adding frame independence

This commit is contained in:
Return0ne 2022-08-22 15:16:28 -04:00
parent fdc7a61f61
commit 293ed493b7
5 changed files with 83 additions and 50 deletions

View File

@ -19,8 +19,9 @@
int score = 0, bestscore = 0, finishfromGameplayScreen = 0;
Levels level = 0;
float var = 0.0f;
Music music = { 0 };
Music Gameplaysong = { 0 };
void SetEnemyLevel(void)
{
@ -41,17 +42,19 @@ void LoadGamplayScreen(void)
attack_sprite = LoadTexture("assets/gfx/attack.png");
firework_sprite = LoadTexture("assets/gfx/firework.png");
fxboom = LoadSound("assets/sfx/boom.wav");
music = LoadMusicStream("assets/bgm/03-Boss.ogg");
PlayMusicStream(music);
Gameplaysong = LoadMusicStream("assets/bgm/03-Boss.ogg");
}
void InitGameplayScreen(void)
{
PlayMusicStream(Gameplaysong);
finishfromGameplayScreen = 0;
level = LEVEL1;
globalTimer = 0;
var = 0.0f;
player.currentframe = 0;
player.speed = 300.0f;
@ -76,7 +79,8 @@ void InitGameplayScreen(void)
enemy.currentframe = 0;
enemy.hp = 5;
enemy.speed = 2.0f;
//enemy.speed = 2.0f;
enemy.speed = 200.0f;
if (GI_callcount < 1) {
enemy.frameRec = (Rectangle) {
enemy.hitbox.x,
@ -87,7 +91,7 @@ void InitGameplayScreen(void)
}
enemy.hitbox = (Rectangle) {
690,
10,
20,
(float) enemy_sprite.width/2,
(float) enemy_sprite.height
};
@ -95,8 +99,18 @@ void InitGameplayScreen(void)
enemy.in = false;
enemy.iframetimer = 0;
for (int i = 0; i < 2; i++) {
EnemyBounds[i] = (Rectangle) {
0,
0,
GetScreenWidth(),
10
};
}
EnemyBounds[1].y = GetScreenHeight() - EnemyBounds[1].height;
feather.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
GetRandomValue(0, 600),
GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
(float) feather_sprite.width,
(float) feather_sprite.height
@ -133,6 +147,8 @@ void InitGameplayScreen(void)
DebugMode = 0;
pauseTimer = 0;
score = 0;
scoreTimer = 0;
ewc = 0;
GI_callcount++;
}
@ -148,15 +164,15 @@ void DamagePlayer(void)
player.currentframe = 1;
}
void UpdateiFrameTimer(struct Actor* actor)
void UpdateiFrameTimer(struct Actor *actor)
{
// here we use pointers to avoid duplicating code
if (actor->in) {
actor->iframetimer++;
actor->iframetimer += GetFrameTime();
actor->currentframe = 1;
if (globalTimer % 2 == 0) actor->color = BLANK;
if ((int)globalTimer % 2 == 0) actor->color = GRAY;
else actor->color = RAYWHITE;
if (actor->iframetimer >= 60) {
if (actor->iframetimer > 2) {
actor->in = false;
actor->iframetimer = 0;
}
@ -167,9 +183,9 @@ void UpdateGameplayScreen(void)
{
if (INPUT_OPTION_PRESSED) pause = !pause;
// code to end the game
if (level > 2) { StopMusicStream(music); finishfromGameplayScreen = 3; }
if (level > 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 3; }
if (!mute) UpdateMusicStream(music);
if (!mute) UpdateMusicStream(Gameplaysong);
if (!pause) {
@ -218,8 +234,10 @@ void UpdateGameplayScreen(void)
else if (player.hitbox.y <= 0) player.hitbox.y = 0;
// Update Timers
score++;
globalTimer++;
scoreTimer += 60 * GetFrameTime();
score = (int)scoreTimer;
globalTimer += 10 * GetFrameTime();
// var -= GetFrameTime();
// pass the address of each struct to the UpdateiFrameTimer function
UpdateiFrameTimer(&player);
UpdateiFrameTimer(&enemy);
@ -233,7 +251,7 @@ void UpdateGameplayScreen(void)
if (IsKeyPressed(KEY_W)) finishfromGameplayScreen = 3;
// call gameover when killed
if (player.hp <= 0) { StopMusicStream(music); finishfromGameplayScreen = 1; }
if (player.hp <= 0) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 1; }
// Red feather logic
for (int i = 0; i < MAX_SHOOTS; i++) {
@ -244,7 +262,7 @@ void UpdateGameplayScreen(void)
if (CheckCollisionRecs(shoot[i].hitbox, enemy.hitbox) && shoot[i].active) {
if (!enemy.in) enemy.hp--;
enemy.in = true;
score += 300;
scoreTimer += 300;
if (!mute) PlaySoundMulti(fxboom);
shoot[i].active = false;
}
@ -269,10 +287,11 @@ void UpdateGameplayScreen(void)
// Enemy logic
if (level < 3) {
if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
for (int i = 0; i < 2; i++) {
if (CheckCollisionRecs(EnemyBounds[i], enemy.hitbox)) enemy.speed *= -1.0f;
}
enemy.hitbox.y += enemy.speed;
enemy.hitbox.y += enemy.speed * GetFrameTime();
if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamagePlayer();
@ -290,10 +309,12 @@ void UpdateGameplayScreen(void)
fireworks[i].hitbox.x = enemy.hitbox.x - 20;
