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spaceship.cpp
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spaceship.cpp
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/*
*******************************************************************************************************************
** COMPUTER GRAPHICS PROJECT -> THE SPACESHIP SHOOTING GAME
**
** BY
**
** Kaushik Jeyaraman & Nikilesh Iyer
**
** for any queries
** e-mail me : kaushikjjj@gmail.com
*******************************************************************************************************************
*******************************************************************************************************************
** G A M E D E S C R I P T I O N S
**
** keybord controls= w,a,s,d
** mouse left click to fire
**
** INSTRUCTIONS:
** Dodge the objects and shoot them down
**
** OBJECTIVE : Beat the high score.
** Score +1 point for shooting each object
** Score +50 for lvl up
*******************************************************************************************************************
*/
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <gl/glut.h>
#include <math.h>
#include<string.h>
#define PI 3.14159
#define GAME_SCREEN 0 //Constant to identify background color
#define MENU_SCREEN 4
#define MAX_STONES 100
#define MAX_STONE_TYPES 5
#define stoneRotationSpeed 20
#define SPACESHIP_SPEED 20
int stoneTranslationSpeed=5;
GLint m_viewport[4];
GLint CI=0;
int x,y;
int i;
int randomStoneIndices[100];
int index;
int Score=0;
int alienLife=100;
int GameLvl= 1;
float mouseX ,mouseY ; //Cursor coordinates;
float LaserAngle=0 ,stoneAngle =0,lineWidth = 1;
float xOne=0,yOne=0; //Spaceship coordinates
float xStone[MAX_STONES] ,yStone[MAX_STONES];//coordinates of stones
float xStart = 1200; //Health bar starting coodinate
GLint stoneAlive[MAX_STONES]; //check to see if stone is killed
bool mButtonPressed= false,startGame=false,gameOver=false; //boolean values to check state of the game
bool startScreen = true ,nextScreen=false,previousScreen=false;
bool gameQuit = false,instructionsGame = false, optionsGame = false;
GLfloat a[][2]={0,-50, 70,-50, 70,70, -70,70};
GLfloat LightColor[][3]={1,1,0, 0,1,1, 0,1,0};
GLfloat AlienBody[][2]={{-4,9}, {-6,0}, {0,0}, {0.5,9}, {0.15,12}, {-14,18}, {-19,10}, {-20,0},{-6,0}};
GLfloat AlienCollar[][2]={{-9,10.5}, {-6,11}, {-5,12}, {6,18}, {10,20}, {13,23}, {16,30}, {19,39}, {16,38},
{10,37}, {-13,39}, {-18,41}, {-20,43}, {-20.5,42}, {-21,30}, {-19.5,23}, {-19,20},
{-14,16}, {-15,17},{-13,13}, {-9,10.5}};
GLfloat ALienFace[][2]={{-6,11}, {-4.5,18}, {0.5,20}, {0.,20.5}, {0.1,19.5}, {1.8,19}, {5,20}, {7,23}, {9,29},
{6,29.5}, {5,28}, {7,30}, {10,38},{11,38}, {11,40}, {11.5,48}, {10,50.5},{8.5,51}, {6,52},
{1,51}, {-3,50},{-1,51}, {-3,52}, {-5,52.5}, {-6,52}, {-9,51}, {-10.5,50}, {-12,49}, {-12.5,47},
