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Update raylib examples.
This commit is contained in:
@@ -1,5 +1,5 @@
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module arkanoid;
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import raylib5;
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import raylib55;
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import std::math;
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/**
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*
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@@ -34,23 +34,23 @@ enum GameScreen
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struct Player
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{
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Vector2 position;
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Vector2 size;
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int life;
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RLVector2 position;
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RLVector2 size;
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int life;
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}
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struct Ball
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{
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Vector2 position;
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Vector2 speed;
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int radius;
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bool active;
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RLVector2 position;
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RLVector2 speed;
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int radius;
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bool active;
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}
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struct Brick
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{
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Vector2 position;
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bool active;
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RLVector2 position;
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bool active;
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}
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//------------------------------------------------------------------------------------
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@@ -63,36 +63,36 @@ bool pause = false;
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Player player;
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Ball ball;
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Brick[BRICKS_PER_LINE][LINES_OF_BRICKS] brick;
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Vector2 brick_size;
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RLVector2 brick_size;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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fn void main()
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{
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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rl::initWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "classic game: arkanoid");
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// Initialization (Note windowTitle is unused on Android)
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//---------------------------------------------------------
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rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "classic game: arkanoid");
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init_game();
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rl::setTargetFPS(60);
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//--------------------------------------------------------------------------------------
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rl::set_target_fps(60);
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!rl::windowShouldClose()) // Detect window close button or ESC key
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{
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// Update and Draw
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//----------------------------------------------------------------------------------
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update_draw_frame();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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unload_game(); // Unload loaded data (textures, sounds, models...)
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// Main game loop
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while (!rl::window_should_close()) // Detect window close button or ESC key
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{
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// Update and Draw
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//----------------------------------------------------------------------------------
