added wall defense mechanic
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					 2 changed files with 8 additions and 8 deletions
				
			
		|  | @ -129,7 +129,7 @@ void InitGameplayScreen(void) | |||
|     switch (level) { | ||||
|       case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 200); break; | ||||
|       case LEVEL2: fireworks[i].speed.x = GetRandomValue(200, 300); break; | ||||
|       case LEVEL3: fireworks[i].speed.x = GetRandomValue(300, 400); break; | ||||
|       case LEVEL3: fireworks[i].speed.x = GetRandomValue(250, 350); break; | ||||
|     } | ||||
|     fireworks[i].color = RAYWHITE; | ||||
|   } | ||||
|  | @ -149,7 +149,7 @@ void InitGameplayScreen(void) | |||
|   switch (level) { | ||||
|     case LEVEL1: fireworkAmount = 100; break; | ||||
|     case LEVEL2: fireworkAmount = 150; break; | ||||
|     case LEVEL3: fireworkAmount = 200; break; | ||||
|     case LEVEL3: fireworkAmount = 100; break; | ||||
|   } | ||||
| 
 | ||||
|   pause = 0; | ||||
|  | @ -245,8 +245,7 @@ void UpdateGameplayScreen(void) | |||
|          if (IsKeyPressed(KEY_NINE)) ammo = 99; | ||||
|          if (IsKeyPressed(KEY_ZERO)) ammo = 0; | ||||
|          if (IsKeyPressed(KEY_G)) finishfromGameplayScreen = 1; | ||||
|          if (IsKeyPressed(KEY_R)) finishfromGameplayScreen = 2; | ||||
|          if (IsKeyPressed(KEY_W)) finishfromGameplayScreen = 3; | ||||
|          if (IsKeyPressed(KEY_Q)) finishfromGameplayScreen = 4; | ||||
|          if (IsKeyPressed(KEY_EQUAL)) level++; | ||||
|          if (IsKeyPressed(KEY_MINUS)) level--; | ||||
| 
 | ||||
|  | @ -311,7 +310,6 @@ void UpdateGameplayScreen(void) | |||
|              for (int j = 0; j < MAX_SHOOTS; j++) { | ||||
|                if (CheckCollisionRecs(shoot[j].hitbox, fireworks[i].hitbox) && shoot[j].active) { | ||||
|               //   if (!mute) PlaySoundMulti(enemy.fxhit);
 | ||||
|                  if (!mute) PlaySoundMulti(fxboom); | ||||
|                  fireworks[i].color = BLACK; | ||||
|                  shoot[j].active = 0; | ||||
|                  fireworks[i].hp--; | ||||
|  | @ -333,13 +331,13 @@ void UpdateGameplayScreen(void) | |||
|                     } */ | ||||
|                     break; | ||||
|                 case 1: | ||||
|                   if (fireworks[i].hp < 1) { fireworkAmount--; fireworks[i].active = 0; } | ||||
|                   if (fireworks[i].hp < 1) { fireworkAmount--; fireworks[i].active = 0; if (!mute) PlaySoundMulti(fxboom); } | ||||
|               //    trigMov = sin(2*PI/20*fireworks[i].hitbox.x) * 200;
 | ||||
|                   fireworks[i].hitbox.x -= fireworks[i].speed.x * GetFrameTime(); | ||||
|                 //  fireworks[i].hitbox.y += trigMov*GetFrameTime();
 | ||||
|                   // Firework wall collision
 | ||||
|                   if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth() | ||||
|                   || (fireworks[i].hitbox.x <= -firework_sprite.width)))  fireworks[i].active = 0; | ||||
|                   || (fireworks[i].hitbox.x <= -firework_sprite.width))) { fireworks[i].active = 0; player.hp--; fireworkAmount--; } | ||||
|                   break; | ||||
|               } | ||||
|          } | ||||
|  |  | |||
|  | @ -49,7 +49,9 @@ void DrawTitleScreen(void) | |||
|     DrawText("Press 'Left-ALT' + 'F' for full screen", 5, 100, 10, WHITE); | ||||
|     DrawText("Press 'R' to restart", 5, 120, 10, WHITE); | ||||
|     DrawText("Press 'ENTER' or 'START' to select an option", 5, 140, 10, WHITE); | ||||
|     DrawText("Press 'X' or 'A' on a gamepad to shoot", 5, 160, 10, WHITE); | ||||
|     DrawText("Press 'Z' or 'A' on a gamepad to shoot", 5, 160, 10, WHITE); | ||||
|     DrawText("Press 'Q' to return to level select", 5, 180, 10, WHITE); | ||||
|     DrawText("Remember to shoot down the fireworks.", 5, 200, 10, RED); | ||||
| //  DrawText("Ver: 0.1", 680, 420, 30, WHITE);
 | ||||
|     if (titleSelected == 0) DrawTextEx(ZadoBold,"PLAY", (Vector2){ 360, 220 }, 30, 2, WHITE); | ||||
|     else DrawTextEx(ZadoBold,"PLAY", (Vector2){ 360, 220 }, 30, 2, BLUE); | ||||
|  |  | |||
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