cleaned up files & changed the way the ball grows

This commit is contained in:
Return0ne 2022-04-05 17:56:57 -04:00
parent 0b48d5b137
commit 6e0a5c467f
14 changed files with 338 additions and 276 deletions

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# Avoid
<p>A dumb raylib test<p\>
A dumb raylib test which you can play [here](https://canneddonuts.itch.io/avoid-the-game)
## To-do
- build guide/better Makefile
- fix the dumb bug when the ball gets stuck
- make an HTML5 build

2
build-html5.sh Executable file
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#!/bin/sh
emcc -o html5/index.html src/Main.c -Os -Wall /usr/local/lib/libraylib.a -I. -I/usr/local/include/raylib.h -L. -L/usr/local/lib/libraylib.a -s USE_GLFW=3 -DPLATFORM_WEB --preload-file assets/sfx/boing.wav --preload-file assets/bgm/01-Slipin-Sunday.ogg --shell-file html5/shell.html

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#!/bin/sh
emcc -o index.html game.c -Os -Wall /usr/local/lib/libraylib.a -I. -I/usr/local/include/raylib.h -L. -L/usr/local/lib/libraylib.a -s USE_GLFW=3 -DPLATFORM_WEB --preload-file rec/boing.mp3 --preload-file rec/01-Slipin-Sunday.ogg #--shell-file minshell.html

