| 1 | /******************************************************************************************* |
| 2 | * |
| 3 | * raylib - sample game: arkanoid |
| 4 | * |
| 5 | * Sample game Marc Palau and Ramon Santamaria |
| 6 | * |
| 7 | * This game has been created using raylib v1.3 (www.raylib.com) |
| 8 | * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) |
| 9 | * |
| 10 | * Copyright (c) 2015 Ramon Santamaria (@raysan5) |
| 11 | * |
| 12 | ********************************************************************************************/ |
| 13 | |
| 14 | #include "raylib.h" |
| 15 | |
| 16 | #include <stdio.h> |
| 17 | #include <stdlib.h> |
| 18 | #include <time.h> |
| 19 | #include <math.h> |
| 20 | |
| 21 | #if defined(PLATFORM_WEB) |
| 22 | #include <emscripten/emscripten.h> |
| 23 | #endif |
| 24 | |
| 25 | //---------------------------------------------------------------------------------- |
| 26 | // Some Defines |
| 27 | //---------------------------------------------------------------------------------- |
| 28 | #define PLAYER_MAX_LIFE 5 |
| 29 | #define LINES_OF_BRICKS 5 |
| 30 | #define BRICKS_PER_LINE 20 |
| 31 | |
| 32 | //---------------------------------------------------------------------------------- |
| 33 | // Types and Structures Definition |
| 34 | //---------------------------------------------------------------------------------- |
| 35 | typedef enum GameScreen { LOGO, TITLE, GAMEPLAY, ENDING } GameScreen; |
| 36 | |
| 37 | typedef struct Player { |
| 38 | Vector2 position; |
| 39 | Vector2 size; |
| 40 | int life; |
| 41 | } Player; |
| 42 | |
| 43 | typedef struct Ball { |
| 44 | Vector2 position; |
| 45 | Vector2 speed; |
| 46 | int radius; |
| 47 | bool active; |
| 48 | } Ball; |
| 49 | |
| 50 | typedef struct Brick { |
| 51 | Vector2 position; |
| 52 | bool active; |
| 53 | } Brick; |
| 54 | |
| 55 | //------------------------------------------------------------------------------------ |
| 56 | // Global Variables Declaration |
| 57 | //------------------------------------------------------------------------------------ |
| 58 | static const int screenWidth = 800; |
| 59 | static const int screenHeight = 450; |
| 60 | |
| 61 | static bool gameOver = false; |
| 62 | static bool pause = false; |
| 63 | |
| 64 | static Player player = { 0 }; |
| 65 | static Ball ball = { 0 }; |
| 66 | static Brick brick[LINES_OF_BRICKS][BRICKS_PER_LINE] = { 0 }; |
| 67 | static Vector2 brickSize = { 0 }; |
| 68 | |
| 69 | //------------------------------------------------------------------------------------ |
| 70 | // Module Functions Declaration (local) |
| 71 | //------------------------------------------------------------------------------------ |
| 72 | static void InitGame(void); // Initialize game |
| 73 | static void UpdateGame(void); // Update game (one frame) |
| 74 | static void DrawGame(void); // Draw game (one frame) |
| 75 | static void UnloadGame(void); // Unload game |
| 76 | static void UpdateDrawFrame(void); // Update and Draw (one frame) |
| 77 | |
| 78 | //------------------------------------------------------------------------------------ |
| 79 | // Program main entry point |
| 80 | //------------------------------------------------------------------------------------ |
| 81 | int main(void) |
| 82 | { |
| 83 | // Initialization (Note windowTitle is unused on Android) |
| 84 | //--------------------------------------------------------- |
| 85 | InitWindow(screenWidth, screenHeight, "sample game: arkanoid" ); |
| 86 | |
| 87 | InitGame(); |
| 88 | |
| 89 | #if defined(PLATFORM_WEB) |
| 90 | emscripten_set_main_loop(UpdateDrawFrame, 0, 1); |
| 91 | #else |
| 92 | SetTargetFPS(60); |
| 93 | //-------------------------------------------------------------------------------------- |
| 94 | |
| 95 | // Main game loop |
| 96 | while (!WindowShouldClose()) // Detect window close button or ESC key |
| 97 | { |
| 98 | // Update and Draw |
| 99 | //---------------------------------------------------------------------------------- |
