Beispiel #1
0
void CheckPlayerPlatformsCollision()
{
    for (int i=0; i<maxPlatforms; i++)
    {
        if (platforms[i].isActive)
        {
            if (CheckCollisionRecs(player.collider, platforms[i].collider))
            {
                if (player.dnObj.checker.y+player.dnObj.checker.height<=platforms[i].position.y) SetPlayerAsGrounded((Vector2){player.transform.position.x, platforms[i].position.y});
                else player.isAlive = FALSE;
            }
        }
    }
}
Beispiel #2
0
// Get collision rectangle for two rectangles collision
// TODO: Depending on rec1 and rec2 order, it fails -> Review!
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
    Rectangle retRec = { 0, 0, 0, 0 };

    if (CheckCollisionRecs(rec1, rec2))
    {
        int dxx = abs(rec1.x - rec2.x);
        int dyy = abs(rec1.y - rec2.y);

        if (rec1.x <= rec2.x)
        {
            if (rec1.y <= rec2.y)
            {
                retRec.x = rec2.x;
                retRec.y = rec2.y;
                retRec.width = rec1.width - dxx;
                retRec.height = rec1.height - dyy;
            }
            else
            {
                retRec.x = rec2.x;
                retRec.y = rec1.y;
                retRec.width = rec1.width - dxx;
                retRec.height = rec2.height - dyy;
            }
        }
        else
        {
            if (rec1.y <= rec2.y)
            {
                retRec.x = rec1.x;
                retRec.y = rec2.y;
                retRec.width = rec2.width - dxx;
                retRec.height = rec1.height - dyy;
            }
            else
            {
                retRec.x = rec1.x;
                retRec.y = rec1.y;
                retRec.width = rec2.width - dxx;
                retRec.height = rec2.height - dyy;
            }
        }

        if (retRec.width >= rec2.width) retRec.width = rec2.width;
        if (retRec.height >= rec2.height) retRec.height = rec2.height;
    }

    return retRec;
}
Beispiel #3
0
// Gameplay Screen Update logic
void UpdateLivingroomScreen(void)
{
    if (player.key)
    {       
        // Door: left
        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
        else doorLeft.selected = false;
        
        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorLeft.locked)
                {
                    doorLeft.frameRec.y = 0;
                    doorLeft.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 1;
            }
        }
        
        // Door: center
        if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || 
            (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; 
        else doorCenter.selected = false;
        
        if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorCenter.locked)
                {
                    doorCenter.frameRec.y = 0;
                    doorCenter.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 2;
            }
        }
    }
        
    if (msgState > 2)
    {
        UpdatePlayer();
	
		// Monsters logic
        UpdateMonster(&candle);
        UpdateMonster(&picture);
        UpdateMonster(&phone);
    }
	
    // Check player hover monsters to interact
    if (((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active) ||
        ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active) ||
        ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)) monsterHover = true;
    else monsterHover = false;
    
    // Monters logic: candle
    if ((CheckCollisionRecs(player.bounds, candle.bounds)) && !candle.active)
    {
        candle.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), candle.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 1;
        }
    }
    else candle.selected = false;
    
    // Monters logic: picture
    if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
    {
        picture.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 2;
        }
    }
    else picture.selected = false;
    
    // Monters logic: phone
    if ((CheckCollisionRecs(player.bounds, phone.bounds)) && !phone.active)
    {
        phone.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), phone.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 3;
        }
    }
    else phone.selected = false;
    
    if (searching)
    {
        framesCounter++;
        
        if (framesCounter > 180)
        {
            if (monsterCheck == 1)
            {
                if (candle.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                candle.active = true;
                candle.selected = false;
            }
            else if (monsterCheck == 2)
            {
                if (picture.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                picture.active = true;
                picture.selected = false;
            }
            else if (monsterCheck == 3)
            {
                if (phone.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                phone.active = true;
                phone.selected = false;
            }
  
            searching = false;
            framesCounter = 0;
        }
    }
    
    // Text animation
    framesCounter++;
    
    if ((framesCounter%2) == 0) lettersCounter++;

    if (msgState == 0)
    {
        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
        else
        {
            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';

            lettersCounter = 0;
            msgState = 1;
        }
        
        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
    }
    else if (msgState == 1)
    {
        msgCounter++;
        