{-12,43}, {-13,40}, {-12,38.5}, {-13.5,33},{-15,38},{-14.5,32}, {-14,28}, {-13.5,33}, {-14,28},
{-13.8,24}, {-13,20}, {-11,19}, {-10.5,12}, {-6,11} } ;
GLfloat ALienBeak[][2]={{-6,21.5}, {-6.5,22}, {-9,21}, {-11,20.5}, {-20,20}, {-14,23}, {-9.5,28}, {-7,27}, {-6,26.5},
{-4.5,23}, {-4,21}, {-6,19.5}, {-8.5,19}, {-10,19.5}, {-11,20.5} };
char highScore[100],ch;
void display();
void StoneGenerate();
void displayRasterText(float x ,float y ,float z ,char *stringToDisplay) {
int length;
glRasterPos3f(x, y, z);
length = strlen(stringToDisplay);
for(int i=0 ;i<length ;i++){
glutBitmapCharacter(GLUT_BITMAP_TIMES_ROMAN_24 ,stringToDisplay[i]);
}
}
void SetDisplayMode(int modeToDisplay) {
switch(modeToDisplay){
case GAME_SCREEN: glClearColor(0, 0, 0, 1);break;
case MENU_SCREEN : glClearColor(1, 0 , 0, 1);break;
}
}
void initializeStoneArray() {
//random stones index
for(int i = 0;i < MAX_STONES ;i++) {
randomStoneIndices[i]=rand()%MAX_STONE_TYPES;
stoneAlive[i]=true;
}
xStone[0] = -(200*MAX_STONES)-600; //START LINE for stone appearance
for(int i = 0;i<MAX_STONES ;i++) { //ramdom appearance yIndex for each stone
yStone[i]=rand()%600;
if(int(yStone[i])%2)
yStone[i]*=-1;
xStone[i+1] = xStone[i] + 200; //xIndex of stone aligned with 200 units gap
}
}
void DrawAlienBody()
{
glColor3f(0,1,0); //BODY color
glBegin(GL_POLYGON);
for(i=0;i<=8;i++)
glVertex2fv(AlienBody[i]);
glEnd();
glColor3f(0,0,0); //BODY Outline
glLineWidth(1);
glBegin(GL_LINE_STRIP);
for(i=0;i<=8;i++)
glVertex2fv(AlienBody[i]);
glEnd();
glBegin(GL_LINES); //BODY effect
glVertex2f(-13,11);
glVertex2f(-15,9);
glEnd();
}
void DrawAlienCollar()
{
glColor3f(1,0,0); //COLLAR
glBegin(GL_POLYGON);
for(i=0;i<=20 ;i++)
glVertex2fv(AlienCollar[i]);
glEnd();
glColor3f(0,0,0); //COLLAR outline
glBegin(GL_LINE_STRIP);
for(i=0;i<=20 ;i++)
glVertex2fv(AlienCollar[i]);
glEnd();
}
void DrawAlienFace()
{
//glColor3f(0.6,0.0,0.286); //FACE
//glColor3f(0.8,0.2,0.1);
//glColor3f(0,0.5,1);
glColor3f(0,0,1);
glBegin(GL_POLYGON);
for(i=0;i<=42 ;i++)
glVertex2fv(ALienFace[i]);
glEnd();
glColor3f(0,0,0); //FACE outline
glBegin(GL_LINE_STRIP);
for(i=0;i<=42 ;i++)
glVertex2fv(ALienFace[i]);
glEnd();
glBegin(GL_LINE_STRIP); //EAR effect
glVertex2f(3.3,22);
glVertex2f(4.4,23.5);
glVertex2f(6.3,26);
glEnd();
}
void DrawAlienBeak()
{
glColor3f(1,1,0); //BEAK color
glBegin(GL_POLYGON);
for(i=0;i<=14 ;i++)
glVertex2fv(ALienBeak[i]);
glEnd();
glColor3f(0,0,0); //BEAK outline
glBegin(GL_LINE_STRIP);
for(i=0;i<=14 ;i++)
glVertex2fv(ALienBeak[i]);
glEnd();
}
void DrawAlienEyes()
{
glColor3f(0,1,1);
glPushMatrix();
glRotated(-10,0,0,1);
glTranslated(-6,32.5,0); //Left eye
glScalef(2.5,4,0);
glutSolidSphere(1,20,30);
glPopMatrix();
glPushMatrix();
glRotated(-1,0,0,1);
glTranslated(-8,36,0); //Right eye
