Commit cab222d0 authored by Lila NICKLER's avatar Lila NICKLER

/*******************************************************************************************

*
*   raylib - sample game: space invaders
*
*   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 <emscripten/emscripten.h>

//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------

//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { FIRST = 0, SECOND, THIRD, FOURTH } EnemyWave;

typedef struct Player{
    Rectangle rec;
    Vector2 speed;
    Color color;
    int life;
} Player;

typedef struct Enemy{
    Rectangle rec;
    Vector2 speed;
    bool active;
    Color color;
    bool boss;
    int life;
} Enemy;

typedef struct Shoot{
    Rectangle rec;
    Vector2 speed;
    bool active;
    Color color;
} Shoot;

//------------------------------------------------------------------------------------
// 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 bool victory = false;

static Player player = { 0 };
static Enemy enemy[NUM_MAX_ENEMIES] = { 0 };
static Shoot shoot[NUM_SHOOTS] = { 0 };
static EnemyWave wave = { 0 };

static int shootRate = 0;
static float alpha = 0.0f;

static int activeEnemies = 0;
static int enemiesKill = 0;
static bool smooth = 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 (Note windowTitle is unused on Android)
    //---------------------------------------------------------
    InitWindow(screenWidth, screenHeight, "sample game: space invaders");

    InitGame();

    emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
    SetTargetFPS(60);
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update and Draw
        //----------------------------------------------------------------------------------
        UpdateDrawFrame();
        //----------------------------------------------------------------------------------
    }
    // 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)
{
    // Initialize game variables
    shootRate = 0;
    pause = false;
    gameOver = false;
    victory = false;
    smooth = false;
    wave = FIRST;
    activeEnemies = FIRST_WAVE;
    enemiesKill = 0;
    score = 0;
    alpha = 0;

    // Initialize player
    player.rec.x =  20;
    player.rec.y = 100;
    player.rec.width = 20;
    player.rec.height = 20;
    player.speed.x = 5;
    player.speed.y = 5;
    player.color = BLACK;
    player.life = 3;

    // Initialize enemies
    for (int i = 0; i < NUM_MAX_ENEMIES; i++)
    {
        enemy[i].rec.width = 10;
        enemy[i].rec.height = 10;
        enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
        enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
        enemy[i].speed.x = 5;
        enemy[i].speed.y = 5;
        enemy[i].active = true;
        enemy[i].color = GRAY;
        enemy[i].boss = false;
        enemy[i].life = 0;
    }

    // Initialize shoots
    for (int i = 0; i < NUM_SHOOTS; i++)
    {
        shoot[i].rec.x = player.rec.x;
        shoot[i].rec.y = player.rec.y + player.rec.height/4;
        shoot[i].rec.width = 10;
        shoot[i].rec.height = 5;
        shoot[i].speed.x = 10;
        shoot[i].speed.y = 0;
        shoot[i].active = false;
        shoot[i].color = MAROON;
    }
}

// Update game (one frame)
void UpdateGame(void)
{
    if (!gameOver)
    {
        if (IsKeyPressed('P')) pause = !pause;

        if (!pause)
        {
            switch (wave)
            {
                case FIRST:
                {
                    if (!smooth)
                    {
                        alpha += 0.02f;

                        if (alpha >= 1.0f) smooth = true;
                    }

                    if (smooth) alpha -= 0.02f;

                    if (enemiesKill == activeEnemies)
                    {
                        enemiesKill = 0;

                        for (int i = 0; i < activeEnemies; i++)
                        {
                            if (!enemy[i].active) enemy[i].active = true;
                        }

                        activeEnemies = SECOND_WAVE;
                        wave = SECOND;
                        smooth = false;
                        alpha = 0.0f;
                    }
                } break;
                case SECOND:
                {
                    if (!smooth)
                    {
                        alpha += 0.02f;

                        if (alpha >= 1.0f) smooth = true;
                    }

                    if (smooth) alpha -= 0.02f;

                    if (enemiesKill == activeEnemies)
                    {
                        enemiesKill = 0;

