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; } } } }
// 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; }
// 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++; }
// 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; } }
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; }
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; }
// 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; } }
// 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; } } }