glScalef(2.5,4,0);
glutSolidSphere(1,100,100);
glPopMatrix();
}
void DrawAlien()
{
DrawAlienBody();
DrawAlienCollar();
DrawAlienFace();
DrawAlienBeak();
DrawAlienEyes();
}
void DrawSpaceshipBody()
{
glColor3f(1,0,0); //BASE
glPushMatrix();
glScalef(70,20,1);
glutSolidSphere(1,50,50);
glPopMatrix();
glPushMatrix(); //LIGHTS
glScalef(3,3,1);
glTranslated(-20,0,0); //1
glColor3fv(LightColor[(CI+0)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //2
glColor3fv(LightColor[(CI+1)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //3
glColor3fv(LightColor[(CI+2)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //4
glColor3fv(LightColor[(CI+0)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //5
glColor3fv(LightColor[(CI+1)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //6
glColor3fv(LightColor[(CI+2)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //7
glColor3fv(LightColor[(CI+0)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //8
glColor3fv(LightColor[(CI+1)%3]);
glutSolidSphere(1,1000,1000);
glTranslated(5,0,0); //9
glColor3fv(LightColor[(CI+2)%3]);
glutSolidSphere(1,1000,1000);
glPopMatrix();
}
void DrawSteeringWheel()
{
glPushMatrix();
glLineWidth(3);
glColor3f(0.20,0.,0.20);
glScalef(7,4,1);
glTranslated(-1.9,5.5,0);
glutWireSphere(1,8,8);
glPopMatrix();
}
void DrawSpaceshipDoom()
{
glColor4f(0.7,1,1,0.0011);
glPushMatrix();
glTranslated(0,30,0);
glScalef(35,50,1);
glutSolidSphere(1,50,50);
glPopMatrix();
}
void DrawSpaceShipLazer() {
glColor3f(1, 0, 0);
glPushMatrix();
glBegin(GL_POLYGON); //Lazer stem
glVertex2f(-55 ,10);
glVertex2f(-55 ,30);
glVertex2f(-50, 30);
glVertex2f(-50 ,10);
glEnd();
float xMid =0,yMid =0;
//Mid point of the lazer horizontal
xMid = (55+50)/2.0;
yMid = (25+35)/2.0;
//Rotating about the point ,20
glTranslated(-xMid, yMid, 0);
glRotated(LaserAngle, 0, 0 ,1);
glTranslated(xMid , -yMid ,0);
//find mid point of top of lazer stem
float midPoint = -(55+50)/2.0;
glBegin(GL_POLYGON); //Lazer horizontal stem
glVertex2f(midPoint + 10 ,25);
glVertex2f(midPoint + 10 ,35);
glVertex2f(midPoint - 10 ,35);
glVertex2f(midPoint - 10 ,25);
glEnd();
glPopMatrix();
}
void DrawLazerBeam() {
float xMid = -(55+50)/2.0;
float yMid = (25+35)/2.0;
float mouseXEnd = -((- mouseX) + xOne);
float mouseYEnd = -((- mouseY) + yOne);
glLineWidth(5); //----Laser beam width
glColor3f(1, 0, 0);
glBegin(GL_LINES);
glVertex2f(xMid ,yMid);
glVertex2f(mouseXEnd ,mouseYEnd);
glEnd();
glLineWidth(1);
}
void DrawStone(int StoneIndex)
{
glPushMatrix();
glLoadIdentity();
switch(StoneIndex) //CHANGE INDEX VALUE FOR DIFFERENT STONE VARIETY;
{
case 0:
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glColor3f(0.4f, 0.0f, 0.0f);
glScalef(35,35,1);
glutSolidSphere(1,9,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(60,10,1);