| 100 | UpdateDrawFrame(); |
| 101 | //---------------------------------------------------------------------------------- |
| 102 | } |
| 103 | #endif |
| 104 | // De-Initialization |
| 105 | //-------------------------------------------------------------------------------------- |
| 106 | UnloadGame(); // Unload loaded data (textures, sounds, models...) |
| 107 | |
| 108 | CloseWindow(); // Close window and OpenGL context |
| 109 | //-------------------------------------------------------------------------------------- |
| 110 | |
| 111 | return 0; |
| 112 | } |
| 113 | |
| 114 | //------------------------------------------------------------------------------------ |
| 115 | // Module Functions Definitions (local) |
| 116 | //------------------------------------------------------------------------------------ |
| 117 | |
| 118 | // Initialize game variables |
| 119 | void InitGame(void) |
| 120 | { |
| 121 | brickSize = (Vector2){ GetScreenWidth()/BRICKS_PER_LINE, 40 }; |
| 122 | |
| 123 | // Initialize player |
| 124 | player.position = (Vector2){ screenWidth/2, screenHeight*7/8 }; |
| 125 | player.size = (Vector2){ screenWidth/10, 20 }; |
| 126 | player.life = PLAYER_MAX_LIFE; |
| 127 | |
| 128 | // Initialize ball |
| 129 | ball.position = (Vector2){ screenWidth/2, screenHeight*7/8 - 30 }; |
| 130 | ball.speed = (Vector2){ 0, 0 }; |
| 131 | ball.radius = 7; |
| 132 | ball.active = false; |
| 133 | |
| 134 | // Initialize bricks |
| 135 | int initialDownPosition = 50; |
| 136 | |
| 137 | for (int i = 0; i < LINES_OF_BRICKS; i++) |
| 138 | { |
| 139 | for (int j = 0; j < BRICKS_PER_LINE; j++) |
| 140 | { |
| 141 | brick[i][j].position = (Vector2){ j*brickSize.x + brickSize.x/2, i*brickSize.y + initialDownPosition }; |
| 142 | brick[i][j].active = true; |
| 143 | } |
| 144 | } |
| 145 | } |
| 146 | |
| 147 | // Update game (one frame) |
| 148 | void UpdateGame(void) |
| 149 | { |
| 150 | if (!gameOver) |
| 151 | { |
| 152 | if (IsKeyPressed('P')) pause = !pause; |
| 153 | |
| 154 | if (!pause) |
| 155 | { |
| 156 | // Player movement logic |
| 157 | if (IsKeyDown(KEY_LEFT)) player.position.x -= 5; |
| 158 | if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2; |
| 159 | if (IsKeyDown(KEY_RIGHT)) player.position.x += 5; |
| 160 | if ((player.position.x + player.size.x/2) >= screenWidth) player.position.x = screenWidth - player.size.x/2; |
| 161 | |
| 162 | // Ball launching logic |
| 163 | if (!ball.active) |
| 164 | { |
| 165 | if (IsKeyPressed(KEY_SPACE)) |
| 166 | { |
| 167 | ball.active = true; |
| 168 | ball.speed = (Vector2){ 0, -5 }; |
| 169 | } |
| 170 | } |
| 171 | |
| 172 | // Ball movement logic |
| 173 | if (ball.active) |
| 174 | { |
| 175 | ball.position.x += ball.speed.x; |
| 176 | ball.position.y += ball.speed.y; |
| 177 | } |
| 178 | else |
| 179 | { |
| 180 | ball.position = (Vector2){ player.position.x, screenHeight*7/8 - 30 }; |
| 181 | } |
| 182 | |
| 183 | // Collision logic: ball vs walls |
| 184 | if (((ball.position.x + ball.radius) >= screenWidth) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1; |
| 185 | if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1; |
| 186 | if ((ball.position.y + ball.radius) >= screenHeight) |
| 187 | { |
| 188 | ball.speed = (Vector2){ 0, 0 }; |
| 189 | ball.active = false; |
| 190 | |
| 191 | player.life--; |
| 192 | } |
| 193 | |
| 194 | // Collision logic: ball vs player |
| 195 | if (CheckCollisionCircleRec(ball.position, ball.radius, |
| 196 | (Rectangle){ player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y})) |
| 197 | { |
| 198 | if (ball.speed.y > 0) |
| 199 | { |
| 200 | ball.speed.y *= -1; |
| 201 | ball.speed.x = (ball.position.x - player.position.x)/(player.size.x/2)*5; |
| 202 | } |
| 203 | } |
| 204 | |
| 205 | // Collision logic: ball vs bricks |
| 206 | for (int i = 0; i < LINES_OF_BRICKS; i++) |
| 207 | { |
| 208 | for (int j = 0; j < BRICKS_PER_LINE; j++) |
| 209 | { |
| 210 | if (brick[i][j].active) |
