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test.cpp
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380 lines (380 loc) · 10.7 KB
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#include "raylib.h"
#include <math.h>
#include <vector>
#include <raymath.h>
const int screenWidth = 800;
const int screenHeight = 600;
const char *windowTitle = "Suki Blaster @adjidev";
enum WeaponType {
PISTOL,
SHOTGUN,
GATLING
};
struct Weapon {
WeaponType type;
float fireRate;
float bulletSpeed;
float damage;
float spread;
int bulletsPerShot;
float lifetime;
Color color;
const char* name;
};
struct Player
{
Vector2 position;
Vector2 size;
float speed;
float rotation;
int health;
int maxHealth;
Texture2D texture;
float fireCooldown;
Weapon currentWeapon;
};
struct Bullet
{
Vector2 position;
Vector2 velocity;
float speed;
float radius;
bool active;
float lifetime;
float damage;
Color color;
};
struct Enemy
{
Vector2 position;
Vector2 size;
float speed;
bool active;
bool dying;
float deathTimer;
int health;
int maxHealth;
Texture2D texture;
Texture2D deathTexture;
};
struct WeaponDrop {
Vector2 position;
Vector2 size;
bool active;
WeaponType type;
float lifetime;
};
const Weapon weapons[] = {
{PISTOL, 0.2f, 10.0f, 1.0f, 0.0f, 1, 2.0f, YELLOW, "Pistol"},
{SHOTGUN, 0.5f, 8.0f, 0.7f, 20.0f, 5, 1.0f, ORANGE, "Shotgun"},
{GATLING, 0.05f, 12.0f, 0.5f, 5.0f, 1, 1.5f, RED, "Gatling"}
};
int main()
{
InitWindow(screenWidth, screenHeight, windowTitle);
SetTargetFPS(60);
Texture2D playerTex = LoadTexture("resources/player.png");
Texture2D enemyTex = LoadTexture("resources/enemy.png");
Texture2D bulletTex = LoadTexture("resources/bullet.png");
Texture2D enemyDeathTex = LoadTexture("resources/enemy_death.png");
Player player = {
{screenWidth / 2, screenHeight / 2}, {32, 32}, 5.0f, 0.0f, 100, 100, playerTex, 0.0f, weapons[PISTOL] };
const int maxEnemies = 99;
Enemy enemies[maxEnemies] = {0};
for (int i = 0; i < maxEnemies; i++)
{
enemies[i].texture = enemyTex;
enemies[i].deathTexture = enemyDeathTex;
enemies[i].size = {32, 32};
enemies[i].maxHealth = 3;
}
std::vector<Bullet> bullets;
std::vector<WeaponDrop> weaponDrops;
float spawnTimer = 0;
const float spawnInterval = 1.0f;
const float weaponDropChance = 0.2f; int score = 0;
bool gameOver = false;
while (!WindowShouldClose())
{
float deltaTime = GetFrameTime();
if (!gameOver)
{
Vector2 movement = {0, 0};
if (IsKeyDown(KEY_W))
movement.y -= 1;
if (IsKeyDown(KEY_S))
movement.y += 1;
if (IsKeyDown(KEY_A))
movement.x -= 1;
if (IsKeyDown(KEY_D))
movement.x += 1;
if (movement.x != 0 || movement.y != 0)
{
movement = Vector2Normalize(movement);
}
player.position.x += movement.x * player.speed;
player.position.y += movement.y * player.speed;
Vector2 mousePos = GetMousePosition();
player.rotation = atan2(mousePos.y - player.position.y,
mousePos.x - player.position.x) *
RAD2DEG;
player.position.x = Clamp(player.position.x, 0, screenWidth - player.size.x);
player.position.y = Clamp(player.position.y, 0, screenHeight - player.size.y);
if (player.fireCooldown > 0)
{
player.fireCooldown -= deltaTime;
}
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && player.fireCooldown <= 0)
{
Vector2 bulletStartPos = {
player.position.x + player.size.x / 2,
player.position.y + player.size.y / 2};
Vector2 direction = Vector2Normalize({mousePos.x - bulletStartPos.x,
mousePos.y - bulletStartPos.y});
for (int i = 0; i < player.currentWeapon.bulletsPerShot; i++)
{
Bullet newBullet;
newBullet.position = bulletStartPos;
float angleVariation = 0;
if (player.currentWeapon.spread > 0)
{
