text: /*******************************************************************************************
  *
  *   raylib game - Dr. Turtle & Mr. Gamera
  *
  *   This game has been created using raylib 1.6 (www.raylib.com)
  *   raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details)
  *
  *   Copyright (c) 2014 Ramon Santamaria (@raysan5)
  *
  ********************************************************************************************/
  
  #include "raylib.h"
  
  #include <math.h>        // Used for sinf()
  
  #define MAX_ENEMIES 10
  
  typedef enum { TITLE, GAMEPLAY, ENDING } GameScreen;
  
  int main()
  {
      // Initialization
      //--------------------------------------------------------------------------------------
      const int screenWidth = 1280;
      const int screenHeight = 720;
  
      // Init window
      InitWindow(screenWidth, screenHeight, "Dr. Turtle & Mr. GAMERA");
  
      // Initialize audio device
      InitAudioDevice();
  
      // Load game resources: textures
      Texture2D sky = LoadTexture("resources/sky.png");
      Texture2D mountains = LoadTexture("resources/mountains.png");
      Texture2D sea = LoadTexture("resources/sea.png");
      Texture2D title = LoadTexture("resources/title.png");
      Texture2D turtle = LoadTexture("resources/turtle.png");
      Texture2D gamera = LoadTexture("resources/gamera.png");
      Texture2D shark = LoadTexture("resources/shark.png");
      Texture2D orca = LoadTexture("resources/orca.png");
      Texture2D swhale = LoadTexture("resources/swhale.png");
      Texture2D fish = LoadTexture("resources/fish.png");
      Texture2D gframe = LoadTexture("resources/gframe.png");
  
      // Load game resources: fonts
      Font font = LoadFont("resources/komika.png");
  
      // Load game resources: sounds
      Sound eat = LoadSound("resources/eat.wav");
      Sound die = LoadSound("resources/die.wav");
      Sound growl = LoadSound("resources/gamera.wav");
  
      // Load music stream and start playing music
      Music music = LoadMusicStream("resources/speeding.ogg");
      PlayMusicStream(music);
  
      // Define scrolling variables
      int backScrolling = 0;
      int seaScrolling = 0;
  
      // Define current screen
      GameScreen currentScreen = TITLE;
  
      // Define player variables
      int playerRail = 1;
      Rectangle playerBounds = { 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
      bool gameraMode = false;
  
      // Define enemies variables
      Rectangle enemyBounds[MAX_ENEMIES];
      int enemyRail[MAX_ENEMIES];
      int enemyType[MAX_ENEMIES];
      bool enemyActive[MAX_ENEMIES];
      float enemySpeed = 10;
  
      // Init enemies variables
      for (int i = 0; i < MAX_ENEMIES; i++)
      {
          // Define enemy type (all same probability)
          //enemyType[i] = GetRandomValue(0, 3);
  
          // Probability system for enemies type
          int enemyProb = GetRandomValue(0, 100);
  
          if (enemyProb < 30) enemyType[i] = 0;
          else if (enemyProb < 60) enemyType[i] = 1;
          else if (enemyProb < 90) enemyType[i] = 2;
          else enemyType[i] = 3;
  
          // define enemy rail
          enemyRail[i] = GetRandomValue(0, 4);
  
          // Make sure not two consecutive enemies in the same row
          if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
  
          enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
          enemyActive[i] = false;
      }
  
      // Define additional game variables
      int score = 0;
      float distance = 0.0f;
      int hiscore = 0;
      float hidistance = 0.0f;
      int foodBar = 0;
      int framesCounter = 0;
  
      unsigned char blue = 200;
      float timeCounter = 0;
  
      SetTargetFPS(60);       // Setup game frames per second
      //--------------------------------------------------------------------------------------
  
      // Main game loop
      while (!WindowShouldClose())    // Detect window close button or ESC key
      {
          // Update
          //----------------------------------------------------------------------------------
          UpdateMusicStream(music);   // Refill music stream buffers (if required)
  
          framesCounter++;
  
