380 lines
9.2 KiB
C
380 lines
9.2 KiB
C
#include "math.h"
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#include "raylib/include/raylib.h"
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#define FPS 60
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#define FRAME_SPEED 8
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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#define SPRITE_SIZE 64
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#define BOTTOM_POSITION ((float)SCREEN_HEIGHT - (float)SPRITE_SIZE)
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/* Player */
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typedef struct {
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Texture2D texture;
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Rectangle frame;
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int counter;
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int speed;
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int current;
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int total_frames;
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} Graphics;
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void updateGraphics(Graphics* graphics) {
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// update animation
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graphics->counter++;
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if (graphics->counter >= (FPS/graphics->speed)) {
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graphics->counter = 0;
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graphics->current++;
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if (graphics->current >= graphics->total_frames) graphics->current = 0;
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graphics->frame.y = (float)graphics->current * (float)graphics->texture.height/graphics->total_frames;
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}
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}
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typedef struct {
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int up;
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int left;
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int right;
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} Keys;
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typedef struct {
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Vector2 position;
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Vector2 acceleration;
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Graphics graphics;
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Keys keys;
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} Player;
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Player newPlayer(const char* path, Keys keys, float position) {
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Texture2D texture = LoadTexture(path);
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Graphics graphics = {
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.texture = texture,
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.frame = { 0.0f, 0.0f, (float)SPRITE_SIZE, (float)SPRITE_SIZE },
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.counter = 0,
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.speed = 8,
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.current = 0,
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.total_frames = 20,
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};
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Player player = {
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.position = { position - (float)SPRITE_SIZE / 2, BOTTOM_POSITION },
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.acceleration = { (float)0, (float)0 },
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.graphics = graphics,
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.keys = keys
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};
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return player;
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}
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void updatePlayer(Player* player, Sound* jump) {
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// update animation
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updateGraphics(&(player->graphics));
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// handle inputs X
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if (IsKeyDown(player->keys.right)) { player->acceleration.x += 0.25f; }
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if (IsKeyDown(player->keys.left)) { player->acceleration.x -= 0.25f; }
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if (!IsKeyDown(player->keys.left) && !IsKeyDown(player->keys.right)) {
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if (player->acceleration.x > 0) {
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player->acceleration.x -= 0.2f;
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}
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else if (player->acceleration.x < 0) {
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player->acceleration.x += 0.2f;
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}
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}
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// handle inputs Y
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if (IsKeyDown(player->keys.up) && player->position.y == BOTTOM_POSITION) {
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player->acceleration.y -= 7.0f;
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PlaySound(*jump);
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}
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if (player->position.y < BOTTOM_POSITION) {
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player->acceleration.y += 0.28f;
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}
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// fix acceleration
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if (player->acceleration.x > 6.0f) {
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player->acceleration.x = 6.0f;
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}
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else if (player->acceleration.x < -6.0f) {
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player->acceleration.x = -6.0f;
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}
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else if (-0.15f < player->acceleration.x && player->acceleration.x < 0.15f) {
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player->acceleration.x = 0.0f;
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}
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// update position
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player->position.y += player->acceleration.y;
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if (player->position.y > BOTTOM_POSITION) {
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player->position.y = BOTTOM_POSITION;
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player->acceleration.y = 0.0f;
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}
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player->position.x += player->acceleration.x;
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if (player->position.x > SCREEN_WIDTH - SPRITE_SIZE) {
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player->position.x = SCREEN_WIDTH - SPRITE_SIZE;
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player->acceleration.x = 0.0f;
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}
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else if (player->position.x < 0) {
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player->position.x = 0;
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player->acceleration.x = 0.0f;
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}
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}
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Rectangle getPlayerBox(const Player* player) {
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Rectangle rectangle = {
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player->position.x,
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player->position.y,
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SPRITE_SIZE,
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SPRITE_SIZE,