glutSolidSphere(1,5,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(10,60,1);
glutSolidSphere(1,5,50);
break;
case 1:
glColor3f(1.0f, 0.8f, 0.8f);
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(15,20,1);
glutSolidSphere(1,9,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(40,5,1);
glutSolidSphere(1,5,50);
break;
case 2:
glColor3f(0.2f, 0.2f, 0.0f);
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(60,25,1);
glutSolidSphere(1,9,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(25,60,1);
glutSolidSphere(1,9,50);
break;
case 3:
glColor3f(0.8f, 0.8f, 0.1f);
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(35,10,1);
glutSolidSphere(1,10,7);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(50,20,1);
glutSolidSphere(1,5,50);
break;
case 4:
glColor3f(0.26f, 0.26f, 0.26f);
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(10,55,1);
glutSolidSphere(1,9,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(20,10,1);
glutSolidSphere(1,9,50);
glLoadIdentity();
glTranslated(xStone[index] , yStone[index] ,0);
glRotatef(stoneAngle+45 ,0, 0, 1);
glTranslated(0, 0, 0);
glScalef(25,10,1);
glutSolidSphere(1,9,50);
break;
}
glPopMatrix();
}
bool checkIfSpaceShipIsSafe() {
for(int i =0 ;i<MAX_STONES ;i++) {
if(stoneAlive[i]&((xOne >= (xStone[i]/2 -70) && xOne <= (xStone[i]/2 + 70) && yOne >= (yStone[i]/2 -18 ) && yOne <= (yStone[i]/2 + 53)) || (yOne <= (yStone[i]/2 - 20) && yOne >= (yStone[i]/2 - 90) && xOne >= (xStone[i]/2 - 40) && xOne <= (xStone[i]/2 + 40))))
{
stoneAlive[i]=0;
return false;
}
}
return true;
}
void SpaceshipCreate(){
glPushMatrix();
glTranslated(xOne,yOne,0);
if(!checkIfSpaceShipIsSafe() && alienLife ){
alienLife-=10;
xStart -= 23;
}
DrawSpaceshipDoom();
glPushMatrix();
glTranslated(4,19,0);
DrawAlien();
glPopMatrix();
DrawSteeringWheel();
DrawSpaceshipBody();
DrawSpaceShipLazer();
if(mButtonPressed) {
DrawLazerBeam();
}
glEnd();
glPopMatrix();
}
void DisplayHealthBar() {
glColor3f(1 ,0 ,0);
glBegin(GL_POLYGON);
glVertex2f(-xStart ,700);
glVertex2f(1200 ,700);
glVertex2f(1200 ,670);
glVertex2f(-xStart, 670);
glEnd();
char temp[40];
glColor3f(0 ,0 ,1);
sprintf(temp,"SCORE = %d",Score);
displayRasterText(-1100 ,600 ,0.4 ,temp);//<---display variable score ?
sprintf(temp," LIFE = %d",alienLife);
displayRasterText(800 ,600 ,0.4 ,temp);
sprintf(temp," LEVEL : %d",GameLvl);
displayRasterText(-100 ,600 ,0.4 ,temp);
glColor3f(1 ,0 ,0);
}
void startScreenDisplay()
{
glLineWidth(50);
SetDisplayMode(MENU_SCREEN);
glColor3f(0,0,0);
glBegin(GL_LINE_LOOP); //Border
glVertex3f(-750 ,-500 ,0.5);
glVertex3f(-750 ,550 ,0.5);
glVertex3f(750 ,550 ,0.5);
glVertex3f(750 ,-500, 0.5);
glEnd();
glLineWidth(1);
glColor3f(1, 1, 0);
glBegin(GL_POLYGON); //START GAME PLOYGON
glVertex3f(-200 ,300 ,0.5);
glVertex3f(-200 ,400 ,0.5);
glVertex3f(200 ,400 ,0.5);
glVertex3f(200 ,300, 0.5);
