsters + DrawMonster(closet, 0); + DrawMonster(chair, 0); + DrawMonster(window, 0); + + // Draw door + if (doorRight.selected) DrawTextureRec(doors, doorRight.frameRec, doorRight.position, GREEN); + else DrawTextureRec(doors, doorRight.frameRec, doorRight.position, WHITE); + + if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN); + else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(closet.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(window.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(chair.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadKitchenScreen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(closet); + UnloadMonster(chair); + UnloadMonster(window); +} + +// Gameplay Screen should finish? +int FinishKitchenScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_livingroom.c b/games/skully_escape/screens/screen_livingroom.c new file mode 100644 index 00000000..b2b09d9a --- /dev/null +++ b/games/skully_escape/screens/screen_livingroom.c @@ -0,0 +1,403 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" +#include "../player.h" +#include "../monster.h" + +#include <string.h> + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Gameplay screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D background; + +// Declare doors +static Door doorCenter; +static Door doorLeft; + +// Decalre monsters +static Monster candle; +static Monster picture; +static Monster phone; + +static bool monsterHover = false; +static int monsterCheck = -1; // Identify checking monster + +static const char message[256] = "WHEN WIND BLOWS, IT KNOWS THE DIRECTION\nLET IT GUIDE YOU!"; +static int msgPosX = 100; + +static int msgState = 0; // 0-writting, 1-wait, 2-choose +static int lettersCounter = 0; +static char msgBuffer[256] = { '\0' }; +static int msgCounter = 0; + +static bool searching = false; + +//---------------------------------------------------------------------------------- +// Gameplay Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Gameplay Screen Initialization logic +void InitLivingroomScreen(void) +{ + ResetPlayer(); + + // Reset Screen variables + monsterHover = false; + monsterCheck = -1; + msgState = 0; + msgCounter = 0; + lettersCounter = 0; + for (int i = 0; i < 256; i++) msgBuffer[i] = '\0'; + + framesCounter = 0; + finishScreen = 0; + + background = LoadTexture("resources/textures/background_livingroom.png"); + + // Initialize doors + doorLeft.position = (Vector2) { -45, 140}; + doorLeft.facing = 0; + doorLeft.locked = true; + doorLeft.frameRec =(Rectangle) {((doors.width/3)*doorLeft.facing), doors.height/2, doors.width/3, doors.height/2}; + doorLeft.bound = (Rectangle) { doorLeft.position.x, doorLeft.position.y, doors.width/3, doors.height/2}; + doorLeft.selected = false; + + doorCenter.position = (Vector2) { 830, 108 }; + doorCenter.facing = 1; + doorCenter.locked = true; + doorCenter.frameRec =(Rectangle) {((doors.width/3)*doorCenter.facing), doors.height/2, doors.width/3, doors.height/2}; + doorCenter.bound = (Rectangle) { doorCenter.position.x, doorCenter.position.y, doors.width/3, doors.height/2}; + doorCenter.selected = false; + + // Monster init: lamp + candle.position = (Vector2){ 154, 256 }; + candle.texture = LoadTexture("resources/textures/monster_candle.png"); + candle.currentFrame = 0; + candle.framesCounter = 0; + candle.numFrames = 4; + candle.bounds = (Rectangle){ candle.position.x + 90, candle.position.y + 30, 185, 340 }; + candle.frameRec = (Rectangle) { 0, 0, candle.texture.width/candle.numFrames, candle.texture.height }; + candle.selected = false; + candle.active = false; + candle.spooky = false; + + // Monster init: arc + picture.position = (Vector2){ 504, 164 }; + picture.texture = LoadTexture("resources/textures/monster_picture.png"); + picture.currentFrame = 0; + picture.framesCounter = 0; + picture.numFrames = 4; + picture.bounds = (Rectangle){ picture.position.x + 44, picture.position.y, 174, 264 }; + picture.frameRec = (Rectangle) { 0, 0, picture.texture.width/picture.numFrames, picture.texture.height }; + picture.selected = false; + picture.active = false; + picture.spooky = true; + + // Monster init: phone + phone.position = (Vector2){ 1054, 404 }; + phone.texture = LoadTexture("resources/textures/monster_phone.png"); + phone.currentFrame = 0; + phone.framesCounter = 0; + phone.numFrames = 4; + phone.bounds = (Rectangle){ phone.position.x + 64, phone.position.y +120, 100, 160 }; + phone.frameRec = (Rectangle) { 0, 0, phone.texture.width/phone.numFrames, phone.texture.height }; + phone.selected = false; + phone.active = false; + phone.spooky = true; +} + +// Gameplay Screen Update logic +void UpdateLivingroomScreen(void) +{ + if (player.key) + { + // Door: left + if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || + (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; + else doorLeft.selected = false; + + if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorLeft.locked) + { + doorLeft.frameRec.y = 0; + doorLeft.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 1; + } + } + + // Door: center + if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || + (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; + else doorCenter.selected = false; + + if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound))) + { + if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE))) + { + if (doorCenter.locked) + { + doorCenter.frameRec.y = 0; + doorCenter.locked = false; + PlaySound(sndDoor); + } + else finishScreen = 2; + } + } + } + + if (msgState > 2) + { + UpdatePlayer(); + + // Monsters logic + UpdateMonster(&candle); + UpdateMonster(&picture); + UpdateMonster(&phone); + } + + // Check player hover monsters to interact + if (((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) || + ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) || + ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)) monsterHover = true; + else monsterHover = false; + + // Monters logic: candle + if ((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) + { + candle.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), candle.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 1; + } + } + else candle.selected = false; + + // Monters logic: picture + if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) + { + picture.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 2; + } + } + else picture.selected = false; + + // Monters logic: phone + if ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active) + { + phone.selected = true; + + if ((IsKeyPressed(KEY_SPACE)) || + ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), phone.bounds)))) + { + SearchKeyPlayer(); + searching = true; + framesCounter = 0; + + monsterCheck = 3; + } + } + else phone.selected = false; + + if (searching) + { + framesCounter++; + + if (framesCounter > 180) + { + if (monsterCheck == 1) + { + if (candle.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + candle.active = true; + candle.selected = false; + } + else if (monsterCheck == 2) + { + if (picture.