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update_draw_frame();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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unload_game(); // Unload loaded data (textures, sounds, models...)
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rl::closeWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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rl::close_window(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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}
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@@ -103,30 +103,30 @@ fn void main()
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// Initialize game variables
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fn void init_game()
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{
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brick_size = { (float)rl::getScreenWidth() / BRICKS_PER_LINE, 40 };
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brick_size = { (float)rl::get_screen_width() / BRICKS_PER_LINE, 40 };
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// Initialize player
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player.position = { SCREEN_WIDTH/2, SCREEN_HEIGHT * 7 / 8 };
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player.size = { SCREEN_WIDTH / 10, 20 };
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player.life = PLAYER_MAX_LIFE;
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// Initialize player
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player.position = { SCREEN_WIDTH / 2, SCREEN_HEIGHT * 7 / 8 };
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player.size = { SCREEN_WIDTH / 10, 20 };
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player.life = PLAYER_MAX_LIFE;
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// Initialize ball
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ball.position = { SCREEN_WIDTH / 2, SCREEN_HEIGHT * 7 / 8 - 30 };
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ball.speed = { 0, 0 };
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ball.radius = 7;
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ball.active = false;
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// Initialize ball
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ball.position = { SCREEN_WIDTH / 2, SCREEN_HEIGHT * 7 / 8 - 30 };
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ball.speed = { 0, 0 };
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ball.radius = 7;
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ball.active = false;
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// Initialize bricks
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int initial_down_position = 50;
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// Initialize bricks
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int initial_down_position = 50;
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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brick[i][j].position = { j * brick_size.x + brick_size.x / 2, i * brick_size.y + initial_down_position };
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brick[i][j].active = true;
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}
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}
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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brick[i][j].position = { j * brick_size.x + brick_size.x / 2, i * brick_size.y + initial_down_position };
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brick[i][j].active = true;
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}
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}
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}
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// Update game (one frame)
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@@ -134,178 +134,187 @@ fn void update_game()
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{
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if (game_over)
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{
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if (rl::isKeyPressed(rl::KEY_ENTER))
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{
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init_game();
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game_over = false;
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}
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if (rl::is_key_pressed(ENTER))
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{
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init_game();
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game_over = false;
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}
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}
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if (rl::isKeyPressed((KeyboardKey)'P')) pause = !pause;
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if (rl::is_key_pressed(P)) pause = !pause;
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if (pause) return;
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// Player movement logic
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if (rl::isKeyDown(rl::KEY_LEFT)) player.position.x -= 5;
