added sine fw movement, smaller player, rf incs by 5, and a to-do list

This commit is contained in:
Return0ne 2022-10-30 19:53:58 -04:00
parent 9b2eff2b58
commit 1fcbdf6d0a
6 changed files with 34 additions and 15 deletions

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@ -1,10 +1,6 @@
# Avoid
A dumb raylib test which you can play [here](https://canneddonuts.itch.io/avoid-the-game)
## To-do
- a build guide
- a tutorial
## Preview
![Alt Text](./doc-assets/preview.png)
![Alt Text](./doc-assets/preview1.png)

17
TO_DO.md Normal file
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@ -0,0 +1,17 @@
# TO-DO
## Building
- build guide
## Gameplay
- cleaner hitboxes
- better patterns
- more levels
- more feather powers
- animations
## Art
- better art duh
## Music
- better gameplay music

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@ -1 +1 @@
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@ -7,6 +7,7 @@
*/
#include "../include/raylib.h"
#include <math.h>
#include "Screens.h"
#include "Controls.h"
@ -56,6 +57,7 @@ void InitGameplayScreen(void)
globalTimer = 0;
if (player.hp < 1) player.hp = 1;
if (ammo < 5) ammo = 5;
player.currentframe = 0;
player.speed = 300.0f;
@ -70,8 +72,8 @@ void InitGameplayScreen(void)
player.hitbox = (Rectangle) {
0,
100,
(float) player_sprite.width/3,
(float) player_sprite.height/2 +5
(float) player_sprite.width/3 - 20,
(float) player_sprite.height - 20
};
player.iframetimer = 0;
player.in = false;
@ -116,11 +118,12 @@ void InitGameplayScreen(void)
(float) firework_sprite.height
};
fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
switch (level) {
/* switch (level) {
case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
case LEVEL2: fireworks[i].speed.x = GetRandomValue(400, 600); break;
case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break;
}
} */
fireworks[i].speed.x = GetRandomValue(100, 300);
fireworks[i].color = RAYWHITE;
}
@ -289,7 +292,7 @@ void UpdateGameplayScreen(void)
if (CheckCollisionRecs(player.hitbox, feather.hitbox)) {
switch (feather.power) {
case 0: player.hp++; break;
case 1: ammo++; break;
case 1: ammo += 5; break;
}
if (!mute) PlaySoundMulti(fxfeather);
ResetFeather();
@ -337,14 +340,16 @@ void UpdateGameplayScreen(void)
if (fireworkAmount > 0) { fireworkAmount--; fireworks[i].active = 1; }
fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
switch (level) {
case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
/* switch (level) {
case LEVEL1: fireworks[i].speed.x = GetFrameTime() break;
case LEVEL2: fireworks[i].speed.x = GetRandomValue(400, 600); break;
case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break;
}
} */
break;
case 1:
fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
trigMov = sin(2*PI/100*fireworks[i].hitbox.x) * 200;
fireworks[i].hitbox.x -= fireworks[i].speed.x * GetFrameTime();
fireworks[i].hitbox.y += trigMov*GetFrameTime();
// Firework wall collision
if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;

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@ -49,8 +49,9 @@ struct Item feather = { 0 };
Sound fxfeather = { 0 };
bool pause;
bool DebugMode;
int ammo = 0;
int ammo = 5;
int fireworkAmount = 0;
int GI_callcount = 0;
int trigMov;
#endif