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};
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return rectangle;
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}
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/* Ball */
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typedef struct {
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Vector2 position;
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Vector2 acceleration;
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Vector2 origin;
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float rotation;
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Texture2D texture;
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Rectangle frame;
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} Ball;
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Ball newBall(const char* path) {
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Texture2D texture = LoadTexture(path);
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Ball ball = {
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.position = { (float)SCREEN_WIDTH/2 - (float)SPRITE_SIZE / 2, SCREEN_HEIGHT/2 },
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.acceleration = { (float)-3.0f, (float)-8.0f },
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.origin = { (float)SPRITE_SIZE / 2, (float)SPRITE_SIZE / 2 },
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.rotation = (float)0.0f,
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.texture = texture,
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.frame = { 0.0f, 0.0f, (float)SPRITE_SIZE, (float)SPRITE_SIZE },
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};
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return ball;
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}
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Rectangle getBallBox(const Ball* ball) {
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Rectangle rectangle = {
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ball->position.x,
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ball->position.y,
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SPRITE_SIZE,
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SPRITE_SIZE,
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};
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return rectangle;
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}
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float min(float a, float b) {
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return a < b ? a : b;
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}
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typedef enum {
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Air,
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Dropped,
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Saved,
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} BallStatus;
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BallStatus updateBall(Ball* ball, const Player* player1, const Player* player2) {
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BallStatus status = Air;
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// collision
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bool collision1 = CheckCollisionRecs(getBallBox(ball), getPlayerBox(player1));
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bool collision2 = CheckCollisionRecs(getBallBox(ball), getPlayerBox(player2));
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if (collision1 && collision2) {
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status = Saved;
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ball->acceleration.y = -8.0f + min(min(0, player1->acceleration.y), player2->acceleration.y);
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ball->acceleration.x = 1.3f + player1->acceleration.x;
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if (fabsf(player1->acceleration.x) > fabsf(player1->acceleration.x)) {
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ball->acceleration.x = 1.3f + player1->acceleration.x;
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} else {
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ball->acceleration.x = 1.2f + player2->acceleration.x;
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}
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}
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else if (collision1) {
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status = Saved;
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ball->acceleration.y = -8.0f + min(0, player1->acceleration.y);
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ball->acceleration.x += 1.0f * player1->acceleration.x;
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}
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else if (collision2) {
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status = Saved;
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ball->acceleration.y = -7.0f + min(0, player2->acceleration.y);
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ball->acceleration.x += 1.0f * player2->acceleration.x;
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}
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// physics
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// y
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else if (ball->position.y >= BOTTOM_POSITION) {
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status = Dropped;
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ball->position.y = BOTTOM_POSITION;
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if (-0.5f < ball->acceleration.y && ball->acceleration.y < 0.5f) {
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ball->acceleration.y = 0;
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}
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else {
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ball->acceleration.y *= -0.9f;
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}
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}
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if (ball->position.y < BOTTOM_POSITION) {
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ball->acceleration.y += 0.28f;
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}
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ball->position.y += ball->acceleration.y;
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// x
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if (ball->position.x > SCREEN_WIDTH - SPRITE_SIZE) {
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ball->position.x = SCREEN_WIDTH - SPRITE_SIZE;
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ball->acceleration.x *= -0.9f;
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}
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else if (ball->position.x < 0) {
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ball->position.x = 0;
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ball->acceleration.x *= -0.9f;
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}
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if (ball->acceleration.x < -10.0f) {
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ball->acceleration.x = -10.0f;
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}
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if (ball->acceleration.x > 10.0f) {
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ball->acceleration.x = 10.0f;
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}
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ball->position.x += ball->acceleration.x;
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ball->rotation += ball->acceleration.x;
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return status;
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}
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typedef struct {
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Graphics graphics;
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Vector2 position;
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} Background;
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Background newBackground(const char* path) {
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Texture2D texture = LoadTexture(path);
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Graphics graphics = {
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.texture = texture,