        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
        {
            msgState = 2;
            msgCounter = 0;
        }
    }
    else if (msgState == 2)
    {
        msgCounter++;
        
        if (msgCounter > 180) msgState = 3;
    }
    else msgCounter++;
}
Beispiel #4
0
// Gameplay Screen Update logic
void UpdateAisle01Screen(void)
{
    // Update doors bounds
    doorLeft.bound.x = doorLeft.position.x - scroll;
    doorCenter.bound.x = doorCenter.position.x - scroll;
    doorRight.bound.x = doorRight.position.x - scroll;

    if (player.key)
    {       
        // Door: left
        if ((CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || 
            (CheckCollisionRecs(player.bounds, doorLeft.bound))) doorLeft.selected = true; 
        else doorLeft.selected = false;
        
        if ((doorLeft.selected) && (CheckCollisionRecs(player.bounds, doorLeft.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorLeft.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorLeft.locked)
                {
                    doorLeft.frameRec.y = 0;
                    doorLeft.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 1;
            }
        }
        
        // Door: center
        if ((CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || 
            (CheckCollisionRecs(player.bounds, doorCenter.bound))) doorCenter.selected = true; 
        else doorCenter.selected = false;
        
        if ((doorCenter.selected) && (CheckCollisionRecs(player.bounds, doorCenter.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorCenter.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorCenter.locked)
                {
                    doorCenter.frameRec.y = 0;
                    doorCenter.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 2;
            }
        }
        
        // Door: right
        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
        else doorRight.selected = false;
        
        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorRight.locked)
                {
                    doorRight.frameRec.y = 0;
                    doorRight.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 3;
            }
        }
    }
    
    if (msgState > 2)
    {
        UpdatePlayer();
	
		// Monsters logic
        UpdateMonster(&lamp);
        UpdateMonster(&picture);
    }
    
    // Update monster bounds
    lamp.bounds.x = lamp.position.x + 20 - scroll;
    picture.bounds.x = picture.position.x + 44 - scroll;
	
    // Check player hover monsters to interact
    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
        ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)) monsterHover = true;
    else monsterHover = false;
    
    // Monters logic: lamp
    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
    {
        lamp.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 1;
        }
    }
    else lamp.selected = false;
    
    // Monters logic: picture
    if ((CheckCollisionRecs(player.bounds, picture.bounds)) && !picture.active)
    {
        picture.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), picture.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 2;
        }
    }
    else picture.selected = false;
    
    if (searching)
    {
        framesCounter++;
        
        if (framesCounter > 180)
        {
            if (monsterCheck == 1)
            {
                if (lamp.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                lamp.active = true;
                lamp.selected = false;
            }
            else if (monsterCheck == 2)
            {
                if (picture.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                picture.active = true;
                picture.selected = false;
            }
  
            searching = false;
            framesCounter = 0;
        }
    }
    
    // Text animation
    framesCounter++;
    
    if ((framesCounter%2) == 0) lettersCounter++;

    if (msgState == 0)
    {
        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
        else
        {
            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';

            lettersCounter = 0;
            msgState = 1;
        }
        
        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
    }
    else if (msgState == 1)
    {
        msgCounter++;
        
        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
        {
            msgState = 2;
            msgCounter = 0;
        }
    }
    else if (msgState == 2)
    {
        msgCounter++;
        
        if (msgCounter > 180) msgState = 3;
    }
    else msgCounter++;
    
    if (player.position.x > 200)
    {
        scroll = player.position.x - 200;
        
        if (scroll > 620) scroll = 620;
    }
}
Beispiel #5
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 1280;
    const int screenHeight = 720;
    
    // Init window
    ShowLogo();
    InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
    
    // Initialize audio device
    InitAudioDevice();      
    
