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#include "pong.h"
#include "raylib.h"
void marathon_main() {
// Init Music
Music Background = LoadMusicStream("resources/marathon.wav");
Background.looping = true;
PlayMusicStream(Background);
// Init balls lmao
struct Balls Ball;
Ball.X = 1280/2.0f;
Ball.Y = 720/2.0f;
Ball.Direction = LEFT;
Ball.Speed = 3.0f;
Ball.Angle = 0.0f;
// Init Player
struct Players Player;
Player.Y = 0;
Player.Direction = 0;
Player.Score = 0;
// Init sprites
Texture2D PaddleSprite = LoadTexture("resources/paddle.png");
Texture2D BallSprite = LoadTexture("resources/ball.png");
char PlayerScore[50]; // Used later to display score on screen.
// Set Collision Boxes
Player.HitBox = (Rectangle){80, Player.Y, 5, PaddleSprite.height};
Ball.HitBox = (Rectangle){Ball.X, Ball.Y, BallSprite.width, BallSprite.height};
// Init Camera
Camera2D MainCamera;
MainCamera.target = (Vector2){0, 0};
MainCamera.offset = (Vector2){0, 0};
MainCamera.rotation = 0;
while(!WindowShouldClose() && GameGoing == true) {
UpdateMusicStream(Background);
snprintf(PlayerScore, 50, "Player: %d", Player.Score);
MainCamera.zoom = GetScreenHeight()/720.0f;
MainCamera.offset = (Vector2){GetScreenWidth()/2.0f, GetScreenHeight()/2.0f};
MainCamera.target = (Vector2){1280/2.0f, 720/2.0f};
//Controls
if(IsKeyDown(KEY_UP)) {
Player.Y -= 10;
} else if (IsKeyDown(KEY_DOWN)) {
Player.Y += 10;
} else if(IsKeyPressed(KEY_ESCAPE)) {
EnableCursor();
} else if(IsMouseButtonPressed(MOUSE_BUTTON_LEFT) || IsCursorHidden() == true) {
Player.Y = GetMouseY()-PaddleSprite.height/2.0f;
DisableCursor();
}
if(GetMouseY() < 0) {
SetMousePosition(0, 0);
} else if(GetMouseY() > 720) {
SetMousePosition(0, 720);
}
//Check if players are off-screen
if (Player.Y < 0) {
Player.Y = 0;
} else if (Player.Y > 480) {
Player.Y = 480;
}
// Collision
ball(&Player.HitBox, NULL, &Ball, &Player.Score, NULL);
//Updates hitbox with player's position.
Player.HitBox.y = Player.Y;
BeginDrawing();
ClearBackground(BLACK);
BeginMode2D(MainCamera);
DrawRectangle(0, 0, 1280, 720, (Color){20, 20, 20, 255});
DrawTexture(PaddleSprite, 0, Player.Y, WHITE);
DrawTexture(BallSprite, Ball.X, Ball.Y, WHITE);
DrawText(PlayerScore, 0, 0, 32, BLUE);
EndMode2D();
EndDrawing();
}
EnableCursor();
return;
}
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