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if ((player.position.x - player.size.x/2) <= 0) player.position.x = player.size.x/2;
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if (rl::isKeyDown(rl::KEY_RIGHT)) player.position.x += 5;
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if ((player.position.x + player.size.x/2) >= SCREEN_WIDTH) player.position.x = SCREEN_WIDTH - player.size.x/2;
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// Player movement logic
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if (rl::is_key_down(LEFT)) player.position.x -= 5;
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if ((player.position.x - player.size.x / 2) <= 0) player.position.x = player.size.x / 2;
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if (rl::is_key_down(RIGHT)) player.position.x += 5;
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if ((player.position.x + player.size.x / 2) >= SCREEN_WIDTH) player.position.x = SCREEN_WIDTH - player.size.x / 2;
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// Ball launching logic
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if (!ball.active)
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{
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if (rl::isKeyPressed(rl::KEY_SPACE))
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{
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ball.active = true;
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ball.speed = { 0, -5 };
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}
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}
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// Ball launching logic
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if (!ball.active)
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{
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if (rl::is_key_pressed(SPACE))
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{
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ball.active = true;
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ball.speed = { 0, -5 };
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}
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}
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// Ball movement logic
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if (ball.active)
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{
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ball.position.x += ball.speed.x;
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ball.position.y += ball.speed.y;
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}
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else
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{
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ball.position = { player.position.x, SCREEN_HEIGHT * 7 / 8 - 30 };
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}
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// Ball movement logic
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if (ball.active)
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{
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// Collision logic: ball vs walls
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if (((ball.position.x + ball.radius) >= SCREEN_WIDTH) || ((ball.position.x - ball.radius) <= 0)) ball.speed.x *= -1;
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if ((ball.position.y - ball.radius) <= 0) ball.speed.y *= -1;
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if ((ball.position.y + ball.radius) >= SCREEN_HEIGHT)
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{
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ball.speed = { 0, 0 };
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ball.active = false;
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ball.position += ball.speed;
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}
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else
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{
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ball.position = { player.position.x, SCREEN_HEIGHT * 7 / 8 - 30 };
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}
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player.life--;
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}
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// Collision logic: ball vs walls
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// Collision logic: ball vs player
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if (rl::checkCollisionCircleRec(ball.position, ball.radius, { player.position.x - player.size.x / 2, player.position.y - player.size.y / 2, player.size.x, player.size.y}))
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{
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if (ball.speed.y > 0)
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{
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ball.speed.y *= -1;
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ball.speed.x = (ball.position.x - player.position.x) / (player.size.x / 2) * 5;
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}
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}