| 211 | { |
| 212 | // Hit below |
| 213 | if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brickSize.y/2)) && |
| 214 | ((ball.position.y - ball.radius) > (brick[i][j].position.y + brickSize.y/2 + ball.speed.y)) && |
| 215 | ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y < 0)) |
| 216 | { |
| 217 | brick[i][j].active = false; |
| 218 | ball.speed.y *= -1; |
| 219 | } |
| 220 | // Hit above |
| 221 | else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brickSize.y/2)) && |
| 222 | ((ball.position.y + ball.radius) < (brick[i][j].position.y - brickSize.y/2 + ball.speed.y)) && |
| 223 | ((fabs(ball.position.x - brick[i][j].position.x)) < (brickSize.x/2 + ball.radius*2/3)) && (ball.speed.y > 0)) |
| 224 | { |
| 225 | brick[i][j].active = false; |
| 226 | ball.speed.y *= -1; |
| 227 | } |
| 228 | // Hit left |
| 229 | else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brickSize.x/2)) && |
| 230 | ((ball.position.x + ball.radius) < (brick[i][j].position.x - brickSize.x/2 + ball.speed.x)) && |
| 231 | ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x > 0)) |
| 232 | { |
| 233 | brick[i][j].active = false; |
| 234 | ball.speed.x *= -1; |
| 235 | } |
| 236 | // Hit right |
| 237 | else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brickSize.x/2)) && |
| 238 | ((ball.position.x - ball.radius) > (brick[i][j].position.x + brickSize.x/2 + ball.speed.x)) && |
| 239 | ((fabs(ball.position.y - brick[i][j].position.y)) < (brickSize.y/2 + ball.radius*2/3)) && (ball.speed.x < 0)) |
| 240 | { |
| 241 | brick[i][j].active = false; |
| 242 | ball.speed.x *= -1; |
| 243 | } |
| 244 | } |
| 245 | } |
| 246 | } |
| 247 | |
| 248 | // Game over logic |
| 249 | if (player.life <= 0) gameOver = true; |
| 250 | else |
| 251 | { |
| 252 | gameOver = true; |
| 253 | |
| 254 | for (int i = 0; i < LINES_OF_BRICKS; i++) |
| 255 | { |
| 256 | for (int j = 0; j < BRICKS_PER_LINE; j++) |
| 257 | { |
| 258 | if (brick[i][j].active) gameOver = false; |
| 259 | } |
| 260 | } |
| 261 | } |
| 262 | } |
| 263 | } |
| 264 | else |
| 265 | { |
| 266 | if (IsKeyPressed(KEY_ENTER)) |
| 267 | { |
| 268 | InitGame(); |
| 269 | gameOver = false; |
| 270 | } |
| 271 | } |
| 272 | } |
| 273 | |
| 274 | // Draw game (one frame) |
| 275 | void DrawGame(void) |
| 276 | { |
| 277 | BeginDrawing(); |
| 278 | |
| 279 | ClearBackground(RAYWHITE); |
| 280 | |
| 281 | if (!gameOver) |
| 282 | { |
| 283 | // Draw player bar |
| 284 | DrawRectangle(player.position.x - player.size.x/2, player.position.y - player.size.y/2, player.size.x, player.size.y, BLACK); |
| 285 | |
| 286 | // Draw player lives |
| 287 | for (int i = 0; i < player.life; i++) DrawRectangle(20 + 40*i, screenHeight - 30, 35, 10, LIGHTGRAY); |
| 288 | |
| 289 | // Draw ball |
| 290 | DrawCircleV(ball.position, ball.radius, MAROON); |
| 291 | |
| 292 | // Draw bricks |
| 293 | for (int i = 0; i < LINES_OF_BRICKS; i++) |
| 294 | { |
| 295 | for (int j = 0; j < BRICKS_PER_LINE; j++) |
| 296 | { |
| 297 | if (brick[i][j].active) |
| 298 | { |
| 299 | 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); |
| 300 | else DrawRectangle(brick[i][j].position.x - brickSize.x/2, brick[i][j].position.y - brickSize.y/2, brickSize.x, brickSize.y, DARKGRAY); |
| 301 | } |
| 302 | } |
| 303 | } |
| 304 | |
| 305 | if (pause) DrawText("GAME PAUSED" , screenWidth/2 - MeasureText("GAME PAUSED" , 40)/2, screenHeight/2 - 40, 40, GRAY); |
| 306 | } |
| 307 | else DrawText("PRESS [ENTER] TO PLAY AGAIN" , GetScreenWidth()/2 - MeasureText("PRESS [ENTER] TO PLAY AGAIN" , 20)/2, GetScreenHeight()/2 - 50, 20, GRAY); |
| 308 | |
| 309 | EndDrawing(); |
| 310 | } |
| 311 | |
| 312 | // Unload game variables |
| 313 | void UnloadGame(void) |
| 314 | { |
| 315 | // TODO: Unload all dynamic loaded data (textures, sounds, models...) |
| 316 | } |
| 317 | |
| 318 | // Update and Draw (one frame) |
| 319 | void UpdateDrawFrame(void) |
| 320 | { |
| 321 | UpdateGame(); |
| 322 | DrawGame(); |
| 323 | } |
| 324 | |