glEnd();
glBegin(GL_POLYGON); //INSTRUCTIONS POLYGON
glVertex3f(-200, 50 ,0.5);
glVertex3f(-200 ,150 ,0.5);
glVertex3f(200 ,150 ,0.5);
glVertex3f(200 ,50, 0.5);
glEnd();
glBegin(GL_POLYGON); //QUIT POLYGON
glVertex3f(-200 ,-200 ,0.5);
glVertex3f(-200 ,-100 ,0.5);
glVertex3f(200, -100 ,0.5);
glVertex3f(200, -200 ,0.5);
glEnd();
if(mouseX>=-100 && mouseX<=100 && mouseY>=150 && mouseY<=200){
glColor3f(0 ,0 ,1) ;
if(mButtonPressed){
startGame = true ;
gameOver = false;
mButtonPressed = false;
}
} else
glColor3f(0 , 0, 0);
displayRasterText(-100 ,340 ,0.4 ,"Start Game");
if(mouseX>=-100 && mouseX<=100 && mouseY>=30 && mouseY<=80) {
glColor3f(0 ,0 ,1);
if(mButtonPressed){
instructionsGame = true ;
mButtonPressed = false;
}
} else
glColor3f(0 , 0, 0);
displayRasterText(-120 ,80 ,0.4 ,"Instructions");
if(mouseX>=-100 && mouseX<=100 && mouseY>=-90 && mouseY<=-40){
glColor3f(0 ,0 ,1);
if(mButtonPressed){
gameQuit = true ;
mButtonPressed = false;
}
}
else
glColor3f(0 , 0, 0);
displayRasterText(-100 ,-170 ,0.4 ," Quit");
}
void GameScreenDisplay()
{
SetDisplayMode(GAME_SCREEN);
DisplayHealthBar();
glScalef(2, 2 ,0);
if(alienLife){
SpaceshipCreate();
}
else {
gameOver=true;
instructionsGame = false;
startScreen = false;
} //<----------------------gameover screen
StoneGenerate();
}
void readFromFile() {
FILE *fp = fopen("HighScoreFile.txt" ,"r");
int i=0;
if(fp!= NULL){
while(fread(&ch,sizeof(char),1 ,fp)){
highScore[i++] = ch;
}
highScore[i] = '\0';
}
fclose(fp);
}
void writeIntoFile() { //To write high score on to file
FILE *fp = fopen("HighScoreFile.txt" ,"w");
int i=0;
char temp[40];
if(fp!= NULL){
int n= Score;
while(n){
ch = (n%10)+ '0';
n/=10;
temp[i++] = ch;
}
temp[i] = '\0';
strrev(temp);
puts(temp);
if(temp[0] == '\0')
temp[i++] = '0' ,temp[i++] = '\0';
fwrite(temp ,sizeof(char)*i ,i ,fp);
}
fclose(fp);
}
void GameOverScreen()
{
SetDisplayMode(MENU_SCREEN);
glColor3f(0,0,0);
glLineWidth(50);
glBegin(GL_LINE_LOOP); //Border
glVertex3f(-650 ,-500 ,0.5);
glVertex3f(-650 ,520 ,0.5);
glVertex3f(650 ,520 ,0.5);
glVertex3f(650 ,-500, 0.5);
glEnd();
glLineWidth(1);
stoneTranslationSpeed=5;
glColor3f(0, 1, 0);
glBegin(GL_POLYGON); //GAME OVER
glVertex3f(-550 ,810,0.5);
glVertex3f(-550 ,610 ,0.5);
glVertex3f(550 ,610 ,0.5);
glVertex3f(550 ,810, 0.5);
glEnd();
glColor3f(1, 1, 0);
glBegin(GL_POLYGON); //RESTART POLYGON
glVertex3f(-200, 50 ,0.5);
glVertex3f(-200 ,150 ,0.5);
glVertex3f(200 ,150 ,0.5);
glVertex3f(200 ,50, 0.5);
glEnd();
glBegin(GL_POLYGON); //QUIT POLYGON
glVertex3f(-200 ,-200 ,0.5);
glVertex3f(-200 ,-100 ,0.5);
glVertex3f(200, -100 ,0.5);
glVertex3f(200, -200 ,0.5);
glEnd();
displayRasterText(-300 ,640 ,0.4 ,"G A M E O V E R ! ! !");
glColor3f(0 , 0, 0);
char temp[40];
sprintf(temp,"Score : %d",Score);
displayRasterText(-100 ,340 ,0.4 ,temp);
readFromFile();