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if ((ball.position.x + ball.radius >= SCREEN_WIDTH) || (ball.position.x - ball.radius <= 0)) ball.speed.x *= -1;
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if (ball.position.y - ball.radius <= 0) ball.speed.y *= -1;
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if (ball.position.y + ball.radius >= SCREEN_HEIGHT)
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{
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ball.speed = { 0, 0 };
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ball.active = false;
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player.life--;
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}
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// Collision logic: ball vs bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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// Hit below
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if (((ball.position.y - ball.radius) <= (brick[i][j].position.y + brick_size.y / 2)) &&
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((ball.position.y - ball.radius) > (brick[i][j].position.y + brick_size.y / 2 + ball.speed.y)) &&
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((math::abs(ball.position.x - brick[i][j].position.x)) < (brick_size.x / 2 + ball.radius * 2.0f / 3)) && (ball.speed.y < 0))
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit above
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else if (((ball.position.y + ball.radius) >= (brick[i][j].position.y - brick_size.y/2)) &&
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((ball.position.y + ball.radius) < (brick[i][j].position.y - brick_size.y/2 + ball.speed.y)) &&
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((math::abs(ball.position.x - brick[i][j].position.x)) < (brick_size.x / 2 + ball.radius * 2.0f / 3)) && (ball.speed.y > 0))
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit left
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else if (((ball.position.x + ball.radius) >= (brick[i][j].position.x - brick_size.x/2)) &&
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((ball.position.x + ball.radius) < (brick[i][j].position.x - brick_size.x/2 + ball.speed.x)) &&
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((math::abs(ball.position.y - brick[i][j].position.y)) < (brick_size.y / 2 + ball.radius * 2.0f / 3)) && (ball.speed.x > 0))
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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// Hit right
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else if (((ball.position.x - ball.radius) <= (brick[i][j].position.x + brick_size.x/2)) &&
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((ball.position.x - ball.radius) > (brick[i][j].position.x + brick_size.x/2 + ball.speed.x)) &&
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((math::abs(ball.position.y - brick[i][j].position.y)) < (brick_size.y / 2 + ball.radius * 2.0f / 3)) && (ball.speed.x < 0))
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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}
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}
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}
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// Collision logic: ball vs player
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if (rl::check_collision_circle_rec(ball.position, ball.radius, { player.position.x - player.size.x / 2, player.position.y - player.size.y / 2, player.size.x, player.size.y}))
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{
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if (ball.speed.y > 0)
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{
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ball.speed.y *= -1;
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ball.speed.x = (ball.position.x - player.position.x) / (player.size.x / 2) * 5;
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}
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}
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// Game over logic
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if (player.life <= 0)
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{
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game_over = true;
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}
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else
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{
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game_over = true;
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active) game_over = false;
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}
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}
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}
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// Collision logic: ball vs bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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// Hit below
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if (ball.position.y - ball.radius <= brick[i][j].position.y + brick_size.y / 2
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&& ball.position.y - ball.radius > brick[i][j].position.y + brick_size.y / 2 + ball.speed.y
