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MESLIN Léa
Mini_Projet_C
Commits
879a218a
Commit
879a218a
authored
Oct 28, 2020
by
MESLIN Léa
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879a218a
#include "raylib.h"
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <math.h>
#include <stdbool.h>
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define PLAYER_MAX_LIFE 5
#define LINES_OF_BRICKS 5
#define BRICKS_PER_LINE 20
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef
enum
GameScreen
{
LOGO
,
TITLE
,
GAMEPLAY
,
ENDING
}
GameScreen
;
typedef
struct
Player
{
Vector2
position
;
Vector2
size
;
int
life
;
}
Player
;
typedef
struct
Ball
{
Vector2
position
;
Vector2
speed
;
int
radius
;
bool
active
;
}
Ball
;
typedef
struct
Brick
{
Vector2
position
;
bool
active
;
int
couleur
;
}
Brick
;
//------------------------------------------------------------------------------------
// Global Variables Declaration
//------------------------------------------------------------------------------------
static
const
int
screenWidth
=
800
;
static
const
int
screenHeight
=
450
;
static
bool
gameOver
=
false
;
static
bool
pause
=
false
;
static
Player
player
=
{
0
};
static
Ball
ball
=
{
0
};
static
Brick
brick
[
LINES_OF_BRICKS
][
BRICKS_PER_LINE
]
=
{
0
};
static
Vector2
brickSize
=
{
0
};
//------------------------------------------------------------------------------------
// 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 (Note windowTitle is unused on Android)
//---------------------------------------------------------
InitWindow
(
screenWidth
,
screenHeight
,
"Mini projet C Lea MESLIN : arkanoid"
);
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
)
{
brickSize
=
(
Vector2
){
GetScreenWidth
()
/
BRICKS_PER_LINE
,
40
};
// Initialize player
player
.
position
=
(
Vector2
){
screenWidth
/
2
,
screenHeight
*
7
/
8
};
player
.
size
=
(
Vector2
){
screenWidth
/
10
,
20
};
player
.
life
=
PLAYER_MAX_LIFE
;
// Initialize ball
ball
.
position
=
(
Vector2
){
screenWidth
/
2
,
screenHeight
*
7
/
8
-
30
};
ball
.
speed
=
(
Vector2
){
0
,
0
};
ball
.
radius
=
7
;
ball
.
active
=
false
;
// Initialize bricks
int
initialDownPosition
=
50
;
for
(
int
i
=
0
;
i
<
LINES_OF_BRICKS
;
i
++
)
{
for
(
int
j
=
0
;
j
<
BRICKS_PER_LINE
;
j
++
)
{
brick
[
i
][
j
].
position
=
(
Vector2
){
j
*
brickSize
.
x
+
brickSize
.
x
/
2
,
i
*
brickSize
.
y
+
initialDownPosition
};
brick
[
i
][
j
].
active
=
true
;
int
random
=
GetRandomValue
(
0
,
3
);
switch
(
random
){
case
0
:
{
brick
[
i
][
j
].
couleur
=
0
;}
break
;
case
1
:
{
brick
[
i
][
j
].
couleur
=
1
;}
break
;
case
2
:
{
brick
[
i
][
j
].
couleur
=
2
;}
break
;
case
3
:
{
brick
[
i
][
j
].
couleur
=
3
;}
break
;
}
}
}
/*
brick[2][3].couleur =1;
brick[4][10].couleur=1;
brick[4][2].couleur=2;
brick[4][3].couleur=2;
brick[4][4].couleur=3;
brick[4][12].couleur=3;*/
}
void
briqueCouleurRouge
(
int
i
,
int
j
){
if
((
brick
[
i
][
j
].
couleur
==
1
)){
int
k
=
i
;
int
l
=
j
;
if
(
k
>
0
){
brick
[
k
-
1
][
l
].
active
=
false
;
brick
[
k
][
l
+
1
].
active
=
false
;
brick
[
k
][
l
-
1
].
active
=
false
;
brick
[
k
-
1
][
l
-
1
].
active
=
false
;
brick
[
k
-
1
][
l
+
1
].
active
=
false
;
}
else
{
brick
[
k
][
l
+
1
].
active
=
false
;
brick
[
k
][
l
-
1
].
active
=
false
;
brick
[
k
+
1
][
l
].
active
=
false
;
brick
[
k
+
1
][
l
+
1
].
active
=
false
;
brick
[
k
+
1
][
l
-
1
].
active
=
false
;
}
}
}
void
briqueCouleurNoire
(
int
i
,
int
j
){
if
((
brick
[
i
][
j
].
couleur
==
2
)){
brick
[
i
][
j
].
active
=
true
;
brick
[
i
][
j
].
couleur
=
0
;
}
}
void
briqueCouleurVerte
(
int
i
,
int
j
){
if
((
brick
[
i
][
j
].
couleur
==
3
)){
ball
.
position
.
y
=
screenHeight
*
1
/
8
;
}
}
// Update game (one frame)
void
UpdateGame
(
void
)
{
if
(
!
gameOver
)
{
if
(
IsKeyPressed
(
'P'
))
pause
=
!
pause
;
if
(
!
pause
)
{
// Player movement logic
if
(
IsKeyDown
(
KEY_LEFT
))
player
.
position
.
x
-=
5
;
if
((
player
.
position
.
x
-
player
.
size
.
x
/
2
)
<=
0
)
player
.
position
.
x
=
player
.
size
.
x
/
2
;
if
(
IsKeyDown
(
KEY_RIGHT
))
player
.
position
.
x
+=
5
;
if
((
player
.
position
.
x
+
player
.
size
.
x
/
2
)
>=
screenWidth
)
player
.
position
.
x
=
screenWidth
-
player
.
size
.
x
/
2
;
// Ball launching logic
if
(
!
ball
.
active
)
{
if
(
IsKeyPressed
(
KEY_SPACE
))
{
ball
.
active
=
true
;
ball
.
speed
=
(
Vector2
){
0
,
-
5
};
}
}
// Ball movement logic
if
(
ball
.
active
)
{
ball
.
position
.
x
+=
ball
.
speed
.
x
;
ball
.
position
.
y
+=
ball
.
speed
.
y
;
}
else
{
ball
.
position
=
(
Vector2
){
player
.
position
.
x
,
screenHeight
*
7
/
8
-
30
};
}
// Collision logic: ball vs walls
if
(((
ball
.
position
.
x
+
ball
.
radius
)
>=
screenWidth
)
||
((
ball
.
position
.
x
-
ball
.
radius
)
<=
0
))
ball
.
speed
.
x
*=
-
1
;
if
((
ball
.
position
.
y
-
ball
.
radius
)
<=
0
)
ball
.
speed
.
y
*=
-
1
;
if
((
ball
.
position
.
y
+
ball
.
radius
)
>=
screenHeight
)
{
ball
.
speed
=
(
Vector2
){
0
,
0
};
ball
.
active
=
false
;
player
.
life
--
;
}
// Collision logic: ball vs player
if
(
CheckCollisionCircleRec
(
ball
.
position
,
ball
.
radius
,
(
Rectangle
){
player
.
position
.
x
-
player
.
size
.
x
/
2
,
player
.
position
.
y
-
player
.
size
.
y
/
2
,
player
.
size
.
x
,
player
.
size
.
y
}))
{
if
(
ball
.
speed
.
y
>
0
)
{
ball
.
speed
.
y
*=
-
1
;
ball
.
speed
.
x
=
(
ball
.
position
.
x
-
player
.
position
.
x
)
/
(
player
.
size
.
x
/
2
)
*
5
;
}
}
// Collision logic: ball vs bricks
for
(
int
i
=
0
;
i
<
LINES_OF_BRICKS
;
i
++
)
{
for
(
int
j
=
0
;
j
<
BRICKS_PER_LINE
;
j
++
)
{
if
(
brick
[
i
][
j
].
active
)
{
// Hit below
if
(((
ball
.
position
.
y
-
ball
.
radius
)
<=
(
brick
[
i
][
j
].
position
.
y
+
brickSize
.
y
/
2
))
&&
((
ball
.
position
.
y
-
ball
.
radius
)
>
(
brick
[
i
][
j
].
position
.
y
+
brickSize
.
y
/
2
+
ball
.
speed
.
y
))
&&
((
fabs
(
ball
.
position
.
x
-
brick
[
i
][
j
].
position
.
x
))
<
(
brickSize
.
x
/
2
+
ball
.
radius
*
2
/
3
))
&&
(
ball
.
speed
.
y
<
0
))
{
brick
[
i
][
j
].
active
=
false
;
ball
.
speed
.
y
*=
-
1
;
briqueCouleurRouge
(
i
,
j
);
briqueCouleurNoire
(
i
,
j
);
briqueCouleurVerte
(
i
,
j
);
}
// Hit above
else
if
(((
ball
.
position
.
y
+
ball
.
radius
)
>=
(
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
))
&&
((
ball
.
position
.
y
+
ball
.
radius
)
<
(
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
+
ball
.
speed
.
y
))
&&
((
fabs
(
ball
.
position
.
x
-
brick
[
i
][
j
].
position
.
x
))
<
(
brickSize
.
x
/
2
+
ball
.