          // Sea color tint effect
          blue = 210 + 25 * sinf(timeCounter);
          timeCounter += 0.01;
  
          // Game screens management
          switch (currentScreen)
          {
              case TITLE:
              {
                  // Sea scrolling
                  seaScrolling -= 2;
                  if (seaScrolling <= -screenWidth) seaScrolling = 0;
  
                  // Press enter to change to gameplay screen
                  if (IsKeyPressed(KEY_ENTER))
                  {
                      currentScreen = GAMEPLAY;
                      framesCounter = 0;
                  }
  
              } break;
              case GAMEPLAY:
              {
                  // Background scrolling logic
                  backScrolling--;
                  if (backScrolling <= -screenWidth) backScrolling = 0;
  
                  // Sea scrolling logic
                  seaScrolling -= (enemySpeed - 2);
                  if (seaScrolling <= -screenWidth) seaScrolling = 0;
  
                  // Player movement logic
                  if (IsKeyPressed(KEY_DOWN)) playerRail++;
                  else if (IsKeyPressed(KEY_UP)) playerRail--;
  
                  // Check player not out of rails
                  if (playerRail > 4) playerRail = 4;
                  else if (playerRail < 0) playerRail = 0;
  
                  // Update player bounds
                  playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
  
                  // Enemies activation logic (every 40 frames)
                  if (framesCounter > 40)
                  {
                      for (int i = 0; i < MAX_ENEMIES; i++)
                      {
                          if (enemyActive[i] == false)
                          {
                              enemyActive[i] = true;
                              i = MAX_ENEMIES;
                          }
                      }
  
                      framesCounter = 0;
                  }
  
                  // Enemies logic
                  for (int i = 0; i < MAX_ENEMIES; i++)
                  {
                      if (enemyActive[i])
                      {
                          enemyBounds[i].x -= enemySpeed;
                      }
  
                      // Check enemies out of screen
                      if (enemyBounds[i].x <= 0 - 128)
                      {
                          enemyActive[i] = false;
                          enemyType[i] = GetRandomValue(0, 3);
                          enemyRail[i] = GetRandomValue(0, 4);
  
                          // Make sure not two consecutive enemies in the same row
                          if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
  
                          enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                      }
                  }
  
                  if (!gameraMode) enemySpeed += 0.005;
  
                  // Check collision player vs enemies
                  for (int i = 0; i < MAX_ENEMIES; i++)
                  {
                      if (enemyActive[i])
                      {
                          if (CheckCollisionRecs(playerBounds, enemyBounds[i]))
                          {
                              if (enemyType[i] < 3)   // Bad enemies
                              {
                                  if (gameraMode)
                                  {
                                      if (enemyType[i] == 0) score += 50;
                                      else if (enemyType[i] == 1) score += 150;
                                      else if (enemyType[i] == 2) score += 300;
  
                                      foodBar += 15;
  
                                      enemyActive[i] = false;
  
                                      // After enemy deactivation, reset enemy parameters to be reused
                                      enemyType[i] = GetRandomValue(0, 3);
                                      enemyRail[i] = GetRandomValue(0, 4);
  
                                      // Make sure not two consecutive enemies in the same row
                                      if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
  
                                      enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
  
                                      PlaySound(eat);
                                  }
                                  else
                                  {
                                      // Player die logic
                                      PlaySound(die);
  
                                      currentScreen = ENDING;
                                      framesCounter = 0;
  
                                      // Save hiscore and hidistance for next game
                                      if (score > hiscore) hiscore = score;
                                      if (distance > hidistance) hidistance = distance;
                                  }
                              }
                              else    // Sweet fish
                              {
                                  enemyActive[i] = false;
                                  enemyType[i] = GetRandomValue(0, 3);
                                  enemyRail[i] = GetRandomValue(0, 4);
  
                                  // Make sure not two consecutive enemies in the same row
                                  if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
  
                                  enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
  
                                  if (!gameraMode) foodBar += 80;
                                  else foodBar += 25;
  
                                  score += 10;
  
                                  if (foodBar == 400)
                                  {
                                      gameraMode = true;
  