angleVariation = GetRandomValue(-player.currentWeapon.spread * 100, player.currentWeapon.spread * 100) / 100.0f;
}
Vector2 bulletDir = Vector2Rotate(direction, angleVariation * DEG2RAD);
newBullet.velocity = bulletDir;
newBullet.speed = player.currentWeapon.bulletSpeed;
newBullet.radius = 5.0f;
newBullet.active = true;
newBullet.lifetime = player.currentWeapon.lifetime;
newBullet.damage = player.currentWeapon.damage;
newBullet.color = player.currentWeapon.color;
bullets.push_back(newBullet);
}
player.fireCooldown = player.currentWeapon.fireRate;
}
spawnTimer += deltaTime;
if (spawnTimer >= spawnInterval)
{
spawnTimer = 0;
for (int i = 0; i < maxEnemies; i++)
{
if (!enemies[i].active)
{
enemies[i].active = true;
enemies[i].health = enemies[i].maxHealth;
enemies[i].dying = false;
if (GetRandomValue(0, 1) == 0)
{
enemies[i].position.x = GetRandomValue(0, screenWidth - 32);
enemies[i].position.y = GetRandomValue(0, 1) == 0 ? -32 : screenHeight;
}
else
{
enemies[i].position.x = GetRandomValue(0, 1) == 0 ? -32 : screenWidth;
enemies[i].position.y = GetRandomValue(0, screenHeight - 32);
}
enemies[i].speed = GetRandomValue(50, 150) / 100.0f;
break;
}
}
}
for (size_t i = 0; i < bullets.size();)
{
bullets[i].position.x += bullets[i].velocity.x * bullets[i].speed;
bullets[i].position.y += bullets[i].velocity.y * bullets[i].speed;
bullets[i].lifetime -= deltaTime;
if (bullets[i].lifetime <= 0 ||
bullets[i].position.x < -50 || bullets[i].position.x > screenWidth + 50 ||
bullets[i].position.y < -50 || bullets[i].position.y > screenHeight + 50)
{
bullets.erase(bullets.begin() + i);
}
else
{
i++;
}
}
for (size_t i = 0; i < weaponDrops.size();)
{
weaponDrops[i].lifetime -= deltaTime;
if (weaponDrops[i].lifetime <= 0)
{
weaponDrops.erase(weaponDrops.begin() + i);
}
else if (CheckCollisionRecs(
{player.position.x, player.position.y, player.size.x, player.size.y},
{weaponDrops[i].position.x, weaponDrops[i].position.y, weaponDrops[i].size.x, weaponDrops[i].size.y}))
{
player.currentWeapon = weapons[weaponDrops[i].type];
weaponDrops.erase(weaponDrops.begin() + i);
}
else
{
i++;
}
}
for (int i = 0; i < maxEnemies; i++)
{
if (enemies[i].active)
{
if (enemies[i].dying)
{
enemies[i].deathTimer -= deltaTime;
if (enemies[i].deathTimer <= 0)
{
enemies[i].active = false;
if (GetRandomValue(0, 100) < weaponDropChance * 100)
{
WeaponDrop drop;
drop.position = {enemies[i].position.x + enemies[i].size.x/2 - 16, enemies[i].position.y + enemies[i].size.y/2 - 16};
drop.size = {32, 32};
drop.active = true;
drop.type = (WeaponType)GetRandomValue(0, 2); drop.lifetime = 10.0f; weaponDrops.push_back(drop);
}
}
continue;
}
Vector2 direction = {
player.position.x + player.size.x / 2 - (enemies[i].position.x + enemies[i].size.x / 2),
player.position.y + player.size.y / 2 - (enemies[i].position.y + enemies[i].size.y / 2)};
direction = Vector2Normalize(direction);
enemies[i].position.x += direction.x * enemies[i].speed;
enemies[i].position.y += direction.y * enemies[i].speed;
for (size_t j = 0; j < bullets.size(); j++)
{
if (bullets[j].active &&
CheckCollisionCircleRec(
bullets[j].position,
bullets[j].radius,
{enemies[i].position.x, enemies[i].position.y, enemies[i].size.x, enemies[i].size.y}))
{
enemies[i].health -= bullets[j].damage;
bullets[j].active = false;
if (enemies[i].health <= 0 && !enemies[i].dying)
{
enemies[i].dying = true;
enemies[i].deathTimer = 0.5f;
score += 10;
}
}
}
if (CheckCollisionRecs(
{player.position.x, player.position.y, player.size.x, player.size.y},
{enemies[i].position.x, enemies[i].position.y, enemies[i].size.x, enemies[i].size.y}))
{
player.health -= 10;
enemies[i].active = false;