    // Load game resources: textures
    Texture2D sky = LoadTexture("resources/sky.png");
    Texture2D mountains = LoadTexture("resources/mountains.png");
    Texture2D sea = LoadTexture("resources/sea.png");
    Texture2D title = LoadTexture("resources/title.png");
    Texture2D turtle = LoadTexture("resources/turtle.png");
    Texture2D gamera = LoadTexture("resources/gamera.png");
    Texture2D shark = LoadTexture("resources/shark.png");
    Texture2D orca = LoadTexture("resources/orca.png");
    Texture2D swhale = LoadTexture("resources/swhale.png");
    Texture2D fish = LoadTexture("resources/fish.png");
    Texture2D gframe = LoadTexture("resources/gframe.png");
    
    // Load game resources: fonts
    SpriteFont font = LoadSpriteFont("resources/komika.png");
    
    // Load game resources: sounds
    Sound eat = LoadSound("resources/eat.wav");
    Sound die = LoadSound("resources/die.wav");
    Sound growl = LoadSound("resources/gamera.wav");
    
    // Start playing streaming music
    PlayMusicStream("resources/speeding.ogg");

    // Define scrolling variables
    int backScrolling = 0;
    int seaScrolling = 0;
    
    // Define current screen
    GameScreen currentScreen = TITLE;
    
    // Define player variables
    int playerRail = 1;
    Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
    bool gameraMode = false;
    
    // Define enemies variables
    Rectangle enemyBounds[MAX_ENEMIES];
    int enemyRail[MAX_ENEMIES];
    int enemyType[MAX_ENEMIES];
    bool enemyActive[MAX_ENEMIES];
    float enemySpeed = 10;
    
    // Init enemies variables
    for (int i = 0; i < MAX_ENEMIES; i++)
    {
        // Define enemy type (all same probability)
        //enemyType[i] = GetRandomValue(0, 3);
    
        // Probability system for enemies type
        int enemyProb = GetRandomValue(0, 100);
        
        if (enemyProb < 30) enemyType[i] = 0;
        else if (enemyProb < 60) enemyType[i] = 1;
        else if (enemyProb < 90) enemyType[i] = 2;
        else enemyType[i] = 3;

        // define enemy rail
        enemyRail[i] = GetRandomValue(0, 4);

        // Make sure not two consecutive enemies in the same row
        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
        
        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
        enemyActive[i] = false;
    }
    
    // Define additional game variables
    int score = 0;
    float distance = 0.0f;
    int hiscore = 0;
    float hidistance = 0.0f;
    int foodBar = 0;
    int framesCounter = 0;
    
    unsigned char blue = 200;
    float timeCounter = 0;
    
    SetTargetFPS(60);       // Setup game frames per second
    //--------------------------------------------------------------------------------------
    
    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        framesCounter++;
        
        // Sea color tint effect
        blue = 210 + 25 * sin(timeCounter);
        timeCounter += 0.01;

        // Game screens management
        switch (currentScreen)
        {
            case TITLE:
            {
                // Sea scrolling
                seaScrolling -= 2;
                if (seaScrolling <= -screenWidth) seaScrolling = 0; 
            
                // Press enter to change to gameplay screen
                if (IsKeyPressed(KEY_ENTER))
                {
                    currentScreen = GAMEPLAY;
                    framesCounter = 0;
                }
                
            } break;
            case GAMEPLAY:
            {
                // Background scrolling logic
                backScrolling--;
                if (backScrolling <= -screenWidth) backScrolling = 0; 
                
                // Sea scrolling logic
                seaScrolling -= (enemySpeed - 2);
                if (seaScrolling <= -screenWidth) seaScrolling = 0; 
            
                // Player movement logic
                if (IsKeyPressed(KEY_DOWN)) playerRail++;
                else if (IsKeyPressed(KEY_UP)) playerRail--;
                
                // Check player not out of rails
                if (playerRail > 4) playerRail = 4;
                else if (playerRail < 0) playerRail = 0;
            
                // Update player bounds
                playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
                
                // Enemies activation logic (every 40 frames)        
                if (framesCounter > 40)
                {
                    for (int i = 0; i < MAX_ENEMIES; i++)
                    {
                        if (enemyActive[i] == false)
                        {
                            enemyActive[i] = true;
                            i = MAX_ENEMIES;
                        }
                    }
                    
                    framesCounter = 0;
                }
                
                // Enemies logic
                for (int i = 0; i < MAX_ENEMIES; i++)
                {
                    if (enemyActive[i])
                    {
                        enemyBounds[i].x -= enemySpeed;
                    }
                    
