swaped hearts for feathers

This commit is contained in:
Return0ne 2022-06-29 12:11:37 -04:00
parent 5d45fea734
commit 2e55002c3c
6 changed files with 24 additions and 23 deletions

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@ -0,0 +1 @@
{"modelVersion":2,"piskel":{"name":"feather","description":"","fps":12,"height":32,"width":14,"layers":["{\"name\":\"Layer 1\",\"opacity\":1,\"frameCount\":1,\"chunks\":[{\"layout\":[[0]],\"base64PNG\":\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAAA4AAAAgCAYAAAAi7kmXAAAAc0lEQVQ4je2TSwrAIAxEPVvwmnPWdFUo08lHpNCFWQWZh28ExxDjNCpTQm0YwAsCkIPPoNpbmgCcb1/SbOmyGuu2NNUuYQ6ojlI30ix1IzU+Ox3/3TGDUyh6oG//Y1iwAjM4hbZABbege6aZT7M16ICb4AWUhhtQdcveMQAAAABJRU5ErkJggg==\"}]}"],"hiddenFrames":[""]}}

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assets/gfx/feather.png Normal file

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@ -26,7 +26,7 @@ void InitGameplayScreen(void)
player_sprite = LoadTexture("assets/gfx/player.png");
player.currentframe = 0;
player.speed = 300.0f;
player.hp = MAX_PLAYER_HP;
player.hp = PLAYER_HP;
player.frameRec = (Rectangle) {
player.hitbox.x,
player.hitbox.y,
@ -46,7 +46,7 @@ void InitGameplayScreen(void)
enemy_sprite = LoadTexture("assets/gfx/enemy.png");
enemy.currentframe = 0;
enemy.speed = 100.0f;
enemy.speed = 2.0f;
enemy.hp = 30;
enemy.hitbox = (Rectangle) {
690,
@ -57,12 +57,12 @@ void InitGameplayScreen(void)
enemy.color = RAYWHITE;
heart_sprite = LoadTexture("assets/gfx/health.png");
feather_sprite = LoadTexture("assets/gfx/feather.png");
heart.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - heart_sprite.width),
GetRandomValue(0, GetScreenHeight() - heart_sprite.height),
(float) heart_sprite.width,
(float) heart_sprite.height
GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
(float) feather_sprite.width,
(float) feather_sprite.height
};
heart.active = true;
@ -91,7 +91,7 @@ void ResetGameplayScreen(void)
// code to reset all variables without reloading assets
player.currentframe = 0;
player.speed = 300.0f;
player.hp = MAX_PLAYER_HP;
player.hp = PLAYER_HP;
player.hitbox = (Rectangle) {
0,
50,
@ -104,7 +104,7 @@ void ResetGameplayScreen(void)
player_flashtimer = 0;
enemy.currentframe = 0;
enemy.speed = 100.0f;
enemy.speed = 2.0f;
enemy.hp = 30;
enemy.hitbox = (Rectangle) {
690,
@ -114,10 +114,10 @@ void ResetGameplayScreen(void)
};
heart.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - heart_sprite.width),
GetRandomValue(0, GetScreenHeight() - heart_sprite.height),
(float) heart_sprite.width,
(float) heart_sprite.height
GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
(float) feather_sprite.width,
(float) feather_sprite.height
};
heart.active = true;
@ -216,9 +216,9 @@ void UpdateGameplayScreen(void)
if (heart.active) {
if (CheckCollisionRecs(player.hitbox, heart.hitbox)) {
player.hp = MAX_PLAYER_HP;
heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart_sprite.width);
heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart_sprite.height);
player.hp++;
heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - feather_sprite.width);
heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - feather_sprite.height);
heart.active = false;
}
}
@ -227,7 +227,7 @@ void UpdateGameplayScreen(void)
score++;
if (score >= bestscore) bestscore = score;
enemy.hitbox.y += GetFrameTime() * enemy.speed;
enemy.hitbox.y += enemy.speed;
if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
@ -264,7 +264,7 @@ void DrawGameplayScreen(void)
DrawFPS(10, 430);
if (DebugMode) {
DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(heart.hitbox, GREEN);
DrawRectangleRec(heart.hitbox, WHITE);
DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 230, 20, GREEN);
DrawRectangleRec(enemy.hitbox, BLACK);
@ -276,7 +276,7 @@ void DrawGameplayScreen(void)
DrawText(TextFormat("player_iframeTimer: %d", player_iframeTimer), 10, 300, 20, GREEN);
DrawText(TextFormat("player_in: %d", player_in), 10, 320, 20, GREEN);
}
if (heart.active) DrawTexture(heart_sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE);
if (heart.active) DrawTexture(feather_sprite, heart.sprite_pos.x, heart.sprite_pos.y, GREEN);
DrawTexture(enemy_sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, enemy.color);
for (int i = 0; i < MAX_FIREWORKS; i++) {
DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, fireworks[i].color);
@ -291,7 +291,7 @@ void UnloadGameplayScreen()
{
UnloadSound(fxbounce);
UnloadTexture(player_sprite);
UnloadTexture(heart_sprite);
UnloadTexture(feather_sprite);
UnloadTexture(enemy_sprite);
UnloadTexture(firework_sprite);
}

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@ -10,7 +10,7 @@
#define GAMEPLAY_HEADER
#define MAX_FIREWORKS 10
#define MAX_PLAYER_HP 5
#define PLAYER_HP 3
struct Actor {
float speed;

View File

@ -22,7 +22,7 @@ GameScreen currentScreen = 0;
Texture2D background;
Texture2D player_sprite;
Texture2D heart_sprite;
Texture2D feather_sprite;
Texture2D enemy_sprite;
Texture2D firework_sprite;

View File

@ -11,7 +11,7 @@
extern Texture2D background;
extern Texture2D player_sprite;
extern Texture2D heart_sprite;
extern Texture2D feather_sprite;
extern Texture2D enemy_sprite;
extern Texture2D firework_sprite;