added iframes and better hitboxes

This commit is contained in:
Return0ne 2022-06-26 19:43:39 -04:00
parent 9588fc1417
commit 5d45fea734
4 changed files with 78 additions and 24 deletions

View file

@ -26,7 +26,7 @@
# Define required environment variables
#------------------------------------------------------------------------------------------------
# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
PLATFORM ?= PLATFORM_DESKTOP
PLATFORM ?= PLATFORM_WEB
# Define project variables
PROJECT_NAME ?= index

View file

@ -12,6 +12,7 @@
#include "Controls.h"
#include "Gameplay.h"
#include "Score.h"
#include "Timers.h"
#include "Textures.h"
int score = 0, bestscore = 0;
@ -25,7 +26,7 @@ void InitGameplayScreen(void)
player_sprite = LoadTexture("assets/gfx/player.png");
player.currentframe = 0;
player.speed = 300.0f;
player.hp = 30;
player.hp = MAX_PLAYER_HP;
player.frameRec = (Rectangle) {
player.hitbox.x,
player.hitbox.y,
@ -36,8 +37,12 @@ void InitGameplayScreen(void)
0,
50,
(float) player_sprite.width/3,
(float) player_sprite.height
(float) player_sprite.height/2 + 5
};
player_iframeTimer = 0;
player_in = false;
player.color = RAYWHITE;
player_flashtimer = 0;
enemy_sprite = LoadTexture("assets/gfx/enemy.png");
enemy.currentframe = 0;
@ -49,6 +54,7 @@ void InitGameplayScreen(void)
(float) enemy_sprite.width,
(float) enemy_sprite.height
};
enemy.color = RAYWHITE;
heart_sprite = LoadTexture("assets/gfx/health.png");
@ -68,9 +74,10 @@ void InitGameplayScreen(void)
fireworks[i].hitbox = (Rectangle) {
630,
GetRandomValue(0, GetScreenHeight()),
(float) firework_sprite.width,
(float) firework_sprite.width/2 + 10,
(float) firework_sprite.height
};
fireworks[i].color = RAYWHITE;
}
pause = 0;
@ -84,13 +91,17 @@ void ResetGameplayScreen(void)
// code to reset all variables without reloading assets
player.currentframe = 0;
player.speed = 300.0f;
player.hp = 30;
player.hp = MAX_PLAYER_HP;
player.hitbox = (Rectangle) {
0,
50,
(float) player_sprite.width/3,
(float) player_sprite.height
(float) player_sprite.height/2 + 5
};
player_iframeTimer = 0;
player_in = false;
player.color = RAYWHITE;
player_flashtimer = 0;
enemy.currentframe = 0;
enemy.speed = 100.0f;
@ -117,7 +128,7 @@ void ResetGameplayScreen(void)
fireworks[i].hitbox = (Rectangle) {
630,
GetRandomValue(0, GetScreenHeight()),
(float) firework_sprite.width,
(float) firework_sprite.width/2 + 10,
(float) firework_sprite.height
};
}
@ -128,6 +139,29 @@ void ResetGameplayScreen(void)
score = 0;
}
void DamagePlayer(void)
{
if (!player_in) {
player.hp--;
player_in = true;
}
player.currentframe = 1;
}
void UpdateiFrameTimer(void)
{
if (player_in) {
player_iframeTimer++;
if (player_flashtimer % 2 == 0) player.color = BLANK;
else player.color = RAYWHITE;
if (player_iframeTimer >= 60) {
player_in = false;
player_iframeTimer = 0;
}
} else player.color = RAYWHITE;
}
void UpdateGameplayScreen(void)
{
if (IsKeyPressed(KEY_M)) mute = !mute;
@ -151,6 +185,8 @@ void UpdateGameplayScreen(void)
heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
player_flashtimer++;
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].hitbox.y };
}
@ -164,6 +200,8 @@ void UpdateGameplayScreen(void)
if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
else if (player.hitbox.y <= 0) player.hitbox.y = 0;
UpdateiFrameTimer();
if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
if (IsKeyPressed(KEY_R)) {
@ -178,7 +216,7 @@ void UpdateGameplayScreen(void)
if (heart.active) {
if (CheckCollisionRecs(player.hitbox, heart.hitbox)) {
player.hp = 30;
player.hp = MAX_PLAYER_HP;
heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart_sprite.width);
heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart_sprite.height);
heart.active = false;
@ -194,17 +232,12 @@ void UpdateGameplayScreen(void)
if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) {
player.hp -= GetFrameTime() * 3.0f;
player.currentframe = 1;
} else player.currentframe = 0;
if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamagePlayer();
else player.currentframe = 0;
}
for (int i = 0; i < MAX_FIREWORKS; i++) {
if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
player.hp -= GetFrameTime() * 3.0f;
player.currentframe = 1;
}
if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) DamagePlayer();
switch (fireworks[i].hp) {
case 0:
@ -232,21 +265,23 @@ void DrawGameplayScreen(void)
if (DebugMode) {
DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(heart.hitbox, GREEN);
DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, RED);
DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 230, 20, RED);
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);
DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 270, 20, RED);
DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 270, 20, GREEN);
for (int i = 0; i < MAX_FIREWORKS; i++) {
DrawText(TextFormat("fireworks[i].hp: %d", fireworks[i].hp), 10, 250, 20, RED);
DrawText(TextFormat("fireworks[i].hp: %d", fireworks[i].hp), 10, 250, 20, GREEN);
DrawRectangleRec(fireworks[i].hitbox, BLACK);
}
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);
DrawTexture(enemy_sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, RAYWHITE);
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, RAYWHITE);
DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, fireworks[i].color);
}
DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, RAYWHITE);
DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, player.color);
DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);

View file

@ -10,6 +10,7 @@
#define GAMEPLAY_HEADER
#define MAX_FIREWORKS 10
#define MAX_PLAYER_HP 5
struct Actor {
float speed;
@ -18,6 +19,7 @@ struct Actor {
Vector2 sprite_pos;
Rectangle frameRec;
Rectangle hitbox;
Color color;
};
struct Item {
@ -30,10 +32,11 @@ struct Actor player = { 0 };
struct Actor enemy = { 0 };
struct Actor fireworks[MAX_FIREWORKS] = { 0 };
struct Item heart = { 0 };
int pauseTimer;
Sound fxbounce = { 0 };
bool pause;
bool mute;
bool player_in;
bool DebugMode;
#endif

16
src/Timers.h Normal file
View file

@ -0,0 +1,16 @@
/*
- Avoid ~ a game by Canneddonuts
- Filename ~ Timers.h
- Author ~ Return0ne
- 2022
- *no license*
*/
#ifndef TIMERS_HEADER
#define TIMERS_HEADER
int pauseTimer;
int player_iframeTimer;
int player_flashtimer;
#endif