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#if defined(PLATFORM_WEB)
#include "/usr/local/include/raylib.h"
#include <emscripten/emscripten.h>
#else
#include "raylib.h"
#endif
// screen variables
static const int screenWidth = 800;
static const int screenHeight = 450;
// Gamescreens
typedef enum GameScreen { TITLE = 0, GAMEPLAY, GAMEOVER, CREDITS } GameScreen;
// structs
typedef struct Ball {
Vector2 position;
Vector2 speed;
float radius;
Color color;
bool active;
} Ball;
typedef struct Player {
Rectangle hitbox;
int hp;
} Player;
// Game variables
static GameScreen currentScreen = { 0 };
static Music Bgm01 = { 0 };
static Sound fxbounce = { 0 };
static Player player = { 0 };
static Ball ball = { 0 };
static bool pause;
static bool mute;
static int pauseTimer;
static int BallFrameCounter;
static int selected = 0;
// Game functions
static void GameInit(void);
static void UpdateGame(void);
static void DrawGame(void);
static void UpdateDrawFrame(void);
static void UnloadGame(void);
int main(void)
{
InitWindow(screenWidth, screenHeight, "Avoid");
InitAudioDevice();
GameInit();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
#else
SetTargetFPS(60);
while (!WindowShouldClose()) UpdateDrawFrame();
#endif
UnloadGame();
CloseWindow();
return 0;
}
void GameInit(void)
{
currentScreen = TITLE;
Bgm01 = LoadMusicStream("rec/01-Slipin-Sunday.ogg");
fxbounce = LoadSound("rec/boing.mp3");
PlayMusicStream(Bgm01);
SetMasterVolume(0.2);
player.hp = 30;
player.hitbox = (Rectangle) {
GetScreenWidth()/2.0f - 30,
GetScreenHeight()/2.0f - 30,
50,
50
};
ball.position = (Vector2){ 50, 50 };
ball.radius = 20;
ball.speed = (Vector2){ 400.0f, 400.0f };
ball.color = MAROON;
ball.active = true;
pause = 0;
mute = 0;
pauseTimer = 0;
BallFrameCounter = 0;
}
void UpdateGame(void)
{
if ((IsKeyDown(KEY_LEFT_SHIFT)) && (IsKeyPressed(KEY_F))) ToggleFullscreen();
switch(currentScreen) {
case TITLE:
if (IsKeyPressed(KEY_UP)) selected++;
if (IsKeyPressed(KEY_DOWN)) selected--;
if (selected > 0) selected--;
if (selected < -2) selected++;
if ((selected == 0) && (IsKeyPressed(KEY_ENTER))) currentScreen = GAMEPLAY;
if ((selected == -1) && (IsKeyPressed(KEY_ENTER))) currentScreen = CREDITS;
if ((selected == -2) && (IsKeyPressed(KEY_ENTER))) OpenURL("https://gitdab.com/Canneddonuts/Avoid.git");
break;
case GAMEPLAY:
UpdateMusicStream(Bgm01);
if (IsKeyPressed(KEY_M)) {
mute = !mute;
if (mute) PauseMusicStream(Bgm01);
else ResumeMusicStream(Bgm01);
}
if (IsKeyPressed(KEY_ENTER)) pause = !pause;
if (!pause) {
// Controls
if (IsKeyDown(KEY_LEFT)) player.hitbox.x -= GetFrameTime() * 300.0f;
if (IsKeyDown(KEY_RIGHT)) player.hitbox.x += GetFrameTime() * 300.0f;
if (IsKeyDown(KEY_UP)) player.hitbox.y -= GetFrameTime() * 300.0f;
if (IsKeyDown(KEY_DOWN)) player.hitbox.y += GetFrameTime() * 300.0f;
// Player to da wallz collies
if ((player.hitbox.x + player.hitbox.width) >= GetScreenWidth()) player.hitbox.x = GetScreenWidth() - player.hitbox.width;
else if (player.hitbox.x <= 0) player.hitbox.x = 0;
if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
else if (player.hitbox.y <= 0) player.hitbox.y = 0;
if (IsKeyPressed(KEY_D)) ball.active = !ball.active;
if (IsKeyPressed(KEY_R)) { GameInit(); currentScreen = TITLE; }
if (ball.active) {
BallFrameCounter++;
// moveiement oof the balls
ball.position.x += GetFrameTime() * ball.speed.x;
ball.position.y += GetFrameTime() * ball.speed.y;
// Ballz to da wallz collies
if ((ball.position.x >= (GetScreenWidth() - ball.radius)) || (ball.position.x <= ball.radius)) {
ball.speed.x *= -1.0f;
if (!mute) PlaySoundMulti(fxbounce);
}
if ((ball.position.y >= (GetScreenHeight() - ball.radius)) || (ball.position.y <= ball.radius)) {
ball.speed.y *= -1.0f;
if (!mute) PlaySoundMulti(fxbounce);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, player.hitbox)) player.hp--;
if (BallFrameCounter==1000) ball.radius = 40;
if (BallFrameCounter==2000) ball.radius = 50;
if (BallFrameCounter==3000) ball.radius = 60;
if (BallFrameCounter==4000) ball.radius = 70;
if (BallFrameCounter==5000) ball.radius = 80;
}
if (player.hp <= 0) currentScreen = GAMEOVER;
}
else pauseTimer++;
break;
case GAMEOVER:
if (IsKeyPressed(KEY_ENTER)) {
GameInit();
currentScreen = GAMEPLAY;
}
break;
case CREDITS:
if (IsKeyPressed(KEY_ENTER)) currentScreen = TITLE;
default: break;
}
}
void DrawGame(void)
{
BeginDrawing();
ClearBackground(RAYWHITE);
switch(currentScreen) {
case TITLE:
DrawRectangle(0, 0, screenWidth, screenHeight, ORANGE);
DrawText("Controls", 10, 10, 30, PURPLE);
DrawText("Press the arrow keys to move", 10, 40, 10, RED);
DrawText("Press 'ENTER' to pause", 10, 60, 10, RED);
DrawText("Press 'M' to mute", 10, 80, 10, RED);
DrawText("Press 'LSHIFT' + 'F' for full screen", 10, 100, 10, RED);
DrawText("Press 'R' to restart", 10, 120, 10, RED);
DrawText("Press 'ENTER' to select an option", 10, 140, 10, RED);
DrawText("Avoid", 330, 20, 50, BLUE);
if (selected == 0) DrawText("PLAY", 360, 220, 20, WHITE);
else DrawText("PLAY", 360, 220, 20, BLUE);
if (selected == -1) DrawText("CREDITS", 340, 240, 20, WHITE);
else DrawText("CREDITS", 340, 240, 20, BLUE);
if (selected == -2) DrawText("SOURCE CODE", 315, 260, 20, WHITE);
else DrawText("SOURCE CODE", 315, 260, 20, BLUE);
break;
case GAMEPLAY:
DrawRectangle(0, 0, screenWidth, screenHeight, BLACK);
DrawFPS(10, 430);
DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
DrawText(TextFormat("BALL FRAMES: %i", BallFrameCounter), 10, 30, 20, BLUE);
DrawText(TextFormat("BALL SIZE: %f", ball.radius), 10, 50, 20, PINK);
if (ball.active) DrawCircleV(ball.position, (float)ball.radius, ball.color);
DrawRectangleRec(player.hitbox, BLUE);
if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
break;
case GAMEOVER:
DrawRectangle(0, 0, screenWidth, screenHeight, BLUE);
DrawText("GAMEOVER", 250, 20, 50, RED);
DrawText("PRESS ENTER TO RESET", 270, 220, 20, WHITE);
break;
case CREDITS:
DrawRectangle(0, 0, screenWidth, screenHeight, GREEN);
DrawText("Avoid", 330, 20, 50, PINK);
DrawText("Programming by M-C-O-B", 10, 210, 20, BLUE);
DrawText("Morale support by Tobi/Tobrella and Jelly_man", 10, 240, 20, BLUE);
DrawText("Powered by raylib 4.0", 10, 270, 20, BLUE);
DrawText("A Canneddonuts project 2022", 10, 310, 40, RED);
DrawText("Press 'ENTER' ", 10, 350, 20, WHITE);
break;
default: break;
}
EndDrawing();
}
void UpdateDrawFrame(void)
{
UpdateGame();
DrawGame();
}
void UnloadGame(void)
{
UnloadMusicStream(Bgm01);
UnloadSound(fxbounce);
}