                                      PlaySound(growl);
                                  }
  
                                  PlaySound(eat);
                              }
                          }
                      }
                  }
  
                  // Gamera mode logic
                  if (gameraMode)
                  {
                      foodBar--;
  
                      if (foodBar <= 0)
                      {
                          gameraMode = false;
                          enemySpeed -= 2;
                          if (enemySpeed < 10) enemySpeed = 10;
                      }
                  }
  
                  // Update distance counter
                  distance += 0.5f;
  
              } break;
              case ENDING:
              {
                  // Press enter to play again
                  if (IsKeyPressed(KEY_ENTER))
                  {
                      currentScreen = GAMEPLAY;
  
                      // Reset player
                      playerRail = 1;
                      playerBounds = (Rectangle){ 30 + 14, playerRail*120 + 90 + 14, 100, 100 };
                      gameraMode = false;
  
                      // Reset enemies data
                      for (int i = 0; i < MAX_ENEMIES; i++)
                      {
                          int enemyProb = GetRandomValue(0, 100);
  
                          if (enemyProb < 30) enemyType[i] = 0;
                          else if (enemyProb < 60) enemyType[i] = 1;
                          else if (enemyProb < 90) enemyType[i] = 2;
                          else enemyType[i] = 3;
  
                          //enemyType[i] = GetRandomValue(0, 3);
                          enemyRail[i] = GetRandomValue(0, 4);
  
                          // Make sure not two consecutive enemies in the same row
                          if (i > 0) while (enemyRail[i] == enemyRail[i - 1]) enemyRail[i] = GetRandomValue(0, 4);
  
                          enemyBounds[i] = (Rectangle){ screenWidth + 14, 120*enemyRail[i] + 90 + 14, 100, 100 };
                          enemyActive[i] = false;
                      }
  
                      enemySpeed = 10;
  
                      // Reset game variables
                      score = 0;
                      distance = 0.0;
                      foodBar = 0;
                      framesCounter = 0;
                  }
  
              } break;
              default: break;
          }
          //----------------------------------------------------------------------------------
  
          // Draw
          //----------------------------------------------------------------------------------
          BeginDrawing();
  
              ClearBackground(RAYWHITE);
  
              // Draw background (common to all screens)
              DrawTexture(sky, 0, 0, WHITE);
  
              DrawTexture(mountains, backScrolling, 0, WHITE);
              DrawTexture(mountains, screenWidth + backScrolling, 0, WHITE);
  
              if (!gameraMode)
              {
                  DrawTexture(sea, seaScrolling, 0, (Color){ 16, 189, blue, 255});
                  DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 16, 189, blue, 255});
              }
              else
              {
                  DrawTexture(sea, seaScrolling, 0, (Color){ 255, 113, 66, 255});
                  DrawTexture(sea, screenWidth + seaScrolling, 0, (Color){ 255, 113, 66, 255});
              }
  
              switch (currentScreen)
              {
                  case TITLE:
                  {
                      // Draw title
                      DrawTexture(title, screenWidth/2 - title.width/2, screenHeight/2 - title.height/2 - 80, WHITE);
  
                      // Draw blinking text
                      if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER", (Vector2){ screenWidth/2 - 150, 480 }, font.baseSize, 0, WHITE);
  
                  } break;
                  case GAMEPLAY:
                  {
                      // Draw water lines
                      for (int i = 0; i < 5; i++) DrawRectangle(0, i*120 + 120, screenWidth, 110, Fade(SKYBLUE, 0.1f));
  
                      // Draw player
                      if (!gameraMode) DrawTexture(turtle, playerBounds.x - 14, playerBounds.y - 14, WHITE);
                      else DrawTexture(gamera, playerBounds.x - 64, playerBounds.y - 64, WHITE);
  
                      // Draw player bounding box
                      //if (!gameraMode) DrawRectangleRec(playerBounds, Fade(GREEN, 0.4f));
                      //else DrawRectangleRec(playerBounds, Fade(ORANGE, 0.4f));
  