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + picture.active = true; + picture.selected = false; + } + else if (monsterCheck == 3) + { + if (phone.spooky) + { + ScarePlayer(); + PlaySound(sndScream); + } + else FindKeyPlayer(); + + phone.active = true; + phone.selected = false; + } + + searching = false; + framesCounter = 0; + } + } + + // Text animation + framesCounter++; + + if ((framesCounter%2) == 0) lettersCounter++; + + if (msgState == 0) + { + if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter); + else + { + for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0'; + + lettersCounter = 0; + msgState = 1; + } + + if (IsKeyPressed(KEY_ENTER)) msgState = 1; + } + else if (msgState == 1) + { + msgCounter++; + + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + msgState = 2; + msgCounter = 0; + } + } + else if (msgState == 2) + { + msgCounter++; + + if (msgCounter > 180) msgState = 3; + } + else msgCounter++; +} + +// Gameplay Screen Draw logic +void DrawLivingroomScreen(void) +{ + DrawTexture(background, 0, 0, WHITE); + + // Draw monsters + DrawMonster(picture, 0); + DrawMonster(candle, 0); + DrawMonster(phone, 0); + + // Draw door + if (doorCenter.selected) DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, GREEN); + else DrawTextureRec(doors, doorCenter.frameRec, doorCenter.position, WHITE); + if (doorLeft.selected) DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, GREEN); + else DrawTextureRec(doors, doorLeft.frameRec, doorLeft.position, WHITE); + + // Draw messsages + if (msgState < 2) DrawRectangle(0, 40, GetScreenWidth(), 200, Fade(LIGHTGRAY, 0.5f)); + else if (msgState == 2) DrawRectangle(0, 80, GetScreenWidth(), 100, Fade(LIGHTGRAY, 0.5f)); + + if (msgState == 0) + { + DrawTextEx(font, msgBuffer, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + } + else if (msgState == 1) + { + DrawTextEx(font, message, (Vector2){ msgPosX, 80 }, font.size, 2, WHITE); + + if ((msgCounter/30)%2) DrawText("PRESS ENTER or CLICK", GetScreenWidth() - 280, 200, 20, BLACK); + } + else if (msgState == 2) + { + if ((msgCounter/30)%2) + { + DrawTextEx(font, "CHOOSE WISELY!", (Vector2){ 300, 95 }, font.size*2, 2, WHITE); + + DrawRectangleRec(candle.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(phone.bounds, Fade(RED, 0.6f)); + DrawRectangleRec(picture.bounds, Fade(RED, 0.6f)); + } + } + else + { + if ((monsterHover) && ((msgCounter/30)%2)) + { + DrawRectangle(0, 0, GetScreenWidth(), 50, Fade(LIGHTGRAY, 0.5f)); + DrawText("PRESS SPACE or CLICK to INTERACT", 420, 15, 20, BLACK); + } + } + + DrawPlayer(); // NOTE: Also draws mouse pointer! +} + +// Gameplay Screen Unload logic +void UnloadLivingroomScreen(void) +{ + // TODO: Unload GAMEPLAY screen variables here! + UnloadTexture(background); + + UnloadMonster(candle); + UnloadMonster(picture); + UnloadMonster(phone); +} + +// Gameplay Screen should finish? +int FinishLivingroomScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_logo.c b/games/skully_escape/screens/screen_logo.c new file mode 100644 index 00000000..f07f5f54 --- /dev/null +++ b/games/skully_escape/screens/screen_logo.c @@ -0,0 +1,108 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Logo Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Logo screen global variables +static int framesCounter = 0; +static int finishScreen; + +static Texture2D logo; +static float logoAlpha = 0; + +static int state = 0; + +//---------------------------------------------------------------------------------- +// Logo Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Logo Screen Initialization logic +void InitLogoScreen(void) +{ + // Initialize LOGO screen variables here! + finishScreen = 0; + + logo = LoadTexture("resources/textures/skully_logo.png"); +} + +// Logo Screen Update logic +void UpdateLogoScreen(void) +{ + // Update LOGO screen variables here! + if (state == 0) + { + logoAlpha += 0.04f; + + if (logoAlpha >= 1.0f) state = 1; + } + else if (state == 1) + { + framesCounter++; + + if (framesCounter > 180) state = 2; + } + else if (state == 2) + { + logoAlpha -= 0.04f; + + if (logoAlpha <= 0.0f) + { + framesCounter = 0; + state = 3; + } + } + else if (state == 3) + { + finishScreen = 1; + } +} + +// Logo Screen Draw logic +void DrawLogoScreen(void) +{ + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), RAYWHITE); + + DrawTexture(logo, GetScreenWidth()/2 - logo.width/2, 130, Fade(WHITE, logoAlpha)); + + DrawText("GRAY TEAM", 340, 450, 100, Fade(DARKGRAY, logoAlpha)); +} + +// Logo Screen Unload logic +void UnloadLogoScreen(void) +{ + // Unload LOGO screen variables here! + UnloadTexture(logo); +} + +// Logo Screen should finish? +int FinishLogoScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_logo_raylib.c b/games/skully_escape/screens/screen_logo_raylib.c new file mode 100644 index 00000000..e5efe843 --- /dev/null +++ b/games/skully_escape/screens/screen_logo_raylib.c @@ -0,0 +1,201 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Logo Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +#define LOGO_RECS_SIDE 16 + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Logo screen global variables +static int framesCounter = 0; +static int finishScreen; + +static int logoPositionX; +static int logoPositionY; + +static int lettersCount = 0; + +static int topSideRecWidth = LOGO_RECS_SIDE; +static int leftSideRecHeight = LOGO_RECS_SIDE; + +static int bottomSideRecWidth = LOGO_RECS_SIDE; +static int rightSideRecHeight = LOGO_RECS_SIDE; + +static char raylib[8]; // raylib text array, max 8 letters +static int state = 0; // Tracking animation states (State Machine) +static float alpha = 1.0f; // Useful for fading + +//---------------------------------------------------------------------------------- +// Logo Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Logo Screen Initialization logic +void rlInitLogoScreen(void) +{ + // TODO: Initialize LOGO screen variables here! + finishScreen = 0; + + logoPositionX = GetScreenWidth()/2 - 128; + logoPositionY = GetScreenHeight()/2 - 128; + + for (int i = 0; i < 8; i++) raylib[i] = '\0'; +} + +// Logo Screen Update logic +void rlUpdateLogoScreen(void) +{ + // Update LOGO screen variables here! + if (state == 0) // State 0: Small box blinking + { + framesCounter++; + + if (framesCounter == 80) + { + state = 1; + framesCounter = 0; // Reset counter... will be used later... + } + } + else if (state == 1) // State 1: Top and left bars growing + { + topSideRecWidth += 8; + leftSideRecHeight += 8; + + if (topSideRecWidth == 256) state = 2; + } + else if (state == 2) // State 2: Bottom and right bars growing + { + bottomSideRecWidth += 8; + rightSideRecHeight += 8; + + if (bottomSideRecWidth == 256) state = 3; + } + else if (state == 3) // State 3: Letters appearing (one by one) + { + framesCounter++; + + if (framesCounter/10) // Every 12 frames, one more letter! + { + lettersCount++; + framesCounter = 0; + } + + switch (lettersCount) + { + case 1: raylib[0] = 'r'; break; + case 2: raylib[1] = 'a'; break; + case 3: raylib[2] = 'y'; break; + case 4: raylib[3] = 'l'; break; + case 5: raylib[4] = 'i'; break; + case 6: raylib[5] = 'b'; break; + default: break; + } + + // When all letters have appeared... + if (lettersCount >= 10) + { + state = 4; + framesCounter = 0; + } + } + else if (state == 4) + { + framesCounter++; + + if (framesCounter > 100) + { + alpha -= 0.02f; + + if (alpha <= 0.0f) + { + alpha = 0.0f; + finishScreen = 1; + } + } + } +} + +// Logo Screen Draw logic +void rlDrawLogoScreen(void) +{ + if (state == 0) + { + if ((framesCounter/10)%2) DrawRectangle(logoPositionX, logoPositionY, 16, 16, BLACK); + } + else if (state == 1) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + } + else if (state == 2) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, BLACK); + DrawRectangle(logoPositionX, logoPositionY, 16, leftSideRecHeight, BLACK); + + DrawRectangle(logoPositionX + 240, logoPositionY, 16, rightSideRecHeight, BLACK); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, BLACK); + } + else if (state == 3) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); + } + else if (state == 4) + { + DrawRectangle(logoPositionX, logoPositionY, topSideRecWidth, 16, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 16, 16, leftSideRecHeight - 32, Fade(BLACK, alpha)); + + DrawRectangle(logoPositionX + 240, logoPositionY + 16, 16, rightSideRecHeight - 32, Fade(BLACK, alpha)); + DrawRectangle(logoPositionX, logoPositionY + 240, bottomSideRecWidth, 16, Fade(BLACK, alpha)); + + DrawRectangle(GetScreenWidth()/2 - 112, GetScreenHeight()/2 - 112, 224, 224, Fade(RAYWHITE, alpha)); + + DrawText(raylib, GetScreenWidth()/2 - 44, GetScreenHeight()/2 + 48, 50, Fade(BLACK, alpha)); + + if (framesCounter > 20) DrawText("powered by", logoPositionX, logoPositionY - 27, 20, Fade(DARKGRAY, alpha)); + } +} + +// Logo Screen Unload logic +void rlUnloadLogoScreen(void) +{ + // TODO: Unload LOGO screen variables here! +} + +// Logo Screen should finish? +int rlFinishLogoScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screen_title.c b/games/skully_escape/screens/screen_title.c new file mode 100644 index 00000000..837b5112 --- /dev/null +++ b/games/skully_escape/screens/screen_title.c @@ -0,0 +1,92 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Title Screen Functions Definitions (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#include "raylib.h" +#include "screens.h" + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- + +// Title screen global variables +static int framesCounter; +static int finishScreen; + +static Texture2D title; +static float titleAlpha = 0.0f; + +//---------------------------------------------------------------------------------- +// Title Screen Functions Definition +//---------------------------------------------------------------------------------- + +// Title Screen Initialization logic +void InitTitleScreen(void) +{ + // Initialize TITLE screen variables here! + framesCounter = 0; + finishScreen = 0; + + title = LoadTexture("resources/textures/title.png"); +} + +// Title Screen Update logic +void UpdateTitleScreen(void) +{ + // Update TITLE screen variables here! + framesCounter++; + + titleAlpha += 0.005f; + + if (titleAlpha >= 1.0f) titleAlpha = 1.0f; + + // Press enter to change to ATTIC screen + if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON))) + { + finishScreen = 1; + } +} + +// Title Screen Draw logic +void DrawTitleScreen(void) +{ + //DrawText("TITLE SCREEN", 100, 100, 140, Fade(BLACK, titleAlpha)); + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), DARKGRAY); + DrawTexture(title, GetScreenWidth()/2 - title.width/2, 20, Fade(WHITE, titleAlpha)); + + if ((framesCounter > 180) && ((framesCounter/40)%2)) DrawText("PRESS ENTER to START", 380, 545, 40, BLACK); +} + +// Title Screen Unload logic +void UnloadTitleScreen(void) +{ + // Unload TITLE screen variables here! + UnloadTexture(title); +} + +// Title Screen should finish? +int FinishTitleScreen(void) +{ + return finishScreen; +}
\ No newline at end of file diff --git a/games/skully_escape/screens/screens.h b/games/skully_escape/screens/screens.h new file mode 100644 index 00000000..790df9ff --- /dev/null +++ b/games/skully_escape/screens/screens.h @@ -0,0 +1,164 @@ +/********************************************************************************************** +* +* raylib - Advance Game template +* +* Screens Functions Declarations (Init, Update, Draw, Unload) +* +* Copyright (c) 2014 Ramon Santamaria (Ray San - raysan@raysanweb.com) +* +* This software is provided "as-is", without any express or implied warranty. In no event +* will the authors be held liable for any damages arising from the use of this software. +* +* Permission is granted to anyone to use this software for any purpose, including commercial +* applications, and to alter it and redistribute it freely, subject to the following restrictions: +* +* 1. The origin of this software must not be misrepresented; you must not claim that you +* wrote the original software. If you use this software in a product, an acknowledgment +* in the product documentation would be appreciated but is not required. +* +* 2. Altered source versions must be plainly marked as such, and must not be misrepresented +* as being the original software. +* +* 3. This notice may not be removed or altered from any source distribution. +* +**********************************************************************************************/ + +#ifndef SCREENS_H +#define SCREENS_H + +#define PLAYER_ANIM_FRAMES 7 +#define PLAYER_ANIM_SEQ 2 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum GameScreen { LOGO = 0, LOGO_RL, TITLE, ATTIC, AISLE01, AISLE02, BATHROOM, LIVINGROOM, KITCHEN, ARMORY, ENDING } GameScreen; + +typedef struct Door { + Vector2 position; + int facing; + bool locked; + bool selected; + Rectangle frameRec; + Rectangle bound; +} Door; + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +GameScreen currentScreen; +SpriteFont font; + +Texture2D doors; +Sound sndDoor; +Sound sndScream; + + +#ifdef __cplusplus +extern "C" { // Prevents name mangling of functions +#endif + +//---------------------------------------------------------------------------------- +// Logo Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitLogoScreen(void); +void UpdateLogoScreen(void); +void DrawLogoScreen(void); +void UnloadLogoScreen(void); +int FinishLogoScreen(void); + +//---------------------------------------------------------------------------------- +// raylib Logo Screen Functions Declaration +//---------------------------------------------------------------------------------- +void rlInitLogoScreen(void); +void rlUpdateLogoScreen(void); +void rlDrawLogoScreen(void); +void rlUnloadLogoScreen(void); +int rlFinishLogoScreen(void); + +//---------------------------------------------------------------------------------- +// Title Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitTitleScreen(void); +void UpdateTitleScreen(void); +void DrawTitleScreen(void); +void UnloadTitleScreen(void); +int FinishTitleScreen(void); + +//---------------------------------------------------------------------------------- +// Attic Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitAtticScreen(void); +void UpdateAtticScreen(void); +void DrawAtticScreen(void); +void UnloadAtticScreen(void); +int FinishAtticScreen(void); + +//---------------------------------------------------------------------------------- +// Aisle01 Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitAisle01Screen(void); +void UpdateAisle01Screen(void); +void