char temp2[40];
if(atoi(highScore) < Score){
writeIntoFile();
sprintf(temp2 ,"Highest Score :%d" ,Score);
} else
sprintf(temp2 ,"Highest Score :%s" ,highScore);
displayRasterText(-250 ,400 ,0.4 ,temp2);
if(mouseX>=-100 && mouseX<=100 && mouseY>=25 && mouseY<=75){
glColor3f(0 ,0 ,1);
if(mButtonPressed){ //Reset game default values
startGame = true ;
gameOver=false;
mButtonPressed = false;
initializeStoneArray();
alienLife=100;
xStart=1200;
Score=0;
GameLvl=1;
GameScreenDisplay();
}
} else
glColor3f(0 , 0, 0);
displayRasterText(-70 ,80 ,0.4 ,"Restart");
if(mouseX>=-100 && mouseX<=100 && mouseY>=-100 && mouseY<=-50){
glColor3f(0 ,0 ,1);
if(mButtonPressed){
exit(0);
mButtonPressed = false;
}
}
else
glColor3f(0 , 0, 0);
displayRasterText(-100 ,-170 ,0.4 ," Quit");
}
void StoneGenerate(){
if(xStone[0]>=1200){ //If the last screen hits the end of screen then go to Nxt lvl
GameLvl++;
stoneTranslationSpeed+=3;
Score+=50;
initializeStoneArray();
GameScreenDisplay();
}
for(int i=0; i<MAX_STONES ;i++){
index = i;
if(mouseX <= (xStone[i]/2+20) && mouseX >=(xStone[i]/2-20) && mouseY >= (yStone[i]/2-20) && mouseY <= (yStone[i]/2+20) && mButtonPressed){
if(stoneAlive[i]){ // IF ALIVE KILL STONE
stoneAlive[i]=0;
Score++;
if(Score%3==0) {
stoneTranslationSpeed+=1; //<--------------Rate of increase of game speed
}
}
}
xStone[i] += stoneTranslationSpeed;
if(stoneAlive[i] ) //stone alive
DrawStone(randomStoneIndices[i]);
}
stoneAngle+=stoneRotationSpeed;
if(stoneAngle > 360) stoneAngle = 0;
}
void backButton() {
if(mouseX <= -450 && mouseX >= -500 && mouseY >= -275 && mouseY <= -250){
glColor3f(0, 0, 1);
if(mButtonPressed){
mButtonPressed = false;
instructionsGame = false;
startScreenDisplay();
}
}
else glColor3f(0, 0, 0);
displayRasterText(-1000 ,-550 ,0, "Back");
}
void InstructionsScreenDisplay()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
SetDisplayMode(MENU_SCREEN);
//colorBackground();
glColor3f(0, 0, 0);
displayRasterText(-900 ,400 ,0.4 ,"Key 'w' to move up.");
displayRasterText(-900 ,300 ,0.4 ,"Key 's' to move down.");
displayRasterText(-900 ,200 ,0.4 ,"Key 'd' to move right.");
displayRasterText(-900 ,100 ,0.4 ,"Key 'a' to move left.");
displayRasterText(-900 ,0.0 ,0.4 ,"Left mouse click to shoot laser");
//displayRasterText(-900 ,-100 ,0.4 ,"The packet can be placed only when 's' is pressed before.");
displayRasterText(-900 ,-200 ,0.4 ,"You Get 1 point for shooting each objet and 50 points for completing each lvl ");
displayRasterText(-900, -270,0.4,"The Objective is to score maximum points");
backButton();
if(previousScreen)
nextScreen = false ,previousScreen = false; //as set by backButton()
}
void display() {
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0,0,1200,700);
if(startGame && !gameOver)
GameScreenDisplay();
else if(instructionsGame)