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&& math::abs(ball.position.x - brick[i][j].position.x) < brick_size.x / 2 + ball.radius * 2.0f / 3
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&& ball.speed.y < 0)
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit above
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else if (ball.position.y + ball.radius >= brick[i][j].position.y - brick_size.y / 2
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&& ball.position.y + ball.radius < brick[i][j].position.y - brick_size.y/2 + ball.speed.y
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&& math::abs(ball.position.x - brick[i][j].position.x) < brick_size.x / 2 + ball.radius * 2.0f / 3
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&& ball.speed.y > 0)
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{
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brick[i][j].active = false;
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ball.speed.y *= -1;
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}
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// Hit left
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else if (ball.position.x + ball.radius >= brick[i][j].position.x - brick_size.x / 2
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&& ball.position.x + ball.radius < brick[i][j].position.x - brick_size.x / 2 + ball.speed.x
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&& math::abs(ball.position.y - brick[i][j].position.y) < brick_size.y / 2 + ball.radius * 2.0f / 3
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&& ball.speed.x > 0)
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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// Hit right
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else if (ball.position.x - ball.radius <= brick[i][j].position.x + brick_size.x / 2
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&& ball.position.x - ball.radius > brick[i][j].position.x + brick_size.x / 2 + ball.speed.x
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&& math::abs(ball.position.y - brick[i][j].position.y) < brick_size.y / 2 + ball.radius * 2.0f / 3
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&& ball.speed.x < 0)
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{
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brick[i][j].active = false;
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ball.speed.x *= -1;
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}
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}
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}
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}
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// Game over logic
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if (player.life <= 0)
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{
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game_over = true;
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return;
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}
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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game_over = false;
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return;
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}
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}
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}
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game_over = true;
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}
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// Draw game (one frame)
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fn void draw_game()
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{
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rl::beginDrawing();
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defer rl::endDrawing();
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rl::clearBackground(rl::RAYWHITE);
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rl::begin_drawing();
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defer rl::end_drawing();
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if (!game_over)
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{
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// Draw player bar
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rl::drawRectangle((int)(player.position.x - player.size.x/2), (int)(player.position.y - player.size.y/2), (int)player.size.x, (int)player.size.y, rl::BLACK);
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rl::clear_background(rl::RAYWHITE);
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// Draw player lives
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for (int i = 0; i < player.life; i++) rl::drawRectangle(20 + 40*i, SCREEN_HEIGHT - 30, 35, 10, rl::LIGHTGRAY);
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if (!game_over)
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{
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// Draw player bar
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rl::draw_rectangle((int)(player.position.x - player.size.x/2), (int)(player.position.y - player.size.y/2), (int)player.size.x, (int)player.size.y, rl::BLACK);