DrawAisle01Screen(void); +void UnloadAisle01Screen(void); +int FinishAisle01Screen(void); + +//---------------------------------------------------------------------------------- +// Aisle02 Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitAisle02Screen(void); +void UpdateAisle02Screen(void); +void DrawAisle02Screen(void); +void UnloadAisle02Screen(void); +int FinishAisle02Screen(void); + +//---------------------------------------------------------------------------------- +// Bathroom Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitBathroomScreen(void); +void UpdateBathroomScreen(void); +void DrawBathroomScreen(void); +void UnloadBathroomScreen(void); +int FinishBathroomScreen(void); + +//---------------------------------------------------------------------------------- +// Livingroom Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitLivingroomScreen(void); +void UpdateLivingroomScreen(void); +void DrawLivingroomScreen(void); +void UnloadLivingroomScreen(void); +int FinishLivingroomScreen(void); + +//---------------------------------------------------------------------------------- +// Kitchen Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitKitchenScreen(void); +void UpdateKitchenScreen(void); +void DrawKitchenScreen(void); +void UnloadKitchenScreen(void); +int FinishKitchenScreen(void); + +//---------------------------------------------------------------------------------- +// Armory Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitArmoryScreen(void); +void UpdateArmoryScreen(void); +void DrawArmoryScreen(void); +void UnloadArmoryScreen(void); +int FinishArmoryScreen(void); + +//---------------------------------------------------------------------------------- +// Ending Screen Functions Declaration +//---------------------------------------------------------------------------------- +void InitEndingScreen(void); +void UpdateEndingScreen(void); +void DrawEndingScreen(void); +void UnloadEndingScreen(void); +int FinishEndingScreen(void); + +#ifdef __cplusplus +} +#endif + +#endif // SCREENS_H
\ No newline at end of file diff --git a/games/skully_escape/skully_escape.c b/games/skully_escape/skully_escape.c new file mode 100644 index 00000000..22cc04e4 --- /dev/null +++ b/games/skully_escape/skully_escape.c @@ -0,0 +1,403 @@ +/******************************************************************************************* +* +* SKULLY ESCAPE [KING GAME JAM 2015] +* +* This game has been created using raylib (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" +#include "screens/screens.h" // NOTE: Defines global variable: currentScreen + +#include "player.h" + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Global Variables Definition (local to this module) +//---------------------------------------------------------------------------------- +const int screenWidth = 1280; +const int screenHeight = 720; + +// Required variables to manage screen transitions (fade-in, fade-out) +float transAlpha = 0; +bool onTransition = false; +bool transFadeOut = false; +int transFromScreen = -1; +int transToScreen = -1; + +static int framesCounter = 0; + +//---------------------------------------------------------------------------------- +// Local Functions Declaration +//---------------------------------------------------------------------------------- +void TransitionToScreen(int screen); +void ChangeToScreen(int screen); // No transition effect +void UpdateTransition(void); +void DrawTransition(void); + +void UpdateDrawFrame(void); // Update and Draw one frame + +//---------------------------------------------------------------------------------- +// Main entry point +//---------------------------------------------------------------------------------- +int main(void) +{ + // Initialization + //--------------------------------------------------------- + const char windowTitle[30] = "SKULLY ESCAPE [KING GAMEJAM]"; + + InitWindow(screenWidth, screenHeight, windowTitle); + + // Global data loading (assets that must be available in all screens, i.e. fonts) + InitAudioDevice(); + + PlayMusicStream("resources/audio/come_play_with_me.ogg"); + + font = LoadSpriteFont("resources/textures/alagard.png"); + doors = LoadTexture("resources/textures/doors.png"); + sndDoor = LoadSound("resources/audio/door.ogg"); + sndScream = LoadSound("resources/audio/scream.ogg"); + + InitPlayer(); + + // Setup and Init first screen + currentScreen = LOGO; + InitLogoScreen(); + +#if defined(PLATFORM_WEB) + emscripten_set_main_loop(UpdateDrawFrame, 0, 1); +#else + SetTargetFPS(60); // Set our game to run at 60 frames-per-second + //-------------------------------------------------------------------------------------- + + // Main game loop + while (!WindowShouldClose()) // Detect window close button or ESC key + { + UpdateDrawFrame(); + } +#endif + + // De-Initialization + //-------------------------------------------------------------------------------------- + + // Unload all global loaded data (i.e. fonts) here! + UnloadPlayer(); + UnloadSpriteFont(font); + UnloadTexture(doors); + UnloadSound(sndDoor); + UnloadSound(sndScream); + + CloseAudioDevice(); + + CloseWindow(); // Close window and OpenGL context + //-------------------------------------------------------------------------------------- + + return 0; +} + +void TransitionToScreen(int screen) +{ + onTransition = true; + transFromScreen = currentScreen; + transToScreen = screen; +} + +void ChangeToScreen(int screen) +{ + switch (currentScreen) + { + case LOGO: UnloadLogoScreen(); break; + case LOGO_RL: rlUnloadLogoScreen(); break; + case TITLE: UnloadTitleScreen(); break; + case ATTIC: UnloadAtticScreen(); break; + case AISLE01: UnloadAisle01Screen();break; + case AISLE02: UnloadAisle02Screen();break; + case ARMORY: UnloadArmoryScreen();break; + case LIVINGROOM: UnloadLivingroomScreen();break; + case KITCHEN: UnloadKitchenScreen(); break; + case BATHROOM: UnloadBathroomScreen(); break; + case ENDING: UnloadEndingScreen(); break; + default: break; + } + + switch (screen) + { + case LOGO: InitLogoScreen(); break; + case LOGO_RL: rlInitLogoScreen(); break; + case TITLE: InitTitleScreen(); break; + case ATTIC: InitAtticScreen(); break; + case AISLE01: InitAisle01Screen();break; + case AISLE02: InitAisle02Screen();break; + case ARMORY: InitArmoryScreen();break; + case LIVINGROOM: InitLivingroomScreen();break; + case KITCHEN: InitKitchenScreen(); break; + case BATHROOM: InitBathroomScreen(); break; + case ENDING: InitEndingScreen(); break; + default: break; + } + + currentScreen = screen; +} + +void UpdateTransition(void) +{ + if (!transFadeOut) + { + transAlpha += 0.05f; + + if (transAlpha >= 1.0) + { + transAlpha = 1.0; + + switch (transFromScreen) + { + case LOGO: UnloadLogoScreen(); break; + case LOGO_RL: rlUnloadLogoScreen(); break; + case TITLE: UnloadTitleScreen(); break; + case ATTIC: UnloadAtticScreen(); break; + case AISLE01: UnloadAisle01Screen();break; + case AISLE02: UnloadAisle02Screen();break; + case ARMORY: UnloadArmoryScreen();break; + case LIVINGROOM: UnloadLivingroomScreen();break; + case KITCHEN: UnloadKitchenScreen(); break; + case BATHROOM: UnloadBathroomScreen(); break; + case ENDING: UnloadEndingScreen(); break; + default: break; + } + + switch (transToScreen) + { + case LOGO: + { + InitLogoScreen(); + currentScreen = LOGO; + } break; + case LOGO_RL: + { + rlInitLogoScreen(); + currentScreen = LOGO_RL; + } break; + case TITLE: + { + InitTitleScreen(); + currentScreen = TITLE; + } break; + case ATTIC: + { + InitAtticScreen(); + currentScreen = ATTIC; + } break; + case AISLE01: + { + InitAisle01Screen(); + currentScreen = AISLE01; + } break; + case AISLE02: + { + InitAisle02Screen(); + currentScreen = AISLE02; + } break; + case BATHROOM: + { + InitBathroomScreen(); + currentScreen = BATHROOM; + } break; + case LIVINGROOM: + { + InitLivingroomScreen(); + currentScreen = LIVINGROOM; + } break; + case KITCHEN: + { + InitKitchenScreen(); + currentScreen = KITCHEN; + } break; + case ARMORY: + { + InitArmoryScreen(); + currentScreen = ARMORY; + } break; + case ENDING: + { + InitEndingScreen(); + currentScreen = ENDING; + } break; + default: break; + } + + transFadeOut = true; + } + } + else // Transition fade out logic + { + transAlpha -= 0.05f; + + if (transAlpha <= 0) + { + transAlpha = 0; + transFadeOut = false; + onTransition = false; + transFromScreen = -1; + transToScreen = -1; + } + } +} + +void DrawTransition(void) +{ + DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(BLACK, transAlpha)); +} + +// Update and draw game frame +void UpdateDrawFrame(void) +{ + // Update + //---------------------------------------------------------------------------------- + if (!onTransition) + { + if (player.dead) + { + framesCounter++; + + if (framesCounter > 80) + { + framesCounter = 0; + player.dead = false; + player.numLifes = 4; + + TransitionToScreen(TITLE); + } + } + + switch(currentScreen) + { + case LOGO: + { + UpdateLogoScreen(); + + if (FinishLogoScreen()) ChangeToScreen(LOGO_RL); + + } break; + case LOGO_RL: + { + rlUpdateLogoScreen(); + + if (rlFinishLogoScreen()) TransitionToScreen(TITLE); + + } break; + case TITLE: + { + UpdateTitleScreen(); + + if (FinishTitleScreen() == 1) TransitionToScreen(ATTIC); + + } break; + case ATTIC: + { + UpdateAtticScreen(); + + if (FinishAtticScreen() == 1) TransitionToScreen(AISLE01); + + } break; + case AISLE01: + { + UpdateAisle01Screen(); + + if (FinishAisle01Screen() == 1) TransitionToScreen(BATHROOM); + else if(FinishAisle01Screen() == 2) TransitionToScreen(KITCHEN); + else if(FinishAisle01Screen() == 3) TransitionToScreen(LIVINGROOM); + + } break; + case BATHROOM: + { + UpdateBathroomScreen(); + + if (FinishBathroomScreen() == 1) TransitionToScreen(AISLE01); + + } break; + case LIVINGROOM: + { + UpdateLivingroomScreen(); + + if (FinishLivingroomScreen() == 1) TransitionToScreen(AISLE01); + else if(FinishLivingroomScreen() == 2)TransitionToScreen(AISLE02); + + } break; + case AISLE02: + { + UpdateAisle02Screen(); + + if (FinishAisle02Screen() == 1) TransitionToScreen(KITCHEN); + + } break; + case KITCHEN: + { + UpdateKitchenScreen(); + + if (FinishKitchenScreen() == 1) TransitionToScreen(ARMORY); + else if(FinishKitchenScreen() == 2)TransitionToScreen(AISLE02); + + } break; + case ARMORY: + { + UpdateArmoryScreen(); + + if(FinishArmoryScreen() == 1) TransitionToScreen(ENDING); + else if(FinishArmoryScreen() == 2) TransitionToScreen(KITCHEN); + + } break; + case ENDING: + { + UpdateEndingScreen(); + + if (FinishEndingScreen()) TransitionToScreen(TITLE); + + } break; + default: break; + } + } + else + { + // Update transition (fade-in, fade-out) + UpdateTransition(); + } + + UpdateMusicStream(); + //---------------------------------------------------------------------------------- + + // Draw + //---------------------------------------------------------------------------------- + BeginDrawing(); + + ClearBackground(RAYWHITE); + + switch(currentScreen) + { + case LOGO: DrawLogoScreen(); break; + case LOGO_RL: rlDrawLogoScreen(); break; + case TITLE: DrawTitleScreen(); break; + case ATTIC: DrawAtticScreen(); break; + case AISLE01: DrawAisle01Screen();break; + case AISLE02: DrawAisle02Screen();break; + case BATHROOM: DrawBathroomScreen();break; + case LIVINGROOM: DrawLivingroomScreen();break; + case KITCHEN: DrawKitchenScreen();break; + case ARMORY: DrawArmoryScreen();break; + case ENDING: DrawEndingScreen(); break; + default: break; + } + + if (onTransition) DrawTransition(); + + //DrawFPS(10, 10); + + EndDrawing(); + //---------------------------------------------------------------------------------- +} + diff --git a/games/snake.c b/games/snake.c new file mode 100644 index 00000000..ac2f6132 --- /dev/null +++ b/games/snake.c @@ -0,0 +1,293 @@ +/******************************************************************************************* +* +* raylib - sample game: snake +* +* 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 SNAKE_LENGTH 256 +#define SQUARE_SIZE 31 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef struct Snake { + Vector2 position; + Vector2 size; + Vector2 speed; + Color color; +} Snake; + +typedef struct Food { + Vector2 position; + Vector2 size; + bool active; + Color color; +} Food; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static int framesCounter; +static bool gameOver; +static bool pause; + +static Food fruit; +static Snake snake[SNAKE_LENGTH]; +static Vector2 snakePosition[SNAKE_LENGTH]; +static bool allowMove; +static Vector2 offset; +static int counterTail; + +//------------------------------------------------------------------------------------ +// 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: snake"); + + 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) +{ + framesCounter = 0; + gameOver = false; + pause = false; + + counterTail = 1; + allowMove = false; + + offset.x = screenWidth%SQUARE_SIZE; + offset.y = screenHeight%SQUARE_SIZE; + + for (int i = 0; i < SNAKE_LENGTH; i++) + { + snake[i].position = (Vector2){ offset.x/2, offset.y/2 }; + snake[i].size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE }; + snake[i].speed = (Vector2){ SQUARE_SIZE, 0 }; + + if (i == 0) snake[i].color = DARKBLUE; + else snake[i].color = BLUE; + } + + for (int i = 0; i < SNAKE_LENGTH; i++) + { + snakePosition[i] = (Vector2){ 0.0f, 0.0f }; + } + + fruit.size = (Vector2){ SQUARE_SIZE, SQUARE_SIZE }; + fruit.color = SKYBLUE; + fruit.active = false; +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + // control + if (IsKeyPressed(KEY_RIGHT) && (snake[0].speed.x == 0) && allowMove) + { + snake[0].speed = (Vector2){ SQUARE_SIZE, 0 }; + allowMove = false; + } + if (IsKeyPressed(KEY_LEFT) && (snake[0].speed.x == 0) && allowMove) + { + snake[0].speed = (Vector2){ -SQUARE_SIZE, 0 }; + allowMove = false; + } + if (IsKeyPressed(KEY_UP) && (snake[0].speed.y == 0) && allowMove) + { + snake[0].speed = (Vector2){ 0, -SQUARE_SIZE }; + allowMove = false; + } + if (IsKeyPressed(KEY_DOWN) && (snake[0].speed.y == 0) && allowMove) + { + snake[0].speed = (Vector2){ 0, SQUARE_SIZE }; + allowMove = false; + } + + // movement + for (int i = 0; i < counterTail; i++) snakePosition[i] = snake[i].position; + + if ((framesCounter%5) == 0) + { + for (int i = 0; i < counterTail; i++) + { + if (i == 0) + { + snake[0].position.x += snake[0].speed.x; + snake[0].position.y += snake[0].speed.y; + allowMove = true; + } + else snake[i].position = snakePosition[i-1]; + } + } + + // wall