                         for (int i = 0; i < activeEnemies; i++)
                        {
                        enemy[i].active= true;
                        enemy[i].rec.width =50;
                        enemy[i].rec.height = 50;
                        enemy[i].rec.x = screenWidth/2;
                        enemy[i].rec.y = 200;
                        enemy[i].speed.x = 5;
                        enemy[i].speed.y = 5;
                        enemy[i].active = true;
                        enemy[i].color = GRAY;
                        enemy[i].boss = false;
                        enemy[i].life = 10;
                        }

                        activeEnemies = THIRD_WAVE;
                        wave = THIRD;
                        smooth = false;
                        alpha = 0.0f;
                    }
                } break;
                case THIRD:
                {
                    if (!smooth)
                    {
                        alpha += 0.02f;

                        if (alpha >= 1.0f) smooth = true;
                    }

                    if (smooth) alpha -= 0.02f;

                    if (enemiesKill == activeEnemies)
                    {
                        enemiesKill = 0;
                         //Initiliaze the boss
                        enemy[0].active= true;
                        enemy[0].rec.width =200;
                        enemy[0].rec.height = 700;
                        enemy[0].rec.x = screenWidth;
                        enemy[0].rec.y = 0;
                        enemy[0].speed.x = 1;
                        enemy[0].speed.y = 1;
                        enemy[0].active = true;
                        enemy[0].color = MAROON;
                        enemy[0].boss = true;
                        enemy[0].life = 100;

                        for (int i = 1; i < activeEnemies; i++)
                        {
                            enemy[i].active= true;
                            enemy[i].rec.width =50;
                            enemy[i].rec.height = 50;
                            enemy[i].rec.x = screenWidth/2;
                            enemy[i].rec.y = 200;
                            enemy[i].speed.x = 5;
                            enemy[i].speed.y = 5;
                            enemy[i].active = true;
                            enemy[i].color = GRAY;
                            enemy[i].boss = false;
                            enemy[i].life = 10;
                        }
                        for (int i = 0; i < activeEnemies; i++)
                        {
                            if (!enemy[i].active) enemy[i].active = true;
                        }

                        activeEnemies = FOURTH_WAVE;
                        wave = FOURTH;
                        smooth = false;
                        alpha = 0.0f;
                    }
                } break;
                case FOURTH:
                {
                       if (!smooth)
                     {
                        alpha += 0.02f;

                        if (alpha >= 1.0f) smooth = true;
                    }
                    if (smooth) alpha -= 0.02f;

                    if (enemy[0].life == 0) victory = true;

                }

                default: break;
            }

            // Player movement
            if (IsKeyDown(KEY_RIGHT)) player.rec.x += player.speed.x;
            if (IsKeyDown(KEY_LEFT)) player.rec.x -= player.speed.x;
            if (IsKeyDown(KEY_UP)) player.rec.y -= player.speed.y;
            if (IsKeyDown(KEY_DOWN)) player.rec.y += player.speed.y;

            // Player collision with enemy
            for (int i = 0; i < activeEnemies; i++)
            {
                if (CheckCollisionRecs(player.rec, enemy[i].rec))
                {
                    if (player.life == 1)
                    {
                        gameOver = true;
                    } else
                    {
                        enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
                        enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
                        player.life--;
                    }
                }
            }

             // Enemy behaviour
            for (int i = 0; i < activeEnemies; i++)
            {
                if (enemy[i].active)
                {
                    enemy[i].rec.x -= enemy[i].speed.x;

                    if (enemy[i].rec.x < 0)
                    {
                        if (!enemy[i].boss){

                            enemy[i].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
                            enemy[i].rec.y = GetRandomValue(0, screenHeight - enemy[i].rec.height);
                        }

                    }
                }
            }

            // Wall behaviour
            if (player.rec.x <= 0) player.rec.x = 0;
            if (player.rec.x + player.rec.width >= screenWidth) player.rec.x = screenWidth - player.rec.width;
            if (player.rec.y <= 0) player.rec.y = 0;
            if (player.rec.y + player.rec.height >= screenHeight) player.rec.y = screenHeight - player.rec.height;

            // Shoot initialization
            if (IsKeyDown(KEY_SPACE))
            {
                shootRate += 5;

                for (int i = 0; i < NUM_SHOOTS; i++)
                {
                    if (!shoot[i].active && shootRate%20 == 0)
                    {
                        shoot[i].rec.x = player.rec.x;
                        shoot[i].rec.y = player.rec.y + player.rec.height/4;
                        shoot[i].active = true;
                        break;
                    }
                }
            }