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// Draw ball
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rl::drawCircleV(ball.position, ball.radius, rl::MAROON);
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// Draw player lives
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for (int i = 0; i < player.life; i++) rl::draw_rectangle(20 + 40*i, SCREEN_HEIGHT - 30, 35, 10, rl::LIGHTGRAY);
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// Draw bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
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{
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for (int j = 0; j < BRICKS_PER_LINE; j++)
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{
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if (brick[i][j].active)
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{
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if ((i + j) % 2 == 0)
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{
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rl::drawRectangle((int)(brick[i][j].position.x - brick_size.x/2), (int)(brick[i][j].position.y - brick_size.y/2), (int)brick_size.x, (int)brick_size.y, rl::GRAY);
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}
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else
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{
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rl::drawRectangle((int)(brick[i][j].position.x - brick_size.x/2), (int)(brick[i][j].position.y - brick_size.y/2), (int)brick_size.x, (int)brick_size.y, rl::DARKGRAY);
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}
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}
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}
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}
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// Draw ball
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rl::draw_circle_v(ball.position, ball.radius, rl::MAROON);
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if (pause) rl::drawText("GAME PAUSED", SCREEN_WIDTH/2 - rl::measureText("GAME PAUSED", 40)/2, SCREEN_HEIGHT/2 - 40, 40, rl::GRAY);
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}
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else
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{
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rl::drawText("PRESS [ENTER] TO PLAY AGAIN", rl::getScreenWidth()/2 - rl::measureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, rl::getScreenHeight()/2 - 50, 20, rl::GRAY);
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}
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// Draw bricks
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for (int i = 0; i < LINES_OF_BRICKS; i++)
|
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{
|
||||
for (int j = 0; j < BRICKS_PER_LINE; j++)
|
||||
{
|
||||
if (brick[i][j].active)
|
||||
{
|
||||
RLVector2 brick_pos = brick[i][j].position - brick_size / 2;
|
||||
if ((i + j) % 2 == 0)
|
||||
{
|
||||
rl::draw_rectangle((int)brick_pos.x, (int)brick_pos.y, (int)brick_size.x, (int)brick_size.y, rl::GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
rl::draw_rectangle((int)brick_pos.x, (int)brick_pos.y, (int)brick_size.x, (int)brick_size.y, rl::DARKGRAY);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pause) rl::draw_text("GAME PAUSED", SCREEN_WIDTH / 2 - rl::measure_text("GAME PAUSED", 40) / 2, SCREEN_HEIGHT / 2 - 40, 40, rl::GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
rl::draw_text("PRESS [ENTER] TO PLAY AGAIN", rl::get_screen_width()/2 - rl::measure_text("PRESS [ENTER] TO PLAY AGAIN", 20) / 2, rl::get_screen_height() / 2 - 50, 20, rl::GRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// Unload game variables
|
||||
fn void unload_game()
|
||||
{
|
||||
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||
}
|
||||
|
||||
// Update and Draw (one frame)
|
||||
fn void update_draw_frame()
|
||||
{
|
||||
update_game();
|
||||
draw_game();
|
||||
update_game();
|
||||
draw_game();
|
||||
}
|
||||
@@ -1,5 +1,5 @@
|
||||
module snake;
|
||||
import raylib5;
|
||||
import raylib55;
|
||||
/**
|
||||
*
|
||||
* raylib - classic game: snake
|
||||
@@ -16,26 +16,26 @@ const SQUARE_SIZE = 32;
|
||||
const int SCREEN_WIDTH = 800;
|
||||
const int SCREEN_HEIGHT = 450;
|
||||
|
||||
enum SnakeDirection
|
||||
enum SnakeDirection : (RLVector2 dir)
|
||||
{
|
||||
RIGHT,
|
||||
DOWN,
|
||||
LEFT,
|
||||
UP
|
||||
RIGHT = { SQUARE_SIZE, 0 },
|
||||
DOWN = { 0, SQUARE_SIZE },
|
||||
LEFT = { -SQUARE_SIZE, 0 },
|
||||
UP = { 0, -SQUARE_SIZE }
|
||||
}
|
||||
struct Snake
|
||||
{
|
||||
Vector2 position;
|
||||
Vector2 size;
|
||||
Color color;
|
||||
RLVector2 position;
|
||||
RLVector2 size;
|
||||
RLColor color;
|
||||
}
|
||||
|
||||
struct Food
|
||||
{
|
||||
Vector2 position;
|
||||
Vector2 size;
|
||||
bool active;
|
||||
Color color;
|
||||
RLVector2 position;
|
||||
RLVector2 size;
|
||||
bool active;
|
||||
RLColor color;
|
||||
}
|
||||
|
||||
|
||||
@@ -46,201 +46,169 @@ bool pause = false;
|
||||
Food fruit;
|
||||
SnakeDirection snake_direction;
|
||||