behaviour + if (((snake[0].position.x) > (screenWidth - offset.x)) || + ((snake[0].position.y) > (screenHeight - offset.y)) || + (snake[0].position.x < 0) || (snake[0].position.y < 0)) + { + gameOver = true; + } + + // collision with yourself + for (int i = 1; i < counterTail; i++) + { + if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) gameOver = true; + } + + // TODO: review logic: fruit.position calculation + if (!fruit.active) + { + fruit.active = true; + fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.x/2, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE + offset.y/2 }; + + for (int i = 0; i < counterTail; i++) + { + while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y)) + { + fruit.position = (Vector2){ GetRandomValue(0, (screenWidth/SQUARE_SIZE) - 1)*SQUARE_SIZE, GetRandomValue(0, (screenHeight/SQUARE_SIZE) - 1)*SQUARE_SIZE }; + i = 0; + } + } + } + + // collision + if (CheckCollisionRecs((Rectangle){(int)snake[0].position.x, (int)snake[0].position.y, (int)snake[0].size.x, (int)snake[0].size.y}, + (Rectangle){(int)fruit.position.x, (int)fruit.position.y, (int)fruit.size.x, (int)fruit.size.y})) + { + snake[counterTail].position = snakePosition[counterTail - 1]; + counterTail += 1; + fruit.active = false; + } + + framesCounter++; + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw grid lines + for (int i = 0; i < screenWidth/SQUARE_SIZE + 1; i++) + { + DrawLineV((Vector2){SQUARE_SIZE*i + offset.x/2, offset.y/2}, (Vector2){SQUARE_SIZE*i + offset.x/2, screenHeight - offset.y/2}, LIGHTGRAY); + } + + for (int i = 0; i < screenHeight/SQUARE_SIZE + 1; i++) + { + DrawLineV((Vector2){offset.x/2, SQUARE_SIZE*i + offset.y/2}, (Vector2){screenWidth - offset.x/2, SQUARE_SIZE*i + offset.y/2}, LIGHTGRAY); + } + + // Draw snake + for (int i = 0; i < counterTail; i++) DrawRectangleV(snake[i].position, snake[i].size, snake[i].color); + + // Draw fruit to pick + DrawRectangleV(fruit.position, fruit.size, fruit.color); + + 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 diff --git a/games/space_invaders.c b/games/space_invaders.c new file mode 100644 index 00000000..c2dd0c61 --- /dev/null +++ b/games/space_invaders.c @@ -0,0 +1,406 @@ +/******************************************************************************************* +* +* 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 = 20; + player.rec.height = 20; + 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 = GRAY; + } + + // 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 = MAROON; + } +} + +// 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].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(RAYWHITE); + + 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, GRAY); + + 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 diff --git a/games/tetris.c b/games/tetris.c new file mode 100644 index 00000000..62400201 --- /dev/null +++ b/games/tetris.c @@ -0,0 +1,836 @@ +/******************************************************************************************* +* +* raylib - sample game: tetris +* +* Sample game Marc Palau and Ramon Santamaria +* +* This game has been created using raylib v1.3 (www.raylib.com) +* raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) +* +* Copyright (c) 2015 Ramon Santamaria (@raysan5) +* +********************************************************************************************/ + +#include "raylib.h" + +#include <stdio.h> +#include <stdlib.h> +#include <time.h> +#include <math.h> + +#if defined(PLATFORM_WEB) + #include <emscripten/emscripten.h> +#endif + +//---------------------------------------------------------------------------------- +// Some Defines +//---------------------------------------------------------------------------------- +#define SQUARE_SIZE 20 + +#define GRID_HORIZONTAL_SIZE 12 +#define GRID_VERTICAL_SIZE 20 + +#define LATERAL_SPEED 10 +#define TURNING_SPEED 12 +#define FAST_FALL_AWAIT_COUNTER 30 + +#define FADING_TIME 33 + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +typedef enum GridSquare { EMPTY, MOVING, FULL, BLOCK, FADING } GridSquare; + +//------------------------------------------------------------------------------------ +// Global Variables Declaration +//------------------------------------------------------------------------------------ +static int screenWidth = 800; +static int screenHeight = 450; + +static bool gameOver = false; +static bool pause = false; + +// Matrices +static GridSquare grid [GRID_HORIZONTAL_SIZE][GRID_VERTICAL_SIZE]; +static GridSquare piece [4][4]; +static GridSquare incomingPiece [4][4]; + +// Theese variables keep track of the active piece position +static int piecePositionX = 0; +static int piecePositionY = 0; + +// Game parameters +static Color fadingColor; +//static int fallingSpeed; // In frames + +static bool beginPlay = true; // This var is only true at the begining of the game, used for the first matrix creations +static bool pieceActive = false; +static bool detection = false; +static bool lineToDelete = false; + +// Statistics +static int level = 1; +static int lines = 0; + +// Counters +static int gravityMovementCounter = 0; +static int lateralMovementCounter = 0; +static int turnMovementCounter = 0; +static int fastFallMovementCounter = 0; + +static int fadeLineCounter = 0; + +// Based on level +static int gravitySpeed = 30; + +//------------------------------------------------------------------------------------ +// 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) + +// Additional module functions +static bool Createpiece(); +static void GetRandompiece(); +static void ResolveFallingMovement(); +static bool ResolveLateralMovement(); +static bool ResolveTurnMovement(); +static void CheckDetection(); +static void CheckCompletition(); +static void DeleteCompleteLines(); + +//------------------------------------------------------------------------------------ +// Program main entry point +//------------------------------------------------------------------------------------ +int main() +{ + // Initialization + //-------------------------------------------------------------------------------------- + InitWindow(screenWidth, screenHeight, "sample game: tetris"); + + 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; +} + +//-------------------------------------------------------------------------------------- +// Game Module Functions Definition +//-------------------------------------------------------------------------------------- + +// Initialize game variables +void InitGame(void) +{ + // Initialize game statistics + level = 1; + lines = 0; + + fadingColor = GRAY; + + piecePositionX = 0; + piecePositionY = 0; + + pause = false; + + beginPlay = true; + pieceActive = false; + detection = false; + lineToDelete = false; + + // Counters + gravityMovementCounter = 0; + lateralMovementCounter = 0; + turnMovementCounter = 0; + fastFallMovementCounter = 0; + + fadeLineCounter = 0; + gravitySpeed = 30; + + // Initialize grid matrices + for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) + { + for (int j = 0; j < GRID_VERTICAL_SIZE; j++) + { + if ((j == GRID_VERTICAL_SIZE - 1) || (i == 0) || (i == GRID_HORIZONTAL_SIZE - 1)) grid[i][j] = BLOCK; + else