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.frame = { 0.0f, 0.0f, (float)SCREEN_WIDTH, (float)SCREEN_HEIGHT },
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.counter = 0,
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.speed = 4,
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.current = 0,
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.total_frames = 24,
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};
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Background background = {
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.graphics = graphics,
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.position = { 0, 0 },
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};
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return background;
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}
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void updateBackground(Background* background) {
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updateGraphics(&background->graphics);
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}
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/* Main */
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int main(void) {
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InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, "Volleyball");
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InitAudioDevice();
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// sounds
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Music music = LoadMusicStream("assets/blobbybeach.mp3");
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Sound jump = LoadSound("assets/jump.wav");
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Sound floor = LoadSound("assets/floor.wav");
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Sound bop = LoadSound("assets/bop.wav");
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Background background = newBackground("assets/background.png");
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Keys pink_keys = { .up = KEY_W, .left = KEY_A, .right = KEY_D };
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Player pink_player = newPlayer("assets/pink_player.png", pink_keys, (float)SCREEN_WIDTH/4);
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Keys blue_keys = { .up = KEY_UP, .left = KEY_LEFT, .right = KEY_RIGHT };
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Player blue_player = newPlayer("assets/blue_player.png", blue_keys, (float)SCREEN_WIDTH/4 * 3);
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Ball ball = newBall("assets/ball.png");
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unsigned current_score = 0;
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unsigned best_record = 0;
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unsigned cooloff = 0;
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bool pause_music = false;
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PlayMusicStream(music);
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SetTargetFPS(FPS);
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// Game loop
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while (!WindowShouldClose())
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{
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UpdateMusicStream(music);
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// Restart music playing (stop and play)
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if (IsKeyPressed(KEY_M))
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{
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if (pause_music) {
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PlayMusicStream(music);
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pause_music = false;
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}
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else {
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StopMusicStream(music);
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pause_music = true;
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}
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}
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// Update
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if (cooloff > 0) { cooloff--; }
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updateBackground(&background);
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updatePlayer(&pink_player, &jump);
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updatePlayer(&blue_player, &jump);
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BallStatus ball_status = updateBall(&ball, &pink_player, &blue_player);
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switch (ball_status) {
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case Saved:
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if (cooloff == 0) {
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cooloff = 10;
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current_score++;
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if (current_score > best_record) {
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best_record = current_score;
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}
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PlaySound(bop);
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}
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break;
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case Dropped:
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current_score = 0;
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PlaySound(floor);
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break;
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default:
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break;
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}
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// Draw
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BeginDrawing();
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ClearBackground(RAYWHITE);
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DrawTextureRec(background.graphics.texture, background.graphics.frame, background.position, WHITE);
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DrawTextureRec(pink_player.graphics.texture, pink_player.graphics.frame, pink_player.position, WHITE);
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DrawTextureRec(blue_player.graphics.texture, blue_player.graphics.frame, blue_player.position, WHITE);
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//DrawTextureRec(ball.texture, ball.frame, ball.position, WHITE);
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Rectangle dest = { ball.position.x + SPRITE_SIZE/2, ball.position.y + SPRITE_SIZE/2, ball.origin.x * 2, ball.origin.y * 2 };
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DrawTexturePro(ball.texture, ball.frame, dest, ball.origin, ball.rotation, WHITE);
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DrawRectangle(0, 0, 240, 90, (Color){ 0, 10, 60, 120 });
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if (current_score == best_record) {
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DrawText(TextFormat("Best Record: %i", best_record), 10, 10, 24 + cooloff / 2, PINK);
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DrawText(TextFormat("Score: %i", current_score), 10, 50, 24 + cooloff / 2, PINK);
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} else {
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DrawText(TextFormat("Best Record: %i", best_record), 10, 10, 24, BLACK);
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DrawText(TextFormat("Score: %i", current_score), 10, 50, 24 + cooloff / 2, WHITE);
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}
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EndDrawing();
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}
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// De-Initialization
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UnloadTexture(pink_player.graphics.texture);
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UnloadTexture(blue_player.graphics.texture);
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UnloadTexture(ball.texture);
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CloseWindow();
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return 0;
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}
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