added iframes and better hitboxes
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parent
9588fc1417
commit
5d45fea734
4 changed files with 78 additions and 24 deletions
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@ -26,7 +26,7 @@
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# Define required environment variables
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#------------------------------------------------------------------------------------------------
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# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB
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PLATFORM ?= PLATFORM_DESKTOP
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PLATFORM ?= PLATFORM_WEB
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# Define project variables
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PROJECT_NAME ?= index
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@ -12,6 +12,7 @@
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#include "Controls.h"
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#include "Gameplay.h"
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#include "Score.h"
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#include "Timers.h"
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#include "Textures.h"
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int score = 0, bestscore = 0;
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@ -25,7 +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 = 30;
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player.hp = MAX_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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@ -36,8 +37,12 @@ void InitGameplayScreen(void)
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0,
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50,
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(float) player_sprite.width/3,
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(float) player_sprite.height
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(float) player_sprite.height/2 + 5
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};
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player_iframeTimer = 0;
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player_in = false;
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player.color = RAYWHITE;
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player_flashtimer = 0;
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enemy_sprite = LoadTexture("assets/gfx/enemy.png");
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enemy.currentframe = 0;
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@ -49,6 +54,7 @@ void InitGameplayScreen(void)
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(float) enemy_sprite.width,
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(float) enemy_sprite.height
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};
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enemy.color = RAYWHITE;
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heart_sprite = LoadTexture("assets/gfx/health.png");
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@ -68,9 +74,10 @@ void InitGameplayScreen(void)
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fireworks[i].hitbox = (Rectangle) {
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630,
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GetRandomValue(0, GetScreenHeight()),
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(float) firework_sprite.width,
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(float) firework_sprite.width/2 + 10,
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(float) firework_sprite.height
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};
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fireworks[i].color = RAYWHITE;
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}
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pause = 0;
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@ -84,13 +91,17 @@ 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 = 30;
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player.hp = MAX_PLAYER_HP;
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player.hitbox = (Rectangle) {
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0,
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50,
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(float) player_sprite.width/3,
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(float) player_sprite.height
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(float) player_sprite.height/2 + 5
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};
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player_iframeTimer = 0;
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player_in = false;
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player.color = RAYWHITE;
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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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@ -117,7 +128,7 @@ void ResetGameplayScreen(void)
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fireworks[i].hitbox = (Rectangle) {
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630,
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GetRandomValue(0, GetScreenHeight()),
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(float) firework_sprite.width,
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(float) firework_sprite.width/2 + 10,
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(float) firework_sprite.height
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};
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}
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@ -128,6 +139,29 @@ void ResetGameplayScreen(void)
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score = 0;
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}
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void DamagePlayer(void)
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{
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if (!player_in) {
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player.hp--;
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player_in = true;
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}
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player.currentframe = 1;
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}
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void UpdateiFrameTimer(void)
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{
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if (player_in) {
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player_iframeTimer++;
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if (player_flashtimer % 2 == 0) player.color = BLANK;
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else player.color = RAYWHITE;
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if (player_iframeTimer >= 60) {
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player_in = false;
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player_iframeTimer = 0;
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}
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} else player.color = RAYWHITE;
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}
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void UpdateGameplayScreen(void)
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{
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if (IsKeyPressed(KEY_M)) mute = !mute;
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@ -151,6 +185,8 @@ void UpdateGameplayScreen(void)
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heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
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enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
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player_flashtimer++;
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].hitbox.y };
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}
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@ -164,6 +200,8 @@ void UpdateGameplayScreen(void)
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if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
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else if (player.hitbox.y <= 0) player.hitbox.y = 0;
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UpdateiFrameTimer();
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if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
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if (IsKeyPressed(KEY_R)) {
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@ -178,7 +216,7 @@ 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 = 30;
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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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heart.active = false;
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@ -194,17 +232,12 @@ void UpdateGameplayScreen(void)
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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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if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) {
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player.hp -= GetFrameTime() * 3.0f;
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player.currentframe = 1;
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} else player.currentframe = 0;
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if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamagePlayer();
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else player.currentframe = 0;
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}
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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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player.hp -= GetFrameTime() * 3.0f;
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player.currentframe = 1;
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}
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if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) DamagePlayer();
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switch (fireworks[i].hp) {
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case 0:
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@ -232,21 +265,23 @@ void DrawGameplayScreen(void)
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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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DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, RED);
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DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 230, 20, RED);
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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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DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 270, 20, RED);
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DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 270, 20, GREEN);
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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DrawText(TextFormat("fireworks[i].hp: %d", fireworks[i].hp), 10, 250, 20, RED);
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DrawText(TextFormat("fireworks[i].hp: %d", fireworks[i].hp), 10, 250, 20, GREEN);
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DrawRectangleRec(fireworks[i].hitbox, BLACK);
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}
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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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DrawTexture(enemy_sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, RAYWHITE);
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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, RAYWHITE);
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DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, fireworks[i].color);
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}
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DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, RAYWHITE);
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DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, player.color);
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DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
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DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
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if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
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@ -10,6 +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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struct Actor {
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float speed;
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@ -18,6 +19,7 @@ struct Actor {
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Vector2 sprite_pos;
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Rectangle frameRec;
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Rectangle hitbox;
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Color color;
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};
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struct Item {
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@ -30,10 +32,11 @@ struct Actor player = { 0 };
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struct Actor enemy = { 0 };
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struct Actor fireworks[MAX_FIREWORKS] = { 0 };
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struct Item heart = { 0 };
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int pauseTimer;
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Sound fxbounce = { 0 };
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bool pause;
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bool mute;
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bool player_in;
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bool DebugMode;
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#endif
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16
src/Timers.h
Normal file
16
src/Timers.h
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@ -0,0 +1,16 @@
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/*
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- Avoid ~ a game by Canneddonuts
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- Filename ~ Timers.h
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- Author ~ Return0ne
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- 2022
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- *no license*
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*/
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#ifndef TIMERS_HEADER
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#define TIMERS_HEADER
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int pauseTimer;
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int player_iframeTimer;
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int player_flashtimer;
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#endif
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