grid[i][j] = EMPTY; + } + } + + // Initialize incoming piece matrices + for (int i = 0; i < 4; i++) + { + for (int j = 0; j< 4; j++) + { + incomingPiece[i][j] = EMPTY; + } + } +} + +// Update game (one frame) +void UpdateGame(void) +{ + if (!gameOver) + { + if (IsKeyPressed('P')) pause = !pause; + + if (!pause) + { + if (!lineToDelete) + { + if (!pieceActive) + { + // Get another piece + pieceActive = Createpiece(); + + // We leave a little time before starting the fast falling down + fastFallMovementCounter = 0; + } + else // Piece falling + { + // Counters update + fastFallMovementCounter++; + gravityMovementCounter++; + lateralMovementCounter++; + turnMovementCounter++; + + // We make sure to move if we've pressed the key this frame + if (IsKeyPressed(KEY_LEFT) || IsKeyPressed(KEY_RIGHT)) lateralMovementCounter = LATERAL_SPEED; + if (IsKeyPressed(KEY_UP)) turnMovementCounter = TURNING_SPEED; + + // Fall down + if (IsKeyDown(KEY_DOWN) && (fastFallMovementCounter >= FAST_FALL_AWAIT_COUNTER)) + { + // We make sure the piece is going to fall this frame + gravityMovementCounter += gravitySpeed; + } + + if (gravityMovementCounter >= gravitySpeed) + { + // Basic falling movement + CheckDetection(&detection); + + // Check if the piece has collided with another piece or with the boundings + ResolveFallingMovement(&detection, &pieceActive); + + // Check if we fullfilled a line and if so, erase the line and pull down the the lines above + CheckCompletition(&lineToDelete); + + gravityMovementCounter = 0; + } + + // Move laterally at player's will + if (lateralMovementCounter >= LATERAL_SPEED) + { + // Update the lateral movement and if success, reset the lateral counter + if (!ResolveLateralMovement()) lateralMovementCounter = 0; + } + + // Turn the piece at player's will + if (turnMovementCounter >= TURNING_SPEED) + { + // Update the turning movement and reset the turning counter + if (ResolveTurnMovement()) turnMovementCounter = 0; + } + } + + // Game over logic + for (int j = 0; j < 2; j++) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == FULL) + { + gameOver = true; + } + } + } + } + else + { + // Animation when deleting lines + fadeLineCounter++; + + if (fadeLineCounter%8 < 4) fadingColor = MAROON; + else fadingColor = GRAY; + + if (fadeLineCounter >= FADING_TIME) + { + DeleteCompleteLines(); + fadeLineCounter = 0; + lineToDelete = false; + + lines++; + } + } + } + } + else + { + if (IsKeyPressed(KEY_ENTER)) + { + InitGame(); + gameOver = false; + } + } +} + +// Draw game (one frame) +void DrawGame(void) +{ + BeginDrawing(); + + ClearBackground(RAYWHITE); + + if (!gameOver) + { + // Draw gameplay area + Vector2 offset; + offset.x = screenWidth/2 - (GRID_HORIZONTAL_SIZE*SQUARE_SIZE/2) - 50; + offset.y = screenHeight/2 - ((GRID_VERTICAL_SIZE - 1)*SQUARE_SIZE/2) + SQUARE_SIZE*2; + + offset.y -= 50; // NOTE: Harcoded position! + + int controller = offset.x; + + for (int j = 0; j < GRID_VERTICAL_SIZE; j++) + { + for (int i = 0; i < GRID_HORIZONTAL_SIZE; i++) + { + // Draw each square of the grid + if (grid[i][j] == EMPTY) + { + DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY ); + DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY ); + DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY ); + DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY ); + offset.x += SQUARE_SIZE; + } + else if (grid[i][j] == FULL) + { + DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY); + offset.x += SQUARE_SIZE; + } + else if (grid[i][j] == MOVING) + { + DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, DARKGRAY); + offset.x += SQUARE_SIZE; + } + else if (grid[i][j] == BLOCK) + { + DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, LIGHTGRAY); + offset.x += SQUARE_SIZE; + } + else if (grid[i][j] == FADING) + { + DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, fadingColor); + offset.x += SQUARE_SIZE; + } + } + + offset.x = controller; + offset.y += SQUARE_SIZE; + } + + // Draw incoming piece (hardcoded) + offset.x = 500; + offset.y = 45; + + int controler = offset.x; + + for (int j = 0; j < 4; j++) + { + for (int i = 0; i < 4; i++) + { + if (incomingPiece[i][j] == EMPTY) + { + DrawLine(offset.x, offset.y, offset.x + SQUARE_SIZE, offset.y, LIGHTGRAY ); + DrawLine(offset.x, offset.y, offset.x, offset.y + SQUARE_SIZE, LIGHTGRAY ); + DrawLine(offset.x + SQUARE_SIZE, offset.y, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY ); + DrawLine(offset.x, offset.y + SQUARE_SIZE, offset.x + SQUARE_SIZE, offset.y + SQUARE_SIZE, LIGHTGRAY ); + offset.x += SQUARE_SIZE; + } + else if (incomingPiece[i][j] == MOVING) + { + DrawRectangle(offset.x, offset.y, SQUARE_SIZE, SQUARE_SIZE, GRAY); + offset.x += SQUARE_SIZE; + } + } + + offset.x = controler; + offset.y += SQUARE_SIZE; + } + + DrawText("INCOMING:", offset.x, offset.y - 100, 10, GRAY); + DrawText(FormatText("LINES: %04i", lines), offset.x, offset.y + 20, 10, GRAY); + + 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(); +} + +//-------------------------------------------------------------------------------------- +// Additional module functions +//-------------------------------------------------------------------------------------- +static bool Createpiece() +{ + piecePositionX = (int)((GRID_HORIZONTAL_SIZE - 4)/2); + piecePositionY = 0; + + // If the game is starting and you are going to create the first piece, we create an extra one + if (beginPlay) + { + GetRandompiece(); + beginPlay = false; + } + + // We assign the incoming piece to the actual piece + for (int i = 0; i < 4; i++) + { + for (int j = 0; j< 4; j++) + { + piece[i][j] = incomingPiece[i][j]; + } + } + + // We assign a random piece to the incoming one + GetRandompiece(); + + // Assign the piece to the grid + for (int i = piecePositionX; i < piecePositionX + 4; i++) + { + for (int j = 0; j < 4; j++) + { + if (piece[i - (int)piecePositionX][j] == MOVING) grid[i][j] = MOVING; + } + } + + return true; +} + +static void GetRandompiece() +{ + srand(time(NULL)); + int random = rand() % 7; + + for (int i = 0; i < 4; i++) + { + for (int j = 0; j < 4; j++) + { + incomingPiece[i][j] = EMPTY; + } + } + + switch(random) + { + case 0: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //Cube + case 1: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; } break; //L + case 2: { incomingPiece[1][2] = MOVING; incomingPiece[2][0] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; } break; //L inversa + case 3: { incomingPiece[0][1] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //Recta + case 4: { incomingPiece[1][0] = MOVING; incomingPiece[1][1] = MOVING; incomingPiece[1][2] = MOVING; incomingPiece[2][1] = MOVING; } break; //Creu tallada + case 5: { incomingPiece[1][1] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[3][2] = MOVING; } break; //S + case 6: { incomingPiece[1][2] = MOVING; incomingPiece[2][2] = MOVING; incomingPiece[2][1] = MOVING; incomingPiece[3][1] = MOVING; } break; //S inversa + } +} + +static void ResolveFallingMovement(bool *detection, bool *pieceActive) +{ + // If we finished moving this piece, we stop it + if (*detection) + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j] = FULL; + *detection = false; + *pieceActive = false; + } + } + } + } + // We