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floppy.c
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floppy.c
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/*******************************************************************************************
*
* raylib - classic 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 const int screenWidth = 800;
static const int screenHeight = 450;
static bool gameOver = false;
static bool pause = false;
static int score = 0;
static int hiScore = 0;
static Floppy floppy = { 0 };
static Tubes tubes[MAX_TUBES*2] = { 0 };
static Vector2 tubesPos[MAX_TUBES] = { 0 };
static int tubesSpeedX = 0;
static bool superfx = 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)
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
int main(void)
{
// Initialization
//---------------------------------------------------------
InitWindow(screenWidth, screenHeight, "classic game: floppy");
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)
{
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(TextFormat("%04i", score), 20, 20, 40, GRAY);
DrawText(TextFormat("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();
}