                      // Draw enemies
                      for (int i = 0; i < MAX_ENEMIES; i++)
                      {
                          if (enemyActive[i])
                          {
                              // Draw enemies
                              switch(enemyType[i])
                              {
                                  case 0: DrawTexture(shark, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                  case 1: DrawTexture(orca, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                  case 2: DrawTexture(swhale, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                  case 3: DrawTexture(fish, enemyBounds[i].x - 14, enemyBounds[i].y - 14, WHITE); break;
                                  default: break;
                              }
  
                              // Draw enemies bounding boxes
                              /*
                              switch(enemyType[i])
                              {
                                  case 0: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                  case 1: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                  case 2: DrawRectangleRec(enemyBounds[i], Fade(RED, 0.5f)); break;
                                  case 3: DrawRectangleRec(enemyBounds[i], Fade(GREEN, 0.5f)); break;
                                  default: break;
                              }
                              */
                          }
                      }
  
                      // Draw gameplay interface
                      DrawRectangle(20, 20, 400, 40, Fade(GRAY, 0.4f));
                      DrawRectangle(20, 20, foodBar, 40, ORANGE);
                      DrawRectangleLines(20, 20, 400, 40, BLACK);
  
                      DrawTextEx(font, TextFormat("SCORE: %04i", score), (Vector2){ screenWidth - 300, 20 }, font.baseSize, -2, ORANGE);
                      DrawTextEx(font, TextFormat("DISTANCE: %04i", (int)distance), (Vector2){ 550, 20 }, font.baseSize, -2, ORANGE);
  
                      if (gameraMode)
                      {
                          DrawText("GAMERA MODE", 60, 22, 40, GRAY);
                          DrawTexture(gframe, 0, 0, Fade(WHITE, 0.5f));
                      }
  
                  } break;
                  case ENDING:
                  {
                      // Draw a transparent black rectangle that covers all screen
                      DrawRectangle(0, 0, screenWidth, screenHeight, Fade(BLACK, 0.4f));
  
                      DrawTextEx(font, "GAME OVER", (Vector2){ 300, 160 }, font.baseSize*3, -2, MAROON);
  
                      DrawTextEx(font, TextFormat("SCORE: %04i", score), (Vector2){ 680, 350 }, font.baseSize, -2, GOLD);
                      DrawTextEx(font, TextFormat("DISTANCE: %04i", (int)distance), (Vector2){ 290, 350 }, font.baseSize, -2, GOLD);
                      DrawTextEx(font, TextFormat("HISCORE: %04i", hiscore), (Vector2){ 665, 400 }, font.baseSize, -2, ORANGE);
                      DrawTextEx(font, TextFormat("HIDISTANCE: %04i", (int)hidistance), (Vector2){ 270, 400 }, font.baseSize, -2, ORANGE);
  
                      // Draw blinking text
                      if ((framesCounter/30) % 2) DrawTextEx(font, "PRESS ENTER to REPLAY", (Vector2){ screenWidth/2 - 250, 520 }, font.baseSize, -2, LIGHTGRAY);
  
                  } break;
                  default: break;
              }
  
          EndDrawing();
          //----------------------------------------------------------------------------------
      }
  
      // De-Initialization
      //--------------------------------------------------------------------------------------
  
      // Unload textures
      UnloadTexture(sky);
      UnloadTexture(mountains);
      UnloadTexture(sea);
      UnloadTexture(gframe);
      UnloadTexture(title);
      UnloadTexture(turtle);
      UnloadTexture(shark);
      UnloadTexture(orca);
      UnloadTexture(swhale);
      UnloadTexture(fish);
      UnloadTexture(gamera);
  
      // Unload font texture
      UnloadFont(font);
  
      // Unload sounds
      UnloadSound(eat);
      UnloadSound(die);
      UnloadSound(growl);
  
      UnloadMusicStream(music);   // Unload music
      CloseAudioDevice();         // Close audio device
  
      CloseWindow();              // Close window and OpenGL context
      //--------------------------------------------------------------------------------------
  
      return 0;
  }
  