Delete worms.c

parent 2046bad4
/*******************************************************************************************
*
* 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 const int screenWidth = 720;
static const int screenHeight = 720;
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, "sample game: worms");
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 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)
{
// update player position
if (IsKeyDown(KEY_RIGHT)) player[playerTurn].position.x += 2.0f;
if (IsKeyDown(KEY_LEFT)) player[playerTurn].position.x -= 2.0f;
if (IsKeyDown(KEY_UP)) player[playerTurn].position.y -= 2.0f;
if (IsKeyDown(KEY_DOWN)) player[playerTurn].position.y += 2.0f;
// 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;
}
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