Snake[SNAKE_LENGTH] snake;
|
||||
Vector2[SNAKE_LENGTH] snake_position;
|
||||
RLVector2[SNAKE_LENGTH] snake_position;
|
||||
bool allow_move = false;
|
||||
Vector2 offset;
|
||||
RLVector2 offset;
|
||||
int counter_tail = 0;
|
||||
|
||||
fn void main()
|
||||
{
|
||||
rl::initWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "classic game: snake");
|
||||
rl::init_window(SCREEN_WIDTH, SCREEN_HEIGHT, "classic game: snake");
|
||||
init_game();
|
||||
rl::setTargetFPS(60);
|
||||
rl::set_target_fps(60);
|
||||
|
||||
while (!rl::windowShouldClose()) // Detect window close button or ESC key
|
||||
{
|
||||
update_draw_frame();
|
||||
}
|
||||
while (!rl::window_should_close()) // Detect window close button or ESC key
|
||||
{
|
||||
update_draw_frame();
|
||||
}
|
||||
|
||||
unload_game();
|
||||
unload_game();
|
||||
|
||||
rl::closeWindow();
|
||||
rl::close_window();
|
||||
}
|
||||
|
||||
// Initialize game variables
|
||||
fn void init_game()
|
||||
{
|
||||
frames_counter = 0;
|
||||
game_over = false;
|
||||
pause = false;
|
||||
frames_counter = 0;
|
||||
game_over = false;
|
||||
pause = false;
|
||||
|
||||
counter_tail = 1;
|
||||
allow_move = false;
|
||||
counter_tail = 1;
|
||||
allow_move = false;
|
||||
snake_direction = RIGHT;
|
||||
offset.x = SCREEN_WIDTH % SQUARE_SIZE;
|
||||
offset.y = SCREEN_HEIGHT % SQUARE_SIZE;
|
||||
offset.x = SCREEN_WIDTH % SQUARE_SIZE;
|
||||
offset.y = SCREEN_HEIGHT % SQUARE_SIZE;
|
||||
foreach (i, &s : snake)
|
||||
{
|
||||
s.position = offset / 2;
|
||||
s.size = (RLVector2)SQUARE_SIZE;
|
||||
s.color = i ? rl::BLUE : rl::DARKBLUE;
|
||||
}
|
||||
|
||||
for (int i = 0; i < SNAKE_LENGTH; i++)
|
||||
{
|
||||
snake[i].position = { offset.x / 2, offset.y / 2 };
|
||||
snake[i].size = { SQUARE_SIZE, SQUARE_SIZE };
|
||||
foreach (&pos : snake_position)
|
||||
{
|
||||
*pos = { 0, 0 };
|
||||
}
|
||||
|
||||
if (i == 0)
|
||||
{
|
||||
snake[i].color = rl::DARKBLUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
snake[i].color = rl::BLUE;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < SNAKE_LENGTH; i++)
|
||||
{
|
||||
snake_position[i] = { 0.0f, 0.0f };
|
||||
}
|
||||
|
||||
fruit.size = { SQUARE_SIZE, SQUARE_SIZE };
|
||||
fruit.color = rl::SKYBLUE;
|
||||
fruit.active = false;
|
||||
fruit = { .size = (RLVector2)SQUARE_SIZE, .color = rl::SKYBLUE, .active = false };
|
||||
}
|
||||
|
||||
fn RLVector2 random_fruit_position()
|
||||
{
|
||||
return offset / 2 + { (float)rl::get_random_value(0, SCREEN_WIDTH / SQUARE_SIZE - 1) * SQUARE_SIZE, (float)rl::get_random_value(0, (SCREEN_HEIGHT / SQUARE_SIZE) - 1) * SQUARE_SIZE };
|
||||
}
|
||||
|
||||
fn void update_game()
|
||||
{
|
||||
if (game_over)
|
||||
{
|
||||
if (rl::isKeyPressed(rl::KEY_ENTER))
|
||||
{
|
||||
init_game();
|
||||
game_over = false;
|
||||
}
|
||||
if (rl::is_key_pressed(ENTER))
|
||||
{
|
||||
init_game();
|
||||
game_over = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (rl::isKeyPressed((KeyboardKey)'P')) pause = !pause;
|
||||
if (rl::is_key_pressed(P)) pause = !pause;
|
||||
|
||||
if (pause) return;
|
||||
|
||||
if (rl::isKeyPressed(rl::KEY_RIGHT) && allow_move)
|
||||
{
|
||||
snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 1) % 4);
|
||||
allow_move = false;
|
||||
}
|
||||
if (rl::isKeyPressed(rl::KEY_LEFT) && allow_move)
|
||||
{
|
||||
snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 3) % 4);
|
||||
allow_move = false;
|
||||
}
|
||||
|
||||
// Snake movement
|
||||
for (int i = 0; i < counter_tail; i++) snake_position[i] = snake[i].position;
|
||||
|
||||
if (frames_counter++ % 5 != 0) return;
|
||||
|
||||
allow_move = true;
|
||||
switch (snake_direction)
|
||||
if (rl::is_key_pressed(RIGHT) && allow_move)
|
||||
{
|
||||
case RIGHT:
|
||||
snake[0].position.x += SQUARE_SIZE;
|
||||
snake[0].position.y += 0;
|
||||
case UP:
|
||||
snake[0].position.x += 0;
|
||||
snake[0].position.y += -SQUARE_SIZE;
|
||||
case DOWN:
|
||||
snake[0].position.x += 0;
|
||||
snake[0].position.y += SQUARE_SIZE;
|
||||
case LEFT:
|
||||
snake[0].position.x += -SQUARE_SIZE;
|
||||
snake[0].position.y += 0;
|
||||
default:
|
||||
unreachable();
|
||||
snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 1) % 4);
|
||||
allow_move = false;
|
||||
}
|
||||
if (rl::is_key_pressed(LEFT) && allow_move)
|
||||
{
|
||||
snake_direction = SnakeDirection.from_ordinal((snake_direction.ordinal + 3) % 4);
|
||||
allow_move = false;
|
||||
}
|
||||
for (int i = 1; i < counter_tail; i++)
|
||||
{
|
||||
snake[i].position = snake_position[i - 1];
|
||||
}
|
||||
|
||||
// Wall behaviour
|
||||
if (((snake[0].position.x) > (SCREEN_WIDTH - offset.x)) ||
|
||||
((snake[0].position.y) > (SCREEN_HEIGHT - offset.y)) ||
|
||||
(snake[0].position.x < 0) || (snake[0].position.y < 0))
|
||||
{
|
||||
game_over = true;
|
||||
}
|
||||
// Snake movement
|
||||
foreach (i, &sp : snake_position[:counter_tail]) *sp = snake[i].position;
|
||||
|
||||
// Collision with yourself
|
||||
for (int i = 1; i < counter_tail; i++)
|
||||
{
|
||||
if ((snake[0].position.x == snake[i].position.x) && (snake[0].position.y == snake[i].position.y)) game_over = true;
|
||||
}
|
||||
if (frames_counter++ % 20 != 0) return;
|
||||
|
||||
// Fruit position calculation
|