radius
*
2
/
3
))
&&
(
ball
.
speed
.
y
>
0
))
{
brick
[
i
][
j
].
active
=
false
;
ball
.
speed
.
y
*=
-
1
;
briqueCouleurRouge
(
i
,
j
);
briqueCouleurNoire
(
i
,
j
);
briqueCouleurVerte
(
i
,
j
);
}
// Hit left
else
if
(((
ball
.
position
.
x
+
ball
.
radius
)
>=
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
))
&&
((
ball
.
position
.
x
+
ball
.
radius
)
<
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
+
ball
.
speed
.
x
))
&&
((
fabs
(
ball
.
position
.
y
-
brick
[
i
][
j
].
position
.
y
))
<
(
brickSize
.
y
/
2
+
ball
.
radius
*
2
/
3
))
&&
(
ball
.
speed
.
x
>
0
))
{
brick
[
i
][
j
].
active
=
false
;
ball
.
speed
.
x
*=
-
1
;
briqueCouleurRouge
(
i
,
j
);
briqueCouleurNoire
(
i
,
j
);
briqueCouleurVerte
(
i
,
j
);
}
// Hit right
else
if
(((
ball
.
position
.
x
-
ball
.
radius
)
<=
(
brick
[
i
][
j
].
position
.
x
+
brickSize
.
x
/
2
))
&&
((
ball
.
position
.
x
-
ball
.
radius
)
>
(
brick
[
i
][
j
].
position
.
x
+
brickSize
.
x
/
2
+
ball
.
speed
.
x
))
&&
((
fabs
(
ball
.
position
.
y
-
brick
[
i
][
j
].
position
.
y
))
<
(
brickSize
.
y
/
2
+
ball
.
radius
*
2
/
3
))
&&
(
ball
.
speed
.
x
<
0
))
{
brick
[
i
][
j
].
active
=
false
;
ball
.
speed
.
x
*=
-
1
;
briqueCouleurRouge
(
i
,
j
);
briqueCouleurNoire
(
i
,
j
);
briqueCouleurVerte
(
i
,
j
);
}
}
}
}
// Game over logic
if
(
player
.
life
<=
0
)
gameOver
=
true
;
else
{
gameOver
=
true
;
for
(
int
i
=
0
;
i
<
LINES_OF_BRICKS
;
i
++
)
{
for
(
int
j
=
0
;
j
<
BRICKS_PER_LINE
;
j
++
)
{
if
(
brick
[
i
][
j
].
active
)
gameOver
=
false
;
}
}
}
}
}
else
{
if
(
IsKeyPressed
(
KEY_ENTER
))
{
InitGame
();
gameOver
=
false
;
}
}
}
// Draw game (one frame)
void
DrawGame
(
void
)
{
BeginDrawing
();
ClearBackground
(
RAYWHITE
);
if
(
!
gameOver
)
{
// Draw player bar
DrawRectangle
(
player
.
position
.
x
-
player
.
size
.
x
/
2
,
player
.
position
.
y
-
player
.
size
.
y
/
2
,
player
.
size
.
x
,
player
.
size
.
y
,
BLACK
);
// Draw player lives
for
(
int
i
=
0
;
i
<
player
.
life
;
i
++
)
DrawRectangle
(
20
+
40
*
i
,
screenHeight
-
30
,
35
,
10
,
LIGHTGRAY
);
// Draw ball
DrawCircleV
(
ball
.
position
,
ball
.
radius
,
MAROON
);
// Draw bricks
for
(
int
i
=
0
;
i
<
LINES_OF_BRICKS
;
i
++
)
{
for
(
int
j
=
0
;
j
<
BRICKS_PER_LINE
;
j
++
)
{
if
(
brick
[
i
][
j
].
active
)
{
if
(
brick
[
i
][
j
].
couleur
==
1
)
DrawRectangle
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
,
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
,
brickSize
.
x
,
brickSize
.
y
,
BLUE
);
else
if
(
brick
[
i
][
j
].
couleur
==
3
)
DrawRectangle
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
,
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
,
brickSize
.
x
,
brickSize
.
y
,
PURPLE
);
else
if
(
brick
[
i
][
j
].
couleur
==
2
)
DrawRectangle
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
,
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
,
brickSize
.
x
,
brickSize
.
y
,
BLACK
);
else
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
);
else
DrawRectangle
(
brick
[
i
][
j
].
position
.
x
-
brickSize
.
x
/
2
,
brick
[
i
][
j
].
position
.
y
-
brickSize
.
y
/
2
,
brickSize
.
x
,
brickSize
.
y
,
DARKGRAY
);
}
}
}
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
();
}
\ No newline at end of file
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