if (player.health <= 0)
{
gameOver = true;
}
}
}
}
}
else
{
if (IsKeyPressed(KEY_R))
{
gameOver = false;
player.health = player.maxHealth;
player.position = {screenWidth / 2, screenHeight / 2};
player.currentWeapon = weapons[PISTOL]; score = 0;
for (int i = 0; i < maxEnemies; i++)
{
enemies[i].active = false;
}
bullets.clear();
weaponDrops.clear();
}
}
BeginDrawing();
ClearBackground(RAYWHITE);
if (!gameOver)
{
Rectangle sourceRec = {0, 0, (float)player.texture.width, (float)player.texture.height};
Rectangle destRec = {
player.position.x + player.size.x / 2,
player.position.y + player.size.y / 2,
player.size.x,
player.size.y};
Vector2 origin = {player.size.x / 2, player.size.y / 2};
DrawTexturePro(player.texture, sourceRec, destRec, origin, player.rotation, WHITE);
for (size_t i = 0; i < bullets.size(); i++)
{
if (bullets[i].active)
{
DrawCircleV(bullets[i].position, bullets[i].radius, bullets[i].color);
}
}
for (int i = 0; i < maxEnemies; i++)
{
if (enemies[i].active)
{
Texture2D textureToUse = enemies[i].dying ? enemies[i].deathTexture : enemies[i].texture;
Rectangle enemySource = {0, 0, (float)textureToUse.width, (float)textureToUse.height};
Rectangle enemyDest = {
enemies[i].position.x + enemies[i].size.x / 2,
enemies[i].position.y + enemies[i].size.y / 2,
enemies[i].size.x,
enemies[i].size.y};
Vector2 enemyOrigin = {enemies[i].size.x / 2, enemies[i].size.y / 2};
Vector2 direction = {
player.position.x - enemies[i].position.x,
player.position.y - enemies[i].position.y};
float enemyRotation = atan2(direction.y, direction.x) * RAD2DEG;
Color drawColor = enemies[i].dying ? Fade(WHITE, enemies[i].deathTimer / 0.5f) : WHITE;
DrawTexturePro(textureToUse, enemySource, enemyDest, enemyOrigin, enemyRotation, drawColor);
if (!enemies[i].dying)
{
float healthPercentage = (float)enemies[i].health / enemies[i].maxHealth;
DrawRectangle(
enemies[i].position.x,
enemies[i].position.y - 10,
enemies[i].size.x * healthPercentage,
5,
GREEN);
}
}
}
for (size_t i = 0; i < weaponDrops.size(); i++)
{
Color dropColor;
switch (weaponDrops[i].type)
{
case PISTOL: dropColor = YELLOW; break;
case SHOTGUN: dropColor = ORANGE; break;
case GATLING: dropColor = RED; break;
}
DrawRectangleV(weaponDrops[i].position, weaponDrops[i].size, dropColor);
DrawRectangleLinesEx(
{weaponDrops[i].position.x, weaponDrops[i].position.y, weaponDrops[i].size.x, weaponDrops[i].size.y},
2, BLACK);
const char* name = weapons[weaponDrops[i].type].name;
DrawText(name, weaponDrops[i].position.x + weaponDrops[i].size.x/2 - MeasureText(name, 10)/2,
weaponDrops[i].position.y + weaponDrops[i].size.y + 2,
10, BLACK);
}
}
else
{
DrawText("GAME OVER", screenWidth / 2 - MeasureText("GAME OVER", 40) / 2, screenHeight / 2 - 50, 40, RED);
DrawText(TextFormat("Final Score: %d", score), screenWidth / 2 - MeasureText(TextFormat("Final Score: %d", score), 30) / 2, screenHeight / 2, 30, DARKGRAY);
DrawText("Press R to restart", screenWidth / 2 - MeasureText("Press R to restart", 20) / 2, screenHeight / 2 + 50, 20, LIGHTGRAY);
}
float healthPercentage = (float)player.health / player.maxHealth;
DrawRectangle(10, 10, 200 * healthPercentage, 20, GREEN);
DrawRectangleLines(10, 10, 200, 20, DARKGRAY);
DrawText(TextFormat("Darah: %d/%d", player.health, player.maxHealth), 220, 10, 20, DARKGRAY);
DrawText(TextFormat("Skor: %d", score), 10, 40, 20, DARKGRAY);
DrawText(TextFormat("Senjata: %s", player.currentWeapon.name), 10, 70, 20, DARKGRAY);
DrawFPS(screenWidth - 100, 10);
EndDrawing();
}
UnloadTexture(playerTex);
UnloadTexture(enemyTex);
UnloadTexture(bulletTex);
UnloadTexture(enemyDeathTex);
CloseWindow();
return 0;
}