win conditions for levels 1 and 2
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5c1073e21e
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2a84b5ae3e
3 changed files with 39 additions and 24 deletions
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@ -117,6 +117,7 @@ void InitGameplayScreen(void)
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shoot[i].color = RED;
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}
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ammo = 10;
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fireworkAmount = 100;
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pause = 0;
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DebugMode = 0;
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@ -168,10 +169,12 @@ void ResetFeather(void)
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}
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void UpdateGameplayScreen(void)
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{
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if (INPUT_OPTION_PRESSED) pause = !pause;
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// code to end the game
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if (level > 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 3; }
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if (fireworkAmount < 1 && level < 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 4; }
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if (!mute) UpdateMusicStream(Gameplaysong);
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@ -291,30 +294,38 @@ void UpdateGameplayScreen(void)
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}
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// Firework logic
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
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DamageActor(&player);
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fireworks[i].active = 0;
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}
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switch (fireworks[i].active) {
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case 0:
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fireworks[i].hitbox.x = GetScreenWidth() + firework_sprite.width;
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
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DamageActor(&player);
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fireworks[i].active = 0;
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}
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/* for (int j = 0; j < MAX_SHOOTS; j++) {
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if (CheckCollisionRecs(shoot[j].hitbox, fireworks[i].hitbox) && shoot[j].active) {
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if (!mute) PlaySoundMulti(enemy.fxhit);
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fireworks[i].active = 0;
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fireworkAmount--;
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shoot[j].active = 0;
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}
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} */
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switch (fireworks[i].active) {
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case 0:
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fireworks[i].hitbox.x = GetScreenWidth() + firework_sprite.width;
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fireworks[i].active = 1;
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fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
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switch (level) {
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case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
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case LEVEL2: fireworks[i].speed.x = GetRandomValue(400, 600); break;
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case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break;
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}
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fireworks[i].active = 1;
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fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
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switch (level) {
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case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
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case LEVEL2: fireworks[i].speed.x = GetRandomValue(400, 600); break;
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case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break;
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}
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break;
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case 1:
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fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
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// Firework wall collision
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if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
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|| (fireworks[i].hitbox.x <= -firework_sprite.width))) { fireworkAmount--; fireworks[i].active = 0; }
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break;
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case 1:
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fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
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// Firework wall collision
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if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
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|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
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break;
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}
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}
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}
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} else pauseTimer += 60 * GetFrameTime();
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}
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@ -345,6 +356,7 @@ void DrawGameplayScreen(void)
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DrawText(TextFormat("player.in: %d", player.in), 10, 300, 20, GREEN);
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DrawText(TextFormat("feather.active: %d", feather.active), 10, 320, 20, GREEN);
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DrawText(TextFormat("GetTime(): %f", GetTime()), 10, 340, 20, GREEN);
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DrawText(TextFormat("fireworkAmount: %d", fireworkAmount), 10, 360, 20, GREEN);
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}
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if (feather.active) DrawTexture(feather_sprite, feather.sprite_pos.x, feather.sprite_pos.y, feather.color);
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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@ -359,13 +371,14 @@ void DrawGameplayScreen(void)
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DrawText(TextFormat("= %i", player.hp), 30, 30, 30, GREEN);
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DrawTexture(feather_sprite, 80, 0, RED);
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DrawText(TextFormat("= %i", ammo), 110, 30, 30, RED);
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DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 200, 0, 30, RED);
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if (level == 2) DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 200, 0, 30, RED);
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else DrawText(TextFormat("FIREWORKS LEFT: %i", fireworkAmount), GetScreenWidth() - 260, 0, 20, GREEN);
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if (score >= 10000) DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, (Color){ 222, 181, 0, 255 });
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else DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, BLUE);
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if (pause && (((int)pauseTimer/30)%2)) DrawTextEx(ZadoBold, "PAUSED", (Vector2){ 280, 160 }, 60, 2, WHITE);
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}
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void UnloadGameplayScreen()
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void UnloadGameplayScreen(void)
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{
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UnloadSound(player.fxhit);
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UnloadSound(enemy.fxhit);
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@ -51,6 +51,7 @@ Sound fxfeather = { 0 };
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bool pause;
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bool DebugMode;
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int ammo = 0;
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int fireworkAmount = 0;
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int GI_callcount = 0;
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#endif
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@ -174,6 +174,7 @@ static void update_draw_frame(void)
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case 1: transition_to_screen(GAMEOVER); break;
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case 2: transition_to_screen(TITLE); break;
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case 3: transition_to_screen(ENDING); break;
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case 4: transition_to_screen(LEVELSEL); break;
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}
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} break;
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case GAMEOVER: {
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