cleaned timers

This commit is contained in:
Return0ne 2022-08-02 09:38:36 -04:00
parent 422b9f734e
commit 685004ff7d
5 changed files with 46 additions and 44 deletions

View file

@ -10,6 +10,7 @@
#include "Screens.h"
#include "Textures.h"
#include "Controls.h"
int finishfromEndingScreen = 0;
@ -20,7 +21,7 @@ void InitEndingScreen(void)
void UpdateEndingScreen(void)
{
if (INPUT_OPTION_PRESSED) finishfromEndingScreen = 1;
}
void DrawEndingScreen(void)
@ -28,6 +29,7 @@ void DrawEndingScreen(void)
DrawTexture(background, 0, 0, GOLD);
DrawText("THANK YOU SO MUCH FOR PLAYING!!!", 145, 20, 30, GOLD);
DrawText("Canneddonuts 2022", 500, 420, 30, WHITE);
DrawText("Press 'ENTER'", 0, 420, 30, WHITE);
}
void UnloadEndingScreen(void)

View file

@ -65,8 +65,8 @@ void InitGameplayScreen(void)
(float) player_sprite.width/3,
(float) player_sprite.height/2 +5
};
player_iframeTimer = 0;
player_in = false;
player.iframetimer = 0;
player.in = false;
player.color = RAYWHITE;
enemy.currentframe = 0;
@ -87,8 +87,8 @@ void InitGameplayScreen(void)
(float) enemy_sprite.height
};
enemy.color = RAYWHITE;
enemy_hurt = false;
enemy_iframetimer = 0;
enemy.in = false;
enemy.iframetimer = 0;
feather.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
@ -134,51 +134,39 @@ void InitGameplayScreen(void)
void DamagePlayer(void)
{
if (!player_in) {
if (!player.in) {
player.hp--;
if (!mute) PlaySoundMulti(fxhit);
player_in = true;
player.in = true;
}
player.currentframe = 1;
}
void UpdateTimers(void)
void UpdateiFrameTimer(struct Actor* actor)
{
score++;
globalTimer++;
if (player_in) {
player_iframeTimer++;
player.currentframe = 1;
if (globalTimer % 2 == 0) player.color = BLANK;
else player.color = RAYWHITE;
if (player_iframeTimer >= 60) {
player_in = false;
player_iframeTimer = 0;
// here we use pointers to avoid duplicating code
if