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html5/shell.html Normal file
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<!doctype html>
<html lang="en-us">
<head>
<meta charset="utf-8">
<meta http-equiv="Content-Type" content="text/html; charset=utf-8">
<title>Avoid: the game</title>
<meta name="title" content="Avoid: the game">
<meta name="description" content="New HTML5 videogame, developed using raylib videogames library">
<meta name="keywords" content="raylib, games, html5, programming, C, C++, library, learn, videogames">
<meta name="viewport" content="width=device-width">
<!-- Open Graph metatags for sharing -->
<meta property="og:title" content="Avoid: the game">
<meta property="og:image:type" content="image/png">
<meta property="og:image" content="https://www.raylib.com/common/img/raylib_logo.png">
<meta property="og:site_name" content="raylib.com">
<meta property="og:url" content="https://www.raylib.com/games.html">
<meta property="og:description" content="New HTML5 videogame, developed using raylib videogames library">
<!-- Twitter metatags for sharing -->
<meta name="twitter:card" content="summary">
<meta name="twitter:site" content="@raysan5">
<meta name="twitter:title" content="Avoid: the game">
<meta name="twitter:image" content="https://www.raylib.com/common/raylib_logo.png">
<meta name="twitter:url" content="https://www.raylib.com/games.html">
<meta name="twitter:description" content="New HTML5 videogame, developed using raylib videogames library">
<!-- Favicon -->
<link rel="shortcut icon" href="https://www.raylib.com/favicon.ico">
<style>
body {
font-family: arial;
margin: 0;
padding: none;
}
#header {
width: 100%;
height: 80px;
background-color: #888888;
}
/* NOTE: raylib logo is embedded in the page as base64 png image */
#logo {
width:64px;
height:64px;
float:left;
position:relative;
margin:10px;
background-image:url('data:image/png;base64,\
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.emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
div.emscripten { text-align: center; }
div.emscripten_border { border: 1px solid black; }
/* NOTE: Canvas *must not* have any border or padding, or mouse coords will be wrong */
canvas.emscripten {
border: 0px none;
background: black;
width: 100%;
}
.spinner {
height: 30px;
width: 30px;
margin: 0;
margin-top: 20px;
margin-left: 20px;
display: inline-block;
vertical-align: top;
-webkit-animation: rotation .8s linear infinite;
-moz-animation: rotation .8s linear infinite;
-o-animation: rotation .8s linear infinite;
animation: rotation 0.8s linear infinite;
border-left: 5px solid black;
border-right: 5px solid black;
border-bottom: 5px solid black;
border-top: 5px solid red;
border-radius: 100%;
background-color: rgb(245, 245, 245);
}
@-webkit-keyframes rotation {
from {-webkit-transform: rotate(0deg);}
to {-webkit-transform: rotate(360deg);}
}
@-moz-keyframes rotation {
from {-moz-transform: rotate(0deg);}
to {-moz-transform: rotate(360deg);}
}
@-o-keyframes rotation {
from {-o-transform: rotate(0deg);}
to {-o-transform: rotate(360deg);}
}
@keyframes rotation {
from {transform: rotate(0deg);}
to {transform: rotate(360deg);}
}
#status {
display: inline-block;
vertical-align: top;
margin-top: 30px;
margin-left: 20px;
font-weight: bold;
color: rgb(40, 40, 40);
}
#progress {
height: 0px;
width: 0px;
}
#controls {
display: inline-block;
float: right;
vertical-align: top;
margin-top: 15px;
margin-right: 20px;
}
#output {
width: 100%;
height: 140px;
margin: 0 auto;
margin-top: 10px;
display: block;
background-color: black;
color: rgb(37, 174, 38);
font-family: 'Lucida Console', Monaco, monospace;
outline: none;
}
input[type=button] {
background-color: lightgray;
border: 4px solid darkgray;
color: black;
text-decoration: none;
cursor: pointer;
width: 140px;
height: 50px;
}
input[type=button]:hover {
background-color: #f5f5f5ff;
border-color: black;
}
</style>
</head>
<body>
<div id="header">
<a id="logo" href="https://www.raylib.com"></a>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<span id='controls'>
<span><input type="button" value="🖵 FULLSCREEN" onclick="Module.requestFullscreen(false, false)"></span>
<span><input type="button" id="btn-audio" value="🔇 SUSPEND" onclick="toggleAudio()"></span>
</span>
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()" tabindex=-1></canvas>
</div>
<textarea id="output" rows="8"></textarea>
<script type='text/javascript' src="https://cdn.jsdelivr.net/gh/eligrey/FileSaver.js/dist/FileSaver.min.js"> </script>
<script type='text/javascript'>
function saveFileFromMEMFSToDisk(memoryFSname, localFSname) // This can be called by C/C++ code
{
var isSafari = false; // Not supported, navigator.userAgent access is being restricted
//var isSafari = /^((?!chrome|android).)*safari/i.test(navigator.userAgent);
var data = FS.readFile(memoryFSname);
var blob;
if (isSafari) blob = new Blob([data.buffer], { type: "application/octet-stream" });
else blob = new Blob([data.buffer], { type: "application/octet-binary" });
// NOTE: SaveAsDialog is a browser setting. For example, in Google Chrome,
// in Settings/Advanced/Downloads section you have a setting:
// 'Ask where to save each file before downloading' - which you can set true/false.
// If you enable this setting it would always ask you and bring the SaveAsDialog
saveAs(blob, localFSname);
}
</script>
<script type='text/javascript'>
var statusElement = document.querySelector('#status');
var progressElement = document.querySelector('#progress');
var spinnerElement = document.querySelector('#spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.querySelector('#output');
if (element) element.value = ''; // Clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
console.error(text);
},
canvas: (function() {
var canvas = document.querySelector('#canvas');
// As a default initial behavior, pop up an alert when webgl context is lost.
// To make your application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
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Module.setStatus.last.time = now;
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text = m[1];
progressElement.value = parseInt(m[2])*100;
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progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
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statusElement.innerHTML = text;
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totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
},
//noInitialRun: true
};
Module.setStatus('Downloading...');
window.onerror = function() {
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) { if (text) Module.printErr('[post-exception status] ' + text); };
};
</script>
<!-- REF: https://developers.google.com/web/updates/2018/11/web-audio-autoplay -->
<script type='text/javascript'>
var audioBtn = document.querySelector('#btn-audio');
// An array of all contexts to resume on the page
const audioContexList = [];
(function() {
// A proxy object to intercept AudioContexts and
// add them to the array for tracking and resuming later
self.AudioContext = new Proxy(self.AudioContext, {
construct(target, args) {
const result = new target(...args);
audioContexList.push(result);
if (result.state == "suspended") audioBtn.value = "🔈 RESUME";
return result;
}
});
})();
function toggleAudio() {
var resumed = false;
audioContexList.forEach(ctx => {
if (ctx.state == "suspended") { ctx.resume(); resumed = true; }
else if (ctx.state == "running") ctx.suspend();
});
if (resumed) audioBtn.value = "🔇 SUSPEND";
else audioBtn.value = "🔈 RESUME";
}
</script>
{{{ SCRIPT }}}
</body>
</html>