||||
if (!fruit.active)
|
||||
{
|
||||
fruit.active = true;
|
||||
fruit.position = { (float)rl::getRandomValue(0, (SCREEN_WIDTH / SQUARE_SIZE) - 1) * SQUARE_SIZE + offset.x / 2, (float)rl::getRandomValue(0, (SCREEN_HEIGHT / SQUARE_SIZE) - 1) * SQUARE_SIZE + offset.y / 2 };
|
||||
allow_move = true;
|
||||
snake[0].position += snake_direction.dir;
|
||||
foreach (i, &s : snake[1 .. counter_tail - 1]) s.position = snake_position[i];
|
||||
|
||||
for (int i = 0; i < counter_tail; i++)
|
||||
{
|
||||
while ((fruit.position.x == snake[i].position.x) && (fruit.position.y == snake[i].position.y))
|
||||
{
|
||||
fruit.position = { (float)rl::getRandomValue(0, (SCREEN_WIDTH / SQUARE_SIZE) - 1) * SQUARE_SIZE + offset.x/2, (float)rl::getRandomValue(0, (SCREEN_HEIGHT / SQUARE_SIZE) - 1) * SQUARE_SIZE + offset.y / 2 };
|
||||
i = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Wall behaviour
|
||||
if (snake[0].position.comp_ge({SCREEN_WIDTH - offset.x, SCREEN_HEIGHT - offset.y}).or() || snake[0].position.comp_lt({ 0, 0 }).or())
|
||||
{
|
||||
game_over = true;
|
||||
}
|
||||
|
||||
// Collision
|
||||
if ((snake[0].position.x < (fruit.position.x + fruit.size.x) && (snake[0].position.x + snake[0].size.x) > fruit.position.x) &&
|
||||
(snake[0].position.y < (fruit.position.y + fruit.size.y) && (snake[0].position.y + snake[0].size.y) > fruit.position.y))
|
||||
{
|
||||
snake[counter_tail].position = snake_position[counter_tail - 1];
|
||||
counter_tail += 1;
|
||||
fruit.active = false;
|
||||
}
|
||||
// Collision with yourself
|
||||
for (int i = 1; i < counter_tail; i++)
|
||||
{
|
||||
if (snake[0].position == snake[i].position) game_over = true;
|
||||
}
|
||||
|
||||
// Fruit position calculation
|
||||
if (!fruit.active)
|
||||
{
|
||||
fruit.active = true;
|
||||
fruit.position = random_fruit_position();
|
||||
|
||||
for (int i = 0; i < counter_tail; i++)
|
||||
{
|
||||
while (fruit.position == snake[i].position)
|
||||
{
|
||||
fruit.position = random_fruit_position();
|
||||
i = 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Collision
|
||||
if (snake[0].position.comp_lt(fruit.position + fruit.size).and() && fruit.position.comp_lt(snake[0].position + snake[0].size).and())
|
||||
{
|
||||
snake[counter_tail].position = snake_position[counter_tail - 1];
|
||||
counter_tail += 1;
|
||||
fruit.active = false;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw game (one frame)
|
||||
fn void draw_game()
|
||||
{
|
||||
rl::beginDrawing();
|
||||
rl::begin_drawing();
|
||||
|
||||
rl::clearBackground(rl::RAYWHITE);
|
||||
rl::clear_background(rl::RAYWHITE);
|
||||
|
||||
if (!game_over)
|
||||
{
|
||||
// Draw grid lines
|
||||
for (int i = 0; i < SCREEN_WIDTH / SQUARE_SIZE + 1; i++)
|
||||
{
|
||||
rl::drawLineV({(float)SQUARE_SIZE * i + offset.x/2, offset.y/2}, {(float)SQUARE_SIZE * i + offset.x/2, SCREEN_HEIGHT - offset.y/2}, rl::LIGHTGRAY);
|
||||
}
|
||||
defer rl::end_drawing();
|
||||
if (game_over)
|
||||
{
|
||||
rl::draw_text("PRESS [ENTER] TO PLAY AGAIN", rl::get_screen_width() / 2 - rl::measure_text("PRESS [ENTER] TO PLAY AGAIN", 20)/2, rl::get_screen_height() / 2 - 50, 20, rl::GRAY);
|
||||
return;
|
||||
}
|
||||
// Draw grid lines
|
||||
for (int i = 0; i < SCREEN_WIDTH / SQUARE_SIZE + 1; i++)
|
||||
{
|
||||
rl::draw_line_v(offset / 2 + { (float)SQUARE_SIZE * i, 0}, {(float)SQUARE_SIZE * i + offset.x / 2, SCREEN_HEIGHT - offset.y / 2}, rl::LIGHTGRAY);
|
||||
}
|
||||
|
||||
for (int i = 0; i < SCREEN_HEIGHT/SQUARE_SIZE + 1; i++)
|
||||
{
|
||||
rl::drawLineV({offset.x/2, (float)SQUARE_SIZE * i + offset.y / 2 }, { SCREEN_WIDTH - offset.x/2, (float)SQUARE_SIZE * i + offset.y / 2 }, rl::LIGHTGRAY);
|
||||
}
|
||||
for (int i = 0; i < SCREEN_HEIGHT/SQUARE_SIZE + 1; i++)
|
||||
{
|
||||
rl::draw_line_v(offset / 2 + { 0, (float)SQUARE_SIZE * i }, { SCREEN_WIDTH - offset.x/2, (float)SQUARE_SIZE * i + offset.y / 2 }, rl::LIGHTGRAY);
|
||||
}
|
||||
|
||||
// Draw snake
|
||||
for (int i = 0; i < counter_tail; i++) rl::drawRectangleV(snake[i].position, snake[i].size, snake[i].color);
|
||||
// Draw snake
|
||||
foreach (&s : snake[:counter_tail]) rl::draw_rectangle_v(s.position, s.size, s.color);
|
||||
|
||||
// Draw fruit to pick
|
||||
rl::drawRectangleV(fruit.position, fruit.size, fruit.color);
|
||||
// Draw fruit to pick
|
||||
rl::draw_rectangle_v(fruit.position, fruit.size, fruit.color);
|
||||
|
||||
if (pause) rl::drawText("GAME PAUSED", SCREEN_WIDTH/2 - rl::measureText("GAME PAUSED", 40)/2, SCREEN_HEIGHT / 2 - 40, 40, rl::GRAY);
|
||||
}
|
||||
else
|
||||
{
|
||||
rl::drawText("PRESS [ENTER] TO PLAY AGAIN", rl::getScreenWidth()/2 - rl::measureText("PRESS [ENTER] TO PLAY AGAIN", 20)/2, rl::getScreenHeight()/2 - 50, 20, rl::GRAY);
|
||||
}
|
||||
if (pause) rl::draw_text("GAME PAUSED", SCREEN_WIDTH / 2 - rl::measure_text("GAME PAUSED", 40) / 2, SCREEN_HEIGHT / 2 - 40, 40, rl::GRAY);
|
||||
|
||||
rl::endDrawing();
|
||||
}
|
||||
|
||||
// Unload game variables
|
||||
fn void unload_game()
|
||||
{
|
||||
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||
// TODO: Unload all dynamic loaded data (textures, sounds, models...)
|
||||
}
|
||||
|
||||
// Update and Draw (one frame)
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user