                    // Check enemies out of screen
                    if (enemyBounds[i].x <= 0 - 128)
                    {
                        enemyActive[i] = false;
                        enemyType[i] = GetRandomValue(0, 3);
                        enemyRail[i] = GetRandomValue(0, 4);
                        
                        // Make sure not two consecutive enemies in the same row
                        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
                        
                        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                    }
                }
                
                if (!gameraMode) enemySpeed += 0.005;
                
                // Check collision player vs enemies
                for (int i = 0; i < MAX_ENEMIES; i++)
                {
                    if (enemyActive[i])
                    {
                        if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
                        {                       
                            if (enemyType[i] < 3)   // Bad enemies
                            {
                                if (gameraMode)
                                {
                                    if (enemyType[i] == 0) score += 50;
                                    else if (enemyType[i] == 1) score += 150;
                                    else if (enemyType[i] == 2) score += 300;
                                    
                                    foodBar += 15;
                                
                                    enemyActive[i] = false;
                                    
                                    // After enemy deactivation, reset enemy parameters to be reused
                                    enemyType[i] = GetRandomValue(0, 3);
                                    enemyRail[i] = GetRandomValue(0, 4);
                                    
                                    // Make sure not two consecutive enemies in the same row
                                    if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
                                    
                                    enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                                    
                                    PlaySound(eat);
                                }
                                else
                                {
                                    // Player die logic
                                    PlaySound(die);
                                
                                    currentScreen = ENDING;
                                    framesCounter = 0;
                                    
                                    // Save hiscore and hidistance for next game
                                    if (score > hiscore) hiscore = score;
                                    if (distance > hidistance) hidistance = distance;
                                }
                            }
                            else    // Sweet fish
                            {
                                enemyActive[i] = false;
                                enemyType[i] = GetRandomValue(0, 3);
                                enemyRail[i] = GetRandomValue(0, 4);
                                
                                // Make sure not two consecutive enemies in the same row
                                if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
                                
                                enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                                
                                if (!gameraMode) foodBar += 80;
                                else foodBar += 25;
                                
                                score += 10;
                                
                                if (foodBar == 400)
                                {
                                    gameraMode = true;
                                    
                                    PlaySound(growl);
                                }
                                
                                PlaySound(eat);
                            }
                        }
                    }
                }
                
                // Gamera mode logic
                if (gameraMode)
                {
                    foodBar--;
                    
                    if (foodBar <= 0) 
                    {
                        gameraMode = false;
                        enemySpeed -= 2;
                        if (enemySpeed < 10) enemySpeed = 10;
                    }
                }
        
                // Update distance counter
                distance += 0.5f;
            
            } break;
            case ENDING:
            {
                // Press enter to play again
                if (IsKeyPressed(KEY_ENTER))
                {
                    currentScreen = GAMEPLAY;
                    
                    // Reset player
                    playerRail = 1;
                    playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
                    gameraMode = false;
                    
                    // Reset enemies data
                    for (int i = 0; i < MAX_ENEMIES; i++)
                    {
                        int enemyProb = GetRandomValue(0, 100);
                        
                        if (enemyProb < 30) enemyType[i] = 0;
                        else if (enemyProb < 60) enemyType[i] = 1;
                        else if (enemyProb < 90) enemyType[i] = 2;
                        else enemyType[i] = 3;
                        
                        //enemyType[i] = GetRandomValue(0, 3);
                        enemyRail[i] = GetRandomValue(0, 4);

                        // Make sure not two consecutive enemies in the same row
                        if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
                        
                        enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                        enemyActive[i] = false;
                    }
                    
                    enemySpeed = 10;
                    
                    // Reset game variables
                    score = 0;
                    distance = 0.0;
                    foodBar = 0;
                    framesCounter = 0;
                }
      
            } break;
            default: break;
        }
        //----------------------------------------------------------------------------------
        
        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();
        
            ClearBackground(RAYWHITE);
            
            // Draw background (common to all screens)
            DrawTexture(sky, 0, 0, WHITE);
            