fireworks[i].hitbox.y = enemy.hitbox.y - 20;
if (GetRandomValue(0, 50) == 50) {
fireworks[i].active = 1;
fireworks[i].hitbox.y += enemy.hitbox.height/2;
}
if ((int)globalTimer % 10 == 0) {
fireworks[i].active = 1;
fireworks[i].speed.x = GetRandomValue(300, 900);
fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
// fireworks[i].hitbox.y += enemy.hitbox.height/2;
}
break;
case 1:
fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
@ -302,13 +323,13 @@ void UpdateGameplayScreen(void)
|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
break;
}
switch (level) {
/* switch (level) {
case LEVEL1: fireworks[i].speed.x = 300.0f; break;
case LEVEL2: fireworks[i].speed.x = 600.0f; break;
case LEVEL3: fireworks[i].speed.x = 900.0f; break;
}
}*/
}
} else pauseTimer++;
} else pauseTimer += 60 * GetFrameTime();
}
void DrawGameplayScreen(void)
@ -320,21 +341,25 @@ void DrawGameplayScreen(void)
}
DrawFPS(10, 430);
if (DebugMode) {
DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(feather.hitbox, WHITE);
DrawRectangleRec(enemy.hitbox, BLACK);
DrawRectangleLines(player.hitbox.x, player.hitbox.y, player.hitbox.width, player.hitbox.height, BLUE);
DrawRectangleLines(feather.hitbox.x, feather.hitbox.y, feather.hitbox.width, feather.hitbox.height, WHITE);
DrawRectangleLines(enemy.hitbox.x, enemy.hitbox.y, enemy.hitbox.width, enemy.hitbox.height, BLACK);
for (int i = 0; i < MAX_FIREWORKS; i++) {
DrawRectangleRec(fireworks[i].hitbox, BLACK);
DrawRectangleLines(fireworks[i].hitbox.x, fireworks[i].hitbox.y, fireworks[i].hitbox.width, fireworks[i].hitbox.height, BLACK);
}
for (int i = 0; i < MAX_SHOOTS; i++) {
DrawRectangleRec(shoot[i].hitbox, GREEN);
DrawRectangleLines(shoot[i].hitbox.x, shoot[i].hitbox.y, shoot[i].hitbox.width, shoot[i].hitbox.height, GREEN);
}
for (int i = 0; i < 2; i++) {
DrawRectangleLines(EnemyBounds[i].x, EnemyBounds[i].y, EnemyBounds[i].width, EnemyBounds[i].height, WHITE);
}
DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
DrawText(TextFormat("globalTimer: %i", globalTimer), 10, 240, 20, GREEN);
DrawText(TextFormat("globalTimer: %f", globalTimer), 10, 240, 20, GREEN);
DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 260, 20, GREEN);
DrawText(TextFormat("player.iframetimer: %d", player.iframetimer), 10, 280, 20, GREEN);
DrawText(TextFormat("player.iframetimer: %f", player.iframetimer), 10, 280, 20, GREEN);
DrawText(TextFormat("player.in: %d", player.in), 10, 300, 20, GREEN);
//DrawText(TextFormat("GetTime(): %f", GetTime()), 10, 320, 20, GREEN);
}
if (feather.active) DrawTexture(feather_sprite, feather.sprite_pos.x, feather.sprite_pos.y, feather.color);
DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);
@ -346,13 +371,13 @@ void DrawGameplayScreen(void)
}
DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, player.color);
DrawTexture(feather_sprite, 0, 0, GREEN);
DrawTextEx(ZadoBold, TextFormat("= %i", player.hp), (Vector2){ 30, 30 }, 30, 2, GREEN);
DrawText(TextFormat("= %i", player.hp), 30, 30, 30, GREEN);
DrawTexture(feather_sprite, 80, 0, RED);
DrawTextEx(ZadoBold, TextFormat("= %i", ammo), (Vector2){ 110, 30 }, 30, 2, RED);
DrawTextEx(ZadoBold, TextFormat("ENEMY HP: %i", enemy.hp), (Vector2){ GetScreenWidth() - 200, 0 }, 30, 2, RED);
if (score >= 10000) DrawTextEx(ZadoBold, TextFormat("SCORE: %i", score), (Vector2){ 10, 65 }, 30, 2, (Color){ 222, 181, 0, 255 });
else DrawTextEx(ZadoBold, TextFormat("SCORE: %i", score), (Vector2){ 10, 65 }, 30, 2, BLUE);
if (pause && ((pauseTimer/30)%2)) DrawTextEx(ZadoBold, "PAUSED", (Vector2){ 290, 160 }, 60, 2, WHITE);
DrawText(TextFormat("= %i", ammo), 110, 30, 30, RED);
DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 200, 0, 30, RED);
if (score >= 10000) DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, (Color){ 222, 181, 0, 255 });
else DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, BLUE);
if (pause && (((int)pauseTimer/30)%2)) DrawTextEx(ZadoBold, "PAUSED", (Vector2){ 280, 160 }, 60, 2, WHITE);
}
void UnloadGameplayScreen()
@ -365,7 +390,7 @@ void UnloadGameplayScreen()
UnloadTexture(enemy_sprite);
UnloadTexture(firework_sprite);
UnloadTexture(attack_sprite);
UnloadMusicStream(music);
UnloadMusicStream(Gameplaysong);
}
int FinishGameplayScreen(void)

