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LE TENOUX--RACHIDI Isham
mini projet
Commits
62e42a8c
Commit
62e42a8c
authored
Oct 30, 2020
by
LE TENOUX--RACHIDI Isham
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/*******************************************************************************************
*
* 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
.
0
f
,
0
.
0
f
};
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
.
0
f
;
if
(
IsKeyDown
(
KEY_LEFT
))
player
[
playerTurn
].
position
.
x
-=
2
.
0
f
;
if
(
IsKeyDown
(
KEY_UP
))
player
[
playerTurn
].
position
.
y
-=
2
.
0
f
;
if
(
IsKeyDown
(
KEY_DOWN
))
player
[
playerTurn
].
position
.
y
+=
2
.
0
f
;
// 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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