            DrawTexture(mountains, backScrolling, 0, WHITE);
            DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
            
            if (!gameraMode)
            {
                DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
                DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
            }
            else
            {
                DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
                DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
            }
            
            switch (currentScreen)
            {
                case TITLE:
                {
                    // Draw title
                    DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
                    
                    // Draw blinking text
                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, GetFontBaseSize(font), 0, WHITE);
                
                } break;
                case GAMEPLAY:
                {
                    // Draw water lines
                    for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
                    
                    // Draw player
                    if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
                    else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
                    
                    // Draw player bounding box
                    //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
                    //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
                    
                    // Draw enemies
                    for (int i = 0; i < MAX_ENEMIES; i++)
                    {
                        if (enemyActive[i]) 
                        {
                            // Draw enemies
                            switch(enemyType[i])
                            {
                                case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                default: break;
                            }
                            
                            // Draw enemies bounding boxes
                            /*
                            switch(enemyType[i])
                            {
                                case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
                                default: break;
                            }
                            */
                        }
                    }
                    
                    // Draw gameplay interface
                    DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
                    DrawRectangle(20, 20, foodBar, 40, ORANGE);
                    DrawRectangleLines(20, 20, 400, 40, BLACK);
                    
                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, GetFontBaseSize(font), -2, ORANGE);
                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, GetFontBaseSize(font), -2, ORANGE);
                    
                    if (gameraMode)
                    {
                        DrawText("GAMERA MODE", 60, 22, 40, GRAY);
                        DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
                    }
            
                } break;
                case ENDING:
                {
                    // Draw a transparent black rectangle that covers all screen
                    DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
                
                    DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, GetFontBaseSize(font)*3, -2, MAROON);
                    
                    DrawTextEx(font, FormatText("SCORE: %04i", score), (Vector2){ 680, 350 }, GetFontBaseSize(font), -2, GOLD);
                    DrawTextEx(font, FormatText("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, GetFontBaseSize(font), -2, GOLD);
                    DrawTextEx(font, FormatText("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, GetFontBaseSize(font), -2, ORANGE);
                    DrawTextEx(font, FormatText("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, GetFontBaseSize(font), -2, ORANGE);
                    
                    // Draw blinking text
                    if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, GetFontBaseSize(font), -2, LIGHTGRAY);
                    
                } break;
                default: break;
            }

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------
    
    // Unload textures
    UnloadTexture(sky);
    UnloadTexture(mountains);
    UnloadTexture(sea);
    UnloadTexture(gframe);
    UnloadTexture(title);
    UnloadTexture(turtle);
    UnloadTexture(shark);
    UnloadTexture(orca);
    UnloadTexture(swhale);
    UnloadTexture(fish);
    UnloadTexture(gamera);
    
    // Unload font texture
    UnloadSpriteFont(font);
    
    // Unload sounds
    UnloadSound(eat);
    UnloadSound(die);
    UnloadSound(growl);
    
    StopMusicStream();      // Stop music
    CloseAudioDevice();     // Close audio device
    
    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------
    
    return 0;
}
Beispiel #6
0
int main()
{
    // Initialization
    //--------------------------------------------------------------------------------------
    const int screenWidth = 1280;
    const int screenHeight = 720;

    // Init window
    InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");

    // Load game resources: textures
    Texture2D sky = LoadTexture("resources/sky.png");
    Texture2D mountains = LoadTexture("resources/mountains.png");
    Texture2D sea = LoadTexture("resources/sea.png");
    Texture2D title = LoadTexture("resources/title.png");
    Texture2D turtle = LoadTexture("resources/turtle.png");
    Texture2D gamera = LoadTexture("resources/gamera.png");
    Texture2D shark = LoadTexture("resources/shark.png");
    Texture2D orca = LoadTexture("resources/orca.png");
    Texture2D swhale = LoadTexture("resources/swhale.png");
    Texture2D fish = LoadTexture("resources/fish.png");

    // Define scrolling variables
    int backScrolling = 0;
    int seaScrolling = 0;

    // Define current screen
    GameScreen currentScreen = TITLE;