View File

@ -19,7 +19,7 @@ struct Actor {
float speed;
int hp;
int currentframe;
int iframetimer;
float iframetimer;
Vector2 sprite_pos;
Rectangle frameRec;
Rectangle hitbox;
@ -46,13 +46,15 @@ struct Attack {
struct Actor player = { 0 };
struct Actor enemy = { 0 };
struct Attack fireworks[MAX_FIREWORKS] = { 0 };
struct Item feather = { 0 };
struct Attack shoot[MAX_SHOOTS] = { 0 };
struct Item feather = { 0 };
Rectangle EnemyBounds[2] = { 0 };
Sound fxhit = { 0 };
Sound fxfeather = { 0 };
Sound fxboom = { 0 };
bool pause;
bool DebugMode;
bool ewc;
int ammo = 0;
int GI_callcount = 0;

View File

@ -45,6 +45,7 @@ static void draw_transition(void);
int main(void)
{
SetConfigFlags(FLAG_VSYNC_HINT);
InitWindow(screenWidth, screenHeight, "Avoid");
InitAudioDevice();
@ -91,10 +92,10 @@ static void transition_to_screen(int screen)
static void update_transition(void)
{
if (!transFadeOut) {
transAlpha += 0.05f;
transAlpha += GetFrameTime();
if (transAlpha > 1.01f) {
transAlpha = 1.0f;
if (transAlpha > 0.76f) {
transAlpha = 0.75f;
switch (transFromScreen) {
case TITLE: UnloadTitleScreen(); break;
@ -121,9 +122,9 @@ static void update_transition(void)
transFadeOut = true;
}
} else {
transAlpha -= 0.02f;
transAlpha -= GetFrameTime();
if (transAlpha < -0.01f) {
if (transAlpha < -0.75f) {
transAlpha = 0.0f;
transFadeOut = false;
onTransition = false;
@ -143,6 +144,8 @@ static void update_draw_frame(void)
{
if (IsKeyPressed(KEY_M)) mute = !mute;
if ((IsKeyDown(KEY_LEFT_ALT)) && (IsKeyPressed(KEY_F))) { ToggleFullscreen(); fullscreen = !fullscreen; }
// printf("%f\n", GetFrameTime());
// printf("%f\n", transAlpha);
if (!onTransition) {
switch (currentScreen) {
@ -203,6 +206,8 @@ static void update_draw_frame(void)
default: break;
}
// DrawText(TextFormat("GetTime(): %f", GetTime()), 10, 320, 20, GREEN);
if (onTransition) draw_transition();
EndDrawing();

View File

@ -11,6 +11,6 @@
extern Music Endingsong;
extern Music Gameoversong;
extern Music music;
extern Music Gameplaysong;
#endif

View File

@ -9,7 +9,8 @@
#ifndef TIMERS_HEADER
#define TIMERS_HEADER
int pauseTimer;
int globalTimer;
float pauseTimer;
float globalTimer;
float scoreTimer;
#endif