move down the piece + else + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j+1] = MOVING; + grid[i][j] = EMPTY; + } + } + } + piecePositionY++; + } +} + +static bool ResolveLateralMovement() +{ + bool collision = false; + + // Move left + if (IsKeyDown(KEY_LEFT)) + { + // Check if is possible to move to left + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + // Check if we are touching the left wall or we have a full square at the left + if ((i-1 == 0) || (grid[i-1][j] == FULL)) collision = true; + } + } + } + // If able, move left + if (!collision) + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) // We check the matrix from left to right + { + // Move everything to the left + if (grid[i][j] == MOVING) + { + grid[i-1][j] = MOVING; + grid[i][j] = EMPTY; + } + } + } + + piecePositionX--; + } + } + + // Move right + else if (IsKeyDown(KEY_RIGHT)) + { + // Check if is possible to move to right + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + // Check if we are touching the right wall or we have a full square at the right + if ((i+1 == GRID_HORIZONTAL_SIZE - 1) || (grid[i+1][j] == FULL)) + { + collision = true; + + } + } + } + } + // If able move right + if (!collision) + { + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = GRID_HORIZONTAL_SIZE - 1; i >= 1; i--) // We check the matrix from right to left + { + // Move everything to the right + if (grid[i][j] == MOVING) + { + grid[i+1][j] = MOVING; + grid[i][j] = EMPTY; + } + } + } + + piecePositionX++; + } + } + + return collision; +} + +static bool ResolveTurnMovement() +{ + // Input for turning the piece + if (IsKeyDown(KEY_UP)) + { + int aux; + bool checker = false; + + // Check all turning possibilities + if ((grid[piecePositionX + 3][piecePositionY] == MOVING) && + (grid[piecePositionX][piecePositionY] != EMPTY) && + (grid[piecePositionX][piecePositionY] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 3][piecePositionY + 3] == MOVING) && + (grid[piecePositionX + 3][piecePositionY] != EMPTY) && + (grid[piecePositionX + 3][piecePositionY] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX][piecePositionY + 3] == MOVING) && + (grid[piecePositionX + 3][piecePositionY + 3] != EMPTY) && + (grid[piecePositionX + 3][piecePositionY + 3] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX][piecePositionY] == MOVING) && + (grid[piecePositionX][piecePositionY + 3] != EMPTY) && + (grid[piecePositionX][piecePositionY + 3] != MOVING)) + { + checker = true; + } + + + if ((grid[piecePositionX + 1][piecePositionY] == MOVING) && + (grid[piecePositionX][piecePositionY + 2] != EMPTY) && + (grid[piecePositionX][piecePositionY + 2] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 3][piecePositionY + 1] == MOVING) && + (grid[piecePositionX + 1][piecePositionY] != EMPTY) && + (grid[piecePositionX + 1][piecePositionY] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 2][piecePositionY + 3] == MOVING) && + (grid[piecePositionX + 3][piecePositionY + 1] != EMPTY) && + (grid[piecePositionX + 3][piecePositionY + 1] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX][piecePositionY + 2] == MOVING) && + (grid[piecePositionX + 2][piecePositionY + 3] != EMPTY) && + (grid[piecePositionX + 2][piecePositionY + 3] != MOVING)) + { + checker = true; + } + + + if ((grid[piecePositionX + 2][piecePositionY] == MOVING) && + (grid[piecePositionX][piecePositionY + 1] != EMPTY) && + (grid[piecePositionX][piecePositionY + 1] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 3][piecePositionY + 2] == MOVING) && + (grid[piecePositionX + 2][piecePositionY] != EMPTY) && + (grid[piecePositionX + 2][piecePositionY] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 1][piecePositionY + 3] == MOVING) && + (grid[piecePositionX + 3][piecePositionY + 2] != EMPTY) && + (grid[piecePositionX + 3][piecePositionY + 2] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX][piecePositionY + 1] == MOVING) && + (grid[piecePositionX + 1][piecePositionY + 3] != EMPTY) && + (grid[piecePositionX + 1][piecePositionY + 3] != MOVING)) + { + checker = true; + } + + if ((grid[piecePositionX + 1][piecePositionY + 1] == MOVING) && + (grid[piecePositionX + 1][piecePositionY + 2] != EMPTY) && + (grid[piecePositionX + 1][piecePositionY + 2] != MOVING)) + { + checker = true; + } + + if ((grid[piecePositionX + 2][piecePositionY + 1] == MOVING) && + (grid[piecePositionX + 1][piecePositionY + 1] != EMPTY) && + (grid[piecePositionX + 1][piecePositionY + 1] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 2][piecePositionY + 2] == MOVING) && + (grid[piecePositionX + 2][piecePositionY + 1] != EMPTY) && + (grid[piecePositionX + 2][piecePositionY + 1] != MOVING)) + { + checker = true; + } + if ((grid[piecePositionX + 1][piecePositionY + 2] == MOVING) && + (grid[piecePositionX + 2][piecePositionY + 2] != EMPTY) && + (grid[piecePositionX + 2][piecePositionY + 2] != MOVING)) + { + checker = true; + } + + if (!checker) + { + aux = piece[0][0]; + piece[0][0] = piece[3][0]; + piece[3][0] = piece[3][3]; + piece[3][3] = piece[0][3]; + piece[0][3] = aux; + + aux = piece[1][0]; + piece[1][0] = piece[3][1]; + piece[3][1] = piece[2][3]; + piece[2][3] = piece[0][2]; + piece[0][2] = aux; + + aux = piece[2][0]; + piece[2][0] = piece[3][2]; + piece[3][2] = piece[1][3]; + piece[1][3] = piece[0][1]; + piece[0][1] = aux; + + aux = piece[1][1]; + piece[1][1] = piece[2][1]; + piece[2][1] = piece[2][2]; + piece[2][2] = piece[1][2]; + piece[1][2] = aux; + } + + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if (grid[i][j] == MOVING) + { + grid[i][j] = EMPTY; + } + } + } + + for (int i = piecePositionX; i < piecePositionX + 4; i++) + { + for (int j = piecePositionY; j < piecePositionY + 4; j++) + { + if (piece[i - piecePositionX][j - piecePositionY] == MOVING) + { + grid[i][j] = MOVING; + } + } + } + return true; + } + + return false; +} + +static void CheckDetection(bool *detection) +{ + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + if ((grid[i][j] == MOVING) && ((grid[i][j+1] == FULL) || (grid[i][j+1] == BLOCK))) *detection = true; + } + } +} + +static void CheckCompletition(bool *lineToDelete) +{ + int calculator; + + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + calculator = 0; + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + // Count each square of the line + if (grid[i][j] == FULL) + { + calculator++; + } + + // Check if we completed the whole line + if (calculator == GRID_HORIZONTAL_SIZE - 2) + { + *lineToDelete = true; + calculator = 0; + // points++; + + // Mark the completed line + for (int z = 1; z < GRID_HORIZONTAL_SIZE - 1; z++) + { + grid[z][j] = FADING; + } + } + } + } +} + +static void DeleteCompleteLines() +{ + // erase the completed line + for (int j = GRID_VERTICAL_SIZE - 2; j >= 0; j--) + { + while (grid[1][j] == FADING) + { + for (int i = 1; i < GRID_HORIZONTAL_SIZE - 1; i++) + { + grid[i][j] = EMPTY; + } + for (int j2 = j-1; j2 >= 0; j2--) + { + for (int i2 = 1; i2 < GRID_HORIZONTAL_SIZE - 1; i2++) + { + if (grid[i2][j2] == FULL) + { + grid[i2][j2+1] = FULL; + grid[i2][j2] = EMPTY; + } + else if (grid[i2][j2] == FADING) + { + grid[i2][j2+1] = FADING; + grid[i2][j2] = EMPTY; + } + } + } + } + } +}
\ No newline at end of file |