    // Define player variables
    int playerRail = 1;
    Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
    bool gameraMode = false;

    // Define enemies variables
    Rectangle enemyBounds[MAX_ENEMIES];
    int enemyRail[MAX_ENEMIES];
    int enemyType[MAX_ENEMIES];
    bool enemyActive[MAX_ENEMIES];
    float enemySpeed = 10;

    // Init enemies variables
    for (int i = 0; i < MAX_ENEMIES; i++)
    {
        // Define enemy type (all same probability)
        enemyType[i] = GetRandomValue(0, 3);

        // Define enemy rail
        enemyRail[i] = GetRandomValue(0, 4);

        // Define enemy bounding box
        enemyBounds[i] = (Rectangle) {
            screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100
        };
        enemyActive[i] = false;
    }

    // Define additional game variables
    int foodBar = 0;
    int framesCounter = 0;

    SetTargetFPS(60);       // Setup game frames per second
    //--------------------------------------------------------------------------------------

    // Main game loop
    while (!WindowShouldClose())    // Detect window close button or ESC key
    {
        // Update
        //----------------------------------------------------------------------------------
        framesCounter++;

        // Game screens management
        switch (currentScreen)
        {
        case TITLE:
        {
            // Sea scrolling
            seaScrolling -= 2;
            if (seaScrolling <= -screenWidth) seaScrolling = 0;

            // Press enter to change to gameplay screen
            if (IsKeyPressed(KEY_ENTER))
            {
                currentScreen = GAMEPLAY;
                framesCounter = 0;
            }

        }
        break;
        case GAMEPLAY:
        {
            // Background scrolling logic
            backScrolling--;
            if (backScrolling <= -screenWidth) backScrolling = 0;

            // Sea scrolling logic
            seaScrolling -= (enemySpeed - 2);
            if (seaScrolling <= -screenWidth) seaScrolling = 0;

            // Player movement logic
            if (IsKeyPressed(KEY_DOWN)) playerRail++;
            else if (IsKeyPressed(KEY_UP)) playerRail--;

            // Check player not out of rails
            if (playerRail > 4) playerRail = 4;
            else if (playerRail < 0) playerRail = 0;

            // Update player bounds
            playerBounds = (Rectangle) {
                30 + 14, playerRail*120 + 90 + 14, 100, 100
            };

            // Enemies activation logic (every 40 frames)
            if (framesCounter > 40)
            {
                for (int i = 0; i < MAX_ENEMIES; i++)
                {
                    if (enemyActive[i] == false)
                    {
                        enemyActive[i] = true;
                        i = MAX_ENEMIES;
                    }
                }

                framesCounter = 0;
            }

            // Enemies logic
            for (int i = 0; i < MAX_ENEMIES; i++)
            {
                if (enemyActive[i])
                {
                    enemyBounds[i].x -= enemySpeed;
                }

                // Check enemies out of screen
                if (enemyBounds[i].x <= 0 - 128)
                {
                    enemyType[i] = GetRandomValue(0, 3);
                    enemyRail[i] = GetRandomValue(0, 4);

                    enemyBounds[i] = (Rectangle) {
                        screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100
                    };
                    enemyActive[i] = false;
                }
            }

            // Enemies speed increase every frame
            if (!gameraMode) enemySpeed += 0.005;

            // Check collision player vs enemies
            for (int i = 0; i < MAX_ENEMIES; i++)
            {
                if (enemyActive[i])
                {
                    if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
                    {
                        if (enemyType[i] < 3)   // Bad enemies
                        {
                            if (gameraMode)
                            {
                                foodBar += 15;

                                // After enemy deactivation, reset enemy parameters to be reused
                                enemyType[i] = GetRandomValue(0, 3);
                                enemyRail[i] = GetRandomValue(0, 4);

                                enemyBounds[i] = (Rectangle) {
                                    screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100
                                };
                                enemyActive[i] = false;
                            }
                            else
                            {
                                // Player die logic
                                currentScreen = ENDING;
                                framesCounter = 0;
                            }
                        }
                        else    // Sweet fish
                        {
                            enemyActive[i] = false;
                            enemyType[i] = GetRandomValue(0, 3);
                            enemyRail[i] = GetRandomValue(0, 4);

