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#include "raylib.h"
#include <print>
#include <string>

#define SCREEN_WIDTH (800)
#define SCREEN_HEIGHT (450)
#define WINDOW_TITLE "Hello World"

#define GRAVITY 1
#define PLAYER_SIZE 40
#define JUMP_STRENGTH 10
#define NUM_OF_OBSTACLES 8
#define OBSTACLE_SIZE 40

struct Player
{
    float y = 0;
    float velocity = 0;
    Rectangle rec;
};

struct Obstacle
{
    float y;
    float x;
    float speed;
    Rectangle rec;
};

int
main(void)
{
    InitWindow(SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_TITLE);
    SetTargetFPS(60);

    Player player;
    Obstacle obstacles[NUM_OF_OBSTACLES];
    for (auto &o: obstacles)
    {
      o.y = static_cast<float>(GetRandomValue(0, SCREEN_HEIGHT - OBSTACLE_SIZE));
      o.x = static_cast<float>(GetRandomValue(SCREEN_WIDTH, SCREEN_WIDTH * 2));
      o.speed = static_cast<float>(GetRandomValue(2, 5));
      o.rec = {o.x, o.y, OBSTACLE_SIZE, OBSTACLE_SIZE};
    }

    int score = 0;
    int highscore = 0;

    while (!WindowShouldClose())
    {
        score += 1;
        if (score >= highscore)
	  highscore = score;
      
        if (player.y <= 0)
        {
	  player.velocity = 0;
        }
	
        if (IsKeyDown(KEY_SPACE) && player.y > 0)
        {
	  player.velocity = -JUMP_STRENGTH;
        }
        else if (player.velocity >= 0 && player.y >= SCREEN_HEIGHT - PLAYER_SIZE - player.velocity)
        {
	  player.velocity = 0;
        }
        else
        {
	  player.velocity += GRAVITY;
        }
        player.y += player.velocity;

	player.rec = {50, player.y, PLAYER_SIZE, PLAYER_SIZE};
	
	for (auto &o : obstacles)
        {
            o.x -= o.speed;
            if (o.x < -OBSTACLE_SIZE)
            {
	      o.y = static_cast<float>(GetRandomValue(0, SCREEN_HEIGHT - OBSTACLE_SIZE));
	      o.x = static_cast<float>(GetRandomValue(SCREEN_WIDTH, SCREEN_WIDTH * 2));
	      o.speed = static_cast<float>(GetRandomValue(1, 5));
            }
	    o.rec = {o.x, o.y, OBSTACLE_SIZE, OBSTACLE_SIZE};
            if (CheckCollisionRecs(o.rec, player.rec))
	      score = 0;
        }
	
        BeginDrawing();
        ClearBackground(BLUE);

	auto score_text = std::format("Score: {}\nBest: {}", score, highscore);
        DrawText(score_text.c_str(), 10, 10, 20, WHITE);
	
        DrawRectangleRec(player.rec, BLACK);
	
        for (auto o : obstacles)
        {
	  DrawRectangleRec(o.rec, RED);
        }
	
        EndDrawing();
    }

    CloseWindow();
    return 0;
}