#include #include #include #include #include const int width = 800; const int height = 800; const int fps = 60; const Color bg = BLACK; const Color fg = GREEN; const float NOSE = PI/8; const int LENGTH = 36; const float THRUST = 0.1; const int SPAWN_RATE = 20*60; typedef struct Asteroids { Vector2 pos; Vector2 vel; int size; } Asteroid; Vector2 sky[256]; Asteroid asteroids[64]; Vector2 pos = {(float) height / 2, (float) width / 2}; Vector2 vel = {0.0f, 0.0f}; float angle = 0; int clamp(Vector2 *vec) { if (vec->x > width+LENGTH) vec->x -= width+LENGTH; if (vec->x < -LENGTH) vec->x += width+LENGTH; if (vec->y > height+LENGTH) vec->y -= height+LENGTH; if (vec->y < -LENGTH) vec->y += height+LENGTH; } double magnitude(Vector2 *vec) { return sqrt(pow(vec->x, 2) + pow(vec->y, 2)); } int randVec(Vector2 *vec, int m) { vec->x = rand() % 256; vec->y = rand() % 256; vec->x /= magnitude(vec); vec->y /= magnitude(vec); vec->x *= m; vec->y *= m; } Vector2 wingpos(int w) { int x, y; float a; if (w > 0) a = angle + (NOSE / 2.0f); else if (w < 0) a = angle - (NOSE / 2.0f); x = pos.x - LENGTH * sin(a); y = pos.y - LENGTH * cos(a); return (Vector2){x, y}; } int drawPlayer() { DrawTriangleLines( pos, wingpos(-1), wingpos(1), fg ); } int addAsteroid(Vector2 position, Vector2 velocity, int size) { int i = 0; while (i < sizeof(asteroids) / sizeof(Asteroid)) { if (asteroids[i].size == 0) { asteroids[i].pos.x = position.x; asteroids[i].pos.y = position.y; asteroids[i].vel.x = velocity.x; asteroids[i].vel.y = velocity.y; asteroids[i].size = size; return 0; } i++; } return 1; } int spawnAsteroid() { Vector2 s,v; if (rand() % 2 == 0) { s = (Vector2){0, rand() % height}; } else { s = (Vector2){rand() % width, 0}; } float n = -sqrt(pow(s.x - (width/2), 2) + pow(s.y - (height/2), 2)); float m = (float)(rand() % 4 + 1); v = (Vector2){ (s.x-(width/2)) / n, (s.y-(height/2)) / n }; addAsteroid(s, v, (rand()%4)+1); } int breakAsteroid(int i) { asteroids[i].size -= 1; if (asteroids[i].size > 0) { double m = magnitude(&asteroids[i].vel)/0.5d; randVec(&asteroids[i].vel, m); addAsteroid(asteroids[i].pos, (Vector2){-asteroids[i].vel.x -asteroids[i].vel.y}, asteroids[i].size); } } //DEBUG HERE static int lpress = 0; // int draw() { if (IsKeyDown(KEY_RIGHT)) angle -= 0.1f; if (IsKeyDown(KEY_LEFT)) angle += 0.1f; if (IsKeyDown(KEY_UP)) { vel.x += sin(angle) * THRUST; vel.y += cos(angle) * THRUST; } //DEBUG AUTOBREAKING ASTEROIDS if (IsKeyDown(KEY_SPACE)) { if (lpress == 0) { for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { if (asteroids[i].size > 0) { breakAsteroid(i); break; } } lpress = 1; } } else { lpress = 0; } pos.x += vel.x; pos.y += vel.y; clamp(&pos); if (rand() % SPAWN_RATE == 0) { spawnAsteroid(); } BeginDrawing(); ClearBackground(BLACK); for (int i = 0; i < 256; i++) { DrawPixelV(sky[i], fg); } drawPlayer(); for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { if (asteroids[i].size > 0) { DrawCircleLines( asteroids[i].pos.x, asteroids[i].pos.y, pow(2, asteroids[i].size + 1), fg ); asteroids[i].pos.x += asteroids[i].vel.x; asteroids[i].pos.y += asteroids[i].vel.y; clamp(&asteroids[i].pos); } } EndDrawing(); } int update() { } int main() { srand(time(0)); for (int i = 0; i < 256; i++) { sky[i] = (Vector2){rand() % width, rand() % height}; } for (int i=0; i < sizeof(asteroids) / sizeof(Asteroid); i++) { asteroids[i] = (Asteroid){(Vector2){0,0}, (Vector2){0,0}, 0, }; } spawnAsteroid(); InitWindow(width, height, "game"); Vector2 m = GetMonitorPosition(1); SetWindowPosition(m.x, m.y); SetTargetFPS(60); while (!WindowShouldClose()) { update(); draw(); } CloseWindow(); return 0; }