                            enemyBounds[i] = (Rectangle) {
                                screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100
                            };

                            if (!gameraMode) foodBar += 80;
                            else foodBar += 25;

                            if (foodBar == 400)
                            {
                                gameraMode = true;
                            }
                        }
                    }
                }
            }

            // Gamera mode logic
            if (gameraMode)
            {
                foodBar--;

                if (foodBar <= 0)
                {
                    gameraMode = false;
                    enemySpeed -= 2;
                    if (enemySpeed < 10) enemySpeed = 10;
                }
            }

        }
        break;
        case ENDING:
        {
            // Press enter to play again
            if (IsKeyPressed(KEY_ENTER))
            {
                currentScreen = GAMEPLAY;

                // Reset player
                playerRail = 1;
                playerBounds = (Rectangle) {
                    30 + 14, playerRail*120 + 90 + 14, 100, 100
                };
                gameraMode = false;

                // Reset enemies data
                for (int i = 0; i < MAX_ENEMIES; i++)
                {
                    enemyType[i] = GetRandomValue(0, 3);
                    enemyRail[i] = GetRandomValue(0, 4);

                    enemyBounds[i] = (Rectangle) {
                        screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100
                    };
                    enemyActive[i] = false;
                }

                enemySpeed = 10;

                // Reset game variables
                foodBar = 0;
                framesCounter = 0;
            }

        }
        break;
        default:
            break;
        }
        //----------------------------------------------------------------------------------

        // Draw
        //----------------------------------------------------------------------------------
        BeginDrawing();

        ClearBackground(RAYWHITE);

        // Draw background (common to all screens)
        DrawTexture(sky, 0, 0, WHITE);

        DrawTexture(mountains, backScrolling, 0, WHITE);
        DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);

        if (!gameraMode)
        {
            DrawTexture(sea, seaScrolling, 0, BLUE);
            DrawTexture(sea, screenWidth + seaScrolling, 0, BLUE);
        }
        else
        {
            DrawTexture(sea, seaScrolling, 0, RED);
            DrawTexture(sea, screenWidth + seaScrolling, 0, RED);
        }

        switch (currentScreen)
        {
        case TITLE:
        {
            // Draw title
            DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);

            // Draw blinking text
            if ((framesCounter/30) % 2) DrawText("PRESS ENTER", 480, 480, 40, BLACK);

        }
        break;
        case GAMEPLAY:
        {
            // Draw water lines
            for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));

            // Draw player
            if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
            else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);

            // Draw player bounding box
            //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
            //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));

            // Draw enemies
            for (int i = 0; i < MAX_ENEMIES; i++)
            {
                if (enemyActive[i])
                {
                    // Draw enemies
                    /*
                    switch(enemyType[i])
                    {
                        case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                        case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                        case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                        case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                        default: break;
                    }
                    */

                    // Draw enemies bounding boxes
                    switch(enemyType[i])
                    {
                    case 0:
                        DrawRectangleRec(enemyBounds[i], RED);
                        break;
                    case 1:
                        DrawRectangleRec(enemyBounds[i], RED);
                        break;
                    case 2:
                        DrawRectangleRec(enemyBounds[i], RED);
                        break;
                    case 3:
                        DrawRectangleRec(enemyBounds[i], GREEN);
                        break;
                    default:
                        break;
                    }
                }
            }

            // Draw gameplay interface

            // Draw food bar
            DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
            DrawRectangle(20, 20, foodBar, 40, ORANGE);
            DrawRectangleLines(20, 20, 400, 40, BLACK);

            if (gameraMode)
            {
                DrawText("GAMERA MODE", 60, 22, 40, GRAY);
            }

        }
        break;
        case ENDING:
        {
            // Draw a transparent black rectangle that covers all screen
            DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));

            DrawText("GAME OVER", 300, 200, 100, MAROON);

            // Draw blinking text
            if ((framesCounter/30) % 2) DrawText("PRESS ENTER to REPLAY", 400, 420, 30, LIGHTGRAY);

        }
        break;
        default:
            break;
        }

        EndDrawing();
        //----------------------------------------------------------------------------------
    }

