Files
2024-06-07 13:19:28 +02:00

251 lines
7.3 KiB
C

#include "raylib.h"
#include <stdlib.h> // For NULL
#include <time.h> // For time function
// Comment/uncomment for WASM
// #define PLATFORM_WEB
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
//----------------------------------------------------------------------------------
// Some Defines
//----------------------------------------------------------------------------------
#define SQUARE_SIZE 200
#define FPS_TARGET 60
#define GARAGE_COUNT 5
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef struct Car {
Vector2 position;
Vector2 size;
Color color;
int direction;
} Car;
typedef struct Garage {
Vector2 position;
Vector2 size;
Color color;
} Garage;
typedef struct {
int score;
Car car;
int framesCounter;
bool gameOver;
bool pause;
bool allowMove;
Garage *garages;
} GameState;
//----------------------------------------------------------------------------------
// Global Variables Declaration
//----------------------------------------------------------------------------------
static const int screenWidth = 1600;
static const int screenHeight = 1000;
static Texture autoTexture;
static Texture garageTexture;
static Color garageColors[GARAGE_COUNT] = {RED, GREEN, BLUE, YELLOW, PURPLE};
static Sound autoHappy;
static Sound autoSad;
static GameState gameState;
static Vector2 offset = {screenWidth % SQUARE_SIZE, screenHeight % SQUARE_SIZE};
//----------------------------------------------------------------------------------
// Module Functions Declaration (local)
//----------------------------------------------------------------------------------
static void InitGame(void);
static void UpdateGame(void);
static void DrawGame(void);
static void UnloadGame(void);
static void UpdateDrawFrame(void);
static void InitGarages(void);
//----------------------------------------------------------------------------------
// Program main entry point
//----------------------------------------------------------------------------------
int main(void) {
InitWindow(screenWidth, screenHeight, "Dikke Vette Cargame voor Milo");
InitAudioDevice();
autoHappy = LoadSound("resources/auto_happy_vob.ogg");
autoSad = LoadSound("resources/auto_sad_vob.ogg");
autoTexture = LoadTexture("resources/car_200px.png");
InitGame();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, FPS_TARGET, 1);
#else
SetTargetFPS(FPS_TARGET);
while (!WindowShouldClose()) {
UpdateDrawFrame();
}
#endif
UnloadGame();
CloseWindow();
return 0;
}
//----------------------------------------------------------------------------------
// Module Functions Definitions (local)
//----------------------------------------------------------------------------------
// Initialize game variables
void InitGame(void) {
SetRandomSeed(time(NULL));
int randomIndex = GetRandomValue(0, 4);
gameState.score = 0;
gameState.framesCounter = 0;
gameState.gameOver = false;
gameState.pause = false;
gameState.allowMove = false;
gameState.car =
(Car){(Vector2){offset.x / 2, offset.y / 2 + 2 * SQUARE_SIZE},
(Vector2){SQUARE_SIZE, SQUARE_SIZE}, garageColors[randomIndex], 0};
gameState.garages = (Garage *)malloc(GARAGE_COUNT * sizeof(Garage));
offset.x = screenWidth % SQUARE_SIZE;
offset.y = screenHeight % SQUARE_SIZE;
InitGarages();
}
// Update game (one frame)
void UpdateGame(void) {
if (!gameState.gameOver) {
if (IsKeyPressed('P'))
gameState.pause = !gameState.pause;
if (!gameState.pause) {
if (IsKeyPressed(KEY_UP) && gameState.allowMove &&
gameState.car.position.y > 0) {
gameState.car.direction = -1;
gameState.allowMove = false;
}
if (IsKeyPressed(KEY_DOWN) && gameState.allowMove &&
gameState.car.position.y < (screenHeight - SQUARE_SIZE)) {
gameState.car.direction = 1;
gameState.allowMove = false;
}
if ((gameState.framesCounter % (FPS_TARGET / 60)) == 0) {
gameState.car.position.x += (float)SQUARE_SIZE / FPS_TARGET;
gameState.car.position.y += gameState.car.direction * SQUARE_SIZE;
gameState.allowMove = true;
gameState.car.direction = 0;
}
for (int i = 0; i < GARAGE_COUNT; i++) {
if (CheckCollisionRecs(
(Rectangle){gameState.car.position.x, gameState.car.position.y,
gameState.car.size.x, gameState.car.size.y},
(Rectangle){gameState.garages[i].position.x,
gameState.garages[i].position.y,
gameState.garages[i].size.x,
gameState.garages[i].size.y})) {
if (ColorToInt(gameState.car.color) ==
ColorToInt(gameState.garages[i].color)) {
PlaySound(autoHappy);
gameState.score++;
InitGame();
} else {
PlaySound(autoSad);
gameState.gameOver = true;
}
}
}
gameState.framesCounter++;
}
} else {
if (IsKeyPressed(KEY_ENTER)) {
gameState.score = 0;
InitGame();
}
}
}
// Draw game (one frame)
void DrawGame(void) {
BeginDrawing();
ClearBackground(DARKGRAY);
if (!gameState.gameOver) {
for (int i = 1; i < screenHeight / SQUARE_SIZE + 1; i++) {
for (int j = 0; j < screenWidth / (SQUARE_SIZE / 2); j += 2) {
DrawRectangle(j * ((float)SQUARE_SIZE / 2) + offset.x / 2,
SQUARE_SIZE * i + offset.y / 2, SQUARE_SIZE / 2,
SQUARE_SIZE / 8, RAYWHITE);
}
}
// Draw garages
for (int i = 0; i < GARAGE_COUNT; i++) {
DrawRectangleRec((Rectangle){gameState.garages[i].position.x,
gameState.garages[i].position.y,
gameState.garages[i].size.x,
gameState.garages[i].size.y},
gameState.garages[i].color);
}
DrawTextureV(autoTexture, gameState.car.position, gameState.car.color);
// Draw score
DrawText(TextFormat("Score: %d", gameState.score), 20, 20, 20, RAYWHITE);
if (gameState.pause)
DrawText("GAME PAUSED",
screenWidth / 2 - MeasureText("GAME PAUSED", 40) / 2,
screenHeight / 2 - 40, 40, GRAY);
} else
DrawText(
"A WINRAR IS NOT YOU :(\nPRESS [ENTER] TO PLAY AGAIN",
GetScreenWidth() / 2 -
MeasureText("A WINRAR IS NOT YOU :(\nPRESS [ENTER] TO PLAY AGAIN",
20) /
2,
GetScreenHeight() / 2 - 50, 20, GRAY);
EndDrawing();
}
void InitGarages(void) {
for (int i = 0; i < GARAGE_COUNT; i++) {
gameState.garages[i].size = (Vector2){SQUARE_SIZE, SQUARE_SIZE};
gameState.garages[i].position =
(Vector2){screenWidth - gameState.garages[i].size.x,
i * gameState.garages[i].size.y};
gameState.garages[i].color = garageColors[i];
}
}
// Unload game variables
void UnloadGame(void) {
UnloadTexture(autoTexture);
UnloadTexture(garageTexture);
UnloadSound(autoSad);
UnloadSound(autoHappy);
free(gameState.garages);
CloseAudioDevice();
}
// Update and Draw (one frame)
void UpdateDrawFrame(void) {
UpdateGame();
DrawGame();
}