InstructionsScreenDisplay();
else if(gameOver)
GameOverScreen();
//Make spaceship bigger
else if(startScreen){
startScreenDisplay();
if(gameQuit || startGame || optionsGame || instructionsGame){
//startScreen = false;
if(startGame){
SetDisplayMode(GAME_SCREEN);
startScreen = false;
} else if(gameQuit)
exit(0);
} else if(instructionsGame) {
SetDisplayMode(GAME_SCREEN);
InstructionsScreenDisplay();
}
}
//Reset Scaling values
glScalef(1/2 ,1/2 ,0);
glFlush();
glLoadIdentity();
glutSwapBuffers();
}
void somethingMovedRecalculateLaserAngle() {
float mouseXForTan = (-50 - mouseX) + xOne;
float mouseYForTan = (35 - mouseY) + yOne;
float LaserAngleInRadian = atan(mouseYForTan/mouseXForTan);
LaserAngle = (180/PI) * LaserAngleInRadian;
}
void keys(unsigned char key, int x, int y)
{
//if(key=='w' && key=='d' ){xOne+=0.5;yOne+=0.5;}
if(key == 'd') xOne+=SPACESHIP_SPEED;
if(key == 'a') xOne-=SPACESHIP_SPEED;
if(key == 'w') {yOne+=SPACESHIP_SPEED;}
if(key == 's') {yOne-=SPACESHIP_SPEED;}
if(key == 'd' || key == 'a' || key == 'w' || key == 's')
somethingMovedRecalculateLaserAngle();
display();
}
void myinit()
{
glClearColor(0.5,0.5,0.5,0);
glColor3f(1.0,0.0,0.0);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(-1200,1200,-700,700); //<-----CHANGE THIS TO GET EXTRA SPACE
// gluOrtho2D(-200,200,-200,200);
glMatrixMode(GL_MODELVIEW);
}
void passiveMotionFunc(int x,int y) {
//when mouse not clicked
mouseX = float(x)/(m_viewport[2]/1200.0)-600.0; //converting screen resolution to ortho 2d spec
mouseY = -(float(y)/(m_viewport[3]/700.0)-350.0);
//Do calculations to find value of LaserAngle
somethingMovedRecalculateLaserAngle();
display();
}
void mouseClick(int buttonPressed ,int state ,int x, int y) {
if(buttonPressed == GLUT_LEFT_BUTTON && state == GLUT_DOWN)
mButtonPressed = true;
else
mButtonPressed = false;
display();
}
void UpdateColorIndexForSpaceshipLights(int value)
{
CI=(CI+1)%3; //Color Index swapping to have rotation effect
display();
glutTimerFunc(250,UpdateColorIndexForSpaceshipLights,0);
}
void idleCallBack() { //when no mouse or keybord pressed
display();
}
void main(int argc, char** argv) {
FILE *fp = fopen("HighScoreFile.txt" ,"r") ; //check if HighScoreFile.txt exist if not create
if(fp!=NULL)
fclose(fp);
else
writeIntoFile();
glutInit(&argc, argv);
glutInitWindowSize(1200,700);
glutInitWindowPosition(90 ,0);
glutInitDisplayMode(GLUT_DOUBLE|GLUT_RGB);
glutTimerFunc(50,UpdateColorIndexForSpaceshipLights,0);
glutCreateWindow("THE SPACESHIP SHOOTING GAME");
glutDisplayFunc(display);
glutKeyboardFunc(keys);
glutPassiveMotionFunc(passiveMotionFunc);
glBlendFunc(GL_SRC_ALPHA ,GL_ONE_MINUS_SRC_ALPHA);
glutIdleFunc(idleCallBack);
glutMouseFunc(mouseClick);
glGetIntegerv(GL_VIEWPORT ,m_viewport);
myinit();
SetDisplayMode(GAME_SCREEN);
initializeStoneArray();
glutMainLoop();
}