-
-
Notifications
You must be signed in to change notification settings - Fork 76
/
gorilas.c
566 lines (480 loc) · 21.8 KB
/
gorilas.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
/*******************************************************************************************
*
* raylib - classic game: gorilas
*
* Sample game developed by 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 const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static Player player[MAX_PLAYERS] = { 0 };
static Building building[MAX_BUILDINGS] = { 0 };
static Explosion explosion[MAX_EXPLOSIONS] = { 0 };
static Ball ball = { 0 };
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(void)
{
// Initialization (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: gorilas");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 60, 1);
#else
SetTargetFPS(60);
//--------------------------------------------------------------------------------------
// Main game loop
while (!WindowShouldClose()) // Detect window close button or ESC key
{
// Update and Draw
//----------------------------------------------------------------------------------
UpdateDrawFrame();
//----------------------------------------------------------------------------------
}
#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(TextFormat("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), 20, 20, 20, DARKBLUE);
DrawText(TextFormat("Previous Angle %i", player[playerTurn].previousAngle), 20, 50, 20, DARKBLUE);
DrawText(TextFormat("Previous Power %i", player[playerTurn].previousPower), 20, 80, 20, DARKBLUE);
DrawText(TextFormat("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), 20, 110, 20, DARKBLUE);
DrawText(TextFormat("Aiming Angle %i", player[playerTurn].aimingAngle), 20, 140, 20, DARKBLUE);
DrawText(TextFormat("Aiming Power %i", player[playerTurn].aimingPower), 20, 170, 20, DARKBLUE);
}
else
{
DrawText(TextFormat("Previous Point %i, %i", (int)player[playerTurn].previousPoint.x, (int)player[playerTurn].previousPoint.y), screenWidth*3/4, 20, 20, DARKBLUE);
DrawText(TextFormat("Previous Angle %i", player[playerTurn].previousAngle), screenWidth*3/4, 50, 20, DARKBLUE);
DrawText(TextFormat("Previous Power %i", player[playerTurn].previousPower), screenWidth*3/4, 80, 20, DARKBLUE);
DrawText(TextFormat("Aiming Point %i, %i", (int)player[playerTurn].aimingPoint.x, (int)player[playerTurn].aimingPoint.y), screenWidth*3/4, 110, 20, DARKBLUE);
DrawText(TextFormat("Aiming Angle %i", player[playerTurn].aimingAngle), screenWidth*3/4, 140, 20, DARKBLUE);
DrawText(TextFormat("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_EXPLOSIONS; 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;
}