            // Shoot logic
            for (int i = 0; i < NUM_SHOOTS; i++)
            {
                if (shoot[i].active)
                {

                    // Movement
                    shoot[i].rec.x += shoot[i].speed.x;

                    // Collision with enemy
                    for (int j = 0; j < activeEnemies; j++)
                    {
                        if (enemy[j].active)
                        {
                             if (CheckCollisionRecs(shoot[i].rec, enemy[j].rec)){
                                if (enemy[j].life == 0)
                                {
                                    shoot[i].active = false;
                                    enemy[j].rec.x = GetRandomValue(screenWidth, screenWidth + 1000);
                                    enemy[j].rec.y = GetRandomValue(0, screenHeight - enemy[j].rec.height);
                                    shootRate = 0;
                                    enemiesKill++;
                                    score += 100;
                                }else {

                                    shoot[i].active = false;
                                    shootRate = 0;
                                    enemy[j].life--;
                                    score +=100;
                                }
                            }

                            if (shoot[i].rec.x + shoot[i].rec.width >= screenWidth)
                            {
                                shoot[i].active = false;
                                shootRate = 0;
                            }
                        }
                    }
                }
            }
        }
    }
    else
    {
        if (IsKeyPressed(KEY_ENTER))
        {
            InitGame();
            gameOver = false;
        }
    }
}

// Draw game (one frame)
void DrawGame(void)
{
    BeginDrawing();

        ClearBackground(RAYWHITE);

        if (!gameOver)
        {
            DrawRectangleRec(player.rec, player.color);

            if (wave == FIRST) DrawText("FIRST WAVE", screenWidth/2 - MeasureText("FIRST WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
            else if (wave == SECOND) DrawText("SECOND WAVE", screenWidth/2 - MeasureText("SECOND WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
            else if (wave == THIRD) DrawText("THIRD WAVE", screenWidth/2 - MeasureText("THIRD WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
            else if (wave == FOURTH)
            {
            DrawText("FOURTH WAVE:", screenWidth/2 - MeasureText("FOURTH WAVE", 40)/2, screenHeight/2 - 40, 40, Fade(BLACK, alpha));
            DrawText("BOSS IN COMMING", screenWidth/2 - MeasureText("BOSS IN COMMING", 40)/2, 2*screenHeight/3 - 40, 40, Fade(MAROON, alpha));
            }

            for (int i = 0; i < activeEnemies; i++)
            {
                if (enemy[i].active) DrawRectangleRec(enemy[i].rec, enemy[i].color);

            }
            for (int i = 0; i < NUM_SHOOTS; i++)
            {
                if (shoot[i].active) DrawRectangleRec(shoot[i].rec, shoot[i].color);
            }

            DrawText("Score:",20,10,30, GRAY);
            DrawText(TextFormat("%04i", score), 120, 10, 30, GRAY);
            DrawText("Life:",20,40,30, GRAY);
            DrawText(TextFormat("%i",player.life),100,40,30,RED);

            if (victory) DrawText("YOU WIN", screenWidth/2 - MeasureText("YOU WIN", 40)/2, screenHeight/2 - 40, 40, BLACK);

            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();
}
Merge branch 'master' of http://gvipers.imt-lille-douai.fr/lila.nickler/spaceinvaders_upgrade into master
parents d60ccbaf cecf1b18
Ce projet a pour but de developper de nouvelle fonctionnalité au jeu space invaders de raylib.
Ajout sur:
- Boss
- Nouvel item pour changer l'arme du vaisseau
A faire:
* [X] - Boss
* [ ] - Nouvel item pour changer l'arme du vaisseau
* [ ] - Vies pour le joueur
* [X] - Différent ennemeis
* [ ] - Item pour regagner de la vie
* [ ] - Plus de niveaux
* [X] - Affichage de la vie du joueur
* [X] - Meilleure affichage du score
* [ ] - Tableau des scores a la fin
* [ ] - Timer
Ajout potentielle:
-D'autre item (invinsibilité, autre arme)
-Tableau de scores a la fin
\ No newline at end of file
Markdown is supported
0% or
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment