swaped hearts for feathers
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parent
5d45fea734
commit
2e55002c3c
6 changed files with 24 additions and 23 deletions
1
asset-src/gfx/feather.piskel
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1
asset-src/gfx/feather.piskel
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@ -0,0 +1 @@
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{"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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BIN
assets/gfx/feather.png
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BIN
assets/gfx/feather.png
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After Width: | Height: | Size: 237 B |
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@ -26,7 +26,7 @@ void InitGameplayScreen(void)
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player_sprite = LoadTexture("assets/gfx/player.png");
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player.currentframe = 0;
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player.speed = 300.0f;
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player.hp = MAX_PLAYER_HP;
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player.hp = PLAYER_HP;
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player.frameRec = (Rectangle) {
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player.hitbox.x,
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player.hitbox.y,
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@ -46,7 +46,7 @@ void InitGameplayScreen(void)
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enemy_sprite = LoadTexture("assets/gfx/enemy.png");
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enemy.currentframe = 0;
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enemy.speed = 100.0f;
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enemy.speed = 2.0f;
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enemy.hp = 30;
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enemy.hitbox = (Rectangle) {
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690,
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@ -57,12 +57,12 @@ void InitGameplayScreen(void)
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enemy.color = RAYWHITE;
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heart_sprite = LoadTexture("assets/gfx/health.png");
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feather_sprite = LoadTexture("assets/gfx/feather.png");
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart_sprite.width),
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GetRandomValue(0, GetScreenHeight() - heart_sprite.height),
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(float) heart_sprite.width,
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(float) heart_sprite.height
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GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
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GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
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(float) feather_sprite.width,
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(float) feather_sprite.height
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};
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heart.active = true;
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@ -91,7 +91,7 @@ void ResetGameplayScreen(void)
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// code to reset all variables without reloading assets
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player.currentframe = 0;
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player.speed = 300.0f;
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player.hp = MAX_PLAYER_HP;
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player.hp = PLAYER_HP;
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player.hitbox = (Rectangle) {
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0,
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50,
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@ -104,7 +104,7 @@ void ResetGameplayScreen(void)
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player_flashtimer = 0;
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enemy.currentframe = 0;
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enemy.speed = 100.0f;
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enemy.speed = 2.0f;
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enemy.hp = 30;
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enemy.hitbox = (Rectangle) {
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690,
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@ -114,10 +114,10 @@ void ResetGameplayScreen(void)
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};
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart_sprite.width),
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GetRandomValue(0, GetScreenHeight() - heart_sprite.height),
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(float) heart_sprite.width,
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(float) heart_sprite.height
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GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
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GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
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(float) feather_sprite.width,
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(float) feather_sprite.height
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};
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heart.active = true;
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@ -216,9 +216,9 @@ void UpdateGameplayScreen(void)
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if (heart.active) {
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if (CheckCollisionRecs(player.hitbox, heart.hitbox)) {
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player.hp = MAX_PLAYER_HP;
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heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart_sprite.width);
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heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart_sprite.height);
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player.hp++;
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heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - feather_sprite.width);
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heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - feather_sprite.height);
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heart.active = false;
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}
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}
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@ -227,7 +227,7 @@ void UpdateGameplayScreen(void)
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score++;
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if (score >= bestscore) bestscore = score;
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enemy.hitbox.y += GetFrameTime() * enemy.speed;
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enemy.hitbox.y += enemy.speed;
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if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
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|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
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@ -264,7 +264,7 @@ void DrawGameplayScreen(void)
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DrawFPS(10, 430);
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if (DebugMode) {
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DrawRectangleRec(player.hitbox, BLUE);
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DrawRectangleRec(heart.hitbox, GREEN);
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DrawRectangleRec(heart.hitbox, WHITE);
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DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
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DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 230, 20, GREEN);
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DrawRectangleRec(enemy.hitbox, BLACK);
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@ -276,7 +276,7 @@ void DrawGameplayScreen(void)
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DrawText(TextFormat("player_iframeTimer: %d", player_iframeTimer), 10, 300, 20, GREEN);
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DrawText(TextFormat("player_in: %d", player_in), 10, 320, 20, GREEN);
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}
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if (heart.active) DrawTexture(heart_sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE);
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if (heart.active) DrawTexture(feather_sprite, heart.sprite_pos.x, heart.sprite_pos.y, GREEN);
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DrawTexture(enemy_sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, enemy.color);
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, fireworks[i].color);
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@ -291,7 +291,7 @@ void UnloadGameplayScreen()
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{
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UnloadSound(fxbounce);
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UnloadTexture(player_sprite);
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UnloadTexture(heart_sprite);
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UnloadTexture(feather_sprite);
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UnloadTexture(enemy_sprite);
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UnloadTexture(firework_sprite);
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}
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@ -10,7 +10,7 @@
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#define GAMEPLAY_HEADER
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#define MAX_FIREWORKS 10
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#define MAX_PLAYER_HP 5
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#define PLAYER_HP 3
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struct Actor {
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float speed;
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@ -22,7 +22,7 @@ GameScreen currentScreen = 0;
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Texture2D background;
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Texture2D player_sprite;
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Texture2D heart_sprite;
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Texture2D feather_sprite;
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Texture2D enemy_sprite;
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Texture2D firework_sprite;
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@ -11,7 +11,7 @@
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extern Texture2D background;
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extern Texture2D player_sprite;
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extern Texture2D heart_sprite;
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extern Texture2D feather_sprite;
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extern Texture2D enemy_sprite;
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extern Texture2D firework_sprite;
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