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@ -1,7 +1,8 @@
#include "raylib.h"
#if defined(PLATFORM_WEB)
#include "/usr/local/include/raylib.h"
#include <emscripten/emscripten.h>
#else
#include "raylib.h"
#endif
// screen variables
@ -16,6 +17,7 @@ typedef struct Ball {
Vector2 position;
Vector2 speed;
float radius;
float growth;
Color color;
bool active;
} Ball;
@ -89,6 +91,7 @@ void GameInit(void)
ball.position = (Vector2){ 50, 50 };
ball.radius = 20;
ball.growth = 2;
ball.speed = (Vector2){ 400.0f, 400.0f };
ball.color = MAROON;
ball.active = true;
@ -163,11 +166,8 @@ void UpdateGame(void)
if (CheckCollisionCircleRec(ball.position, ball.radius, player.hitbox)) player.hp--;
if (BallFrameCounter==1000) ball.radius = 40;
if (BallFrameCounter==2000) ball.radius = 50;
if (BallFrameCounter==3000) ball.radius = 60;
if (BallFrameCounter==4000) ball.radius = 70;
if (BallFrameCounter==5000) ball.radius = 80;
if (BallFrameCounter <= 2500) ball.radius += GetFrameTime() * ball.growth;
}
if (player.hp <= 0) currentScreen = GAMEOVER;