    // De-Initialization
    //--------------------------------------------------------------------------------------

    // Unload textures
    UnloadTexture(sky);
    UnloadTexture(mountains);
    UnloadTexture(sea);
    UnloadTexture(title);
    UnloadTexture(turtle);
    UnloadTexture(gamera);
    UnloadTexture(shark);
    UnloadTexture(orca);
    UnloadTexture(swhale);
    UnloadTexture(fish);

    CloseWindow();          // Close window and OpenGL context
    //--------------------------------------------------------------------------------------

    return 0;
}
Beispiel #7
0
// Gameplay Screen Update logic
void UpdateAtticScreen(void)
{
    if (player.key)
    {
        // Door: right
        if ((CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || 
            (CheckCollisionRecs(player.bounds, doorRight.bound))) doorRight.selected = true; 
        else doorRight.selected = false;
        
        if ((doorRight.selected) && (CheckCollisionRecs(player.bounds, doorRight.bound)))
        {
            if (((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && CheckCollisionPointRec(GetMousePosition(), doorRight.bound)) || (IsKeyPressed(KEY_SPACE)))
            {
                if (doorRight.locked)
                {
                    doorRight.frameRec.y = 0;
                    doorRight.locked = false;
                    PlaySound(sndDoor);
                }
                else finishScreen = 1;
            }
        }
    }
        
    if (msgState > 2)
    {
        UpdatePlayer();
	
		// Monsters logic
        UpdateMonster(&lamp);
        UpdateMonster(&arc);
    }
	
    // Check player hover monsters to interact
    if (((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active) ||
        ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)) monsterHover = true;
    else monsterHover = false;
    
    // Monters logic: lamp
    if ((CheckCollisionRecs(player.bounds, lamp.bounds)) && !lamp.active)
    {
        lamp.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), lamp.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 1;
        }
    }
    else lamp.selected = false;
    
    // Monters logic: arc
    if ((CheckCollisionRecs(player.bounds, arc.bounds)) && !arc.active)
    {
        arc.selected = true;
        
        if ((IsKeyPressed(KEY_SPACE)) || 
            ((IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) && (CheckCollisionPointRec(GetMousePosition(), arc.bounds))))
        {
            SearchKeyPlayer();
            searching = true;
            framesCounter = 0;
            
            monsterCheck = 2;
        }
    }
    else arc.selected = false;
    
    if (searching)
    {
        framesCounter++;
        
        if (framesCounter > 180)
        {
            if (monsterCheck == 1)
            {
                if (lamp.spooky)
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                lamp.active = true;
                lamp.selected = false;
            }
            else if (monsterCheck == 2)
            {
                if (arc.spooky) 
                {
                    ScarePlayer();
                    PlaySound(sndScream);
                }
                else FindKeyPlayer();
                
                arc.active = true;
                arc.selected = false;
            }
  
            searching = false;
            framesCounter = 0;
        }
    }
    
    // Text animation
    framesCounter++;
    
    if ((framesCounter%2) == 0) lettersCounter++;

    if (msgState == 0)
    {
        if (lettersCounter <= (int)strlen(message)) strncpy(msgBuffer, message, lettersCounter);
        else
        {
            for (int i = 0; i < (int)strlen(msgBuffer); i++) msgBuffer[i] = '\0';

            lettersCounter = 0;
            msgState = 1;
        }
        
        if (IsKeyPressed(KEY_ENTER)) msgState = 1;
    }
    else if (msgState == 1)
    {
        msgCounter++;
        
        if ((IsKeyPressed(KEY_ENTER)) || (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)))
        {
            msgState = 2;
            msgCounter = 0;
        }
    }
    else if (msgState == 2)
    {
        msgCounter++;
        
        if (msgCounter > 180) msgState = 3;
    }
    else msgCounter++;
    
    if (IsKeyPressed('M'))
    {
        finishScreen = 1;
    }
}
Beispiel #8
0
// 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++)
                        {
                            if (!enemy[i].active) enemy[i].active = true;
                        }
                        
                        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) victory = true;
                        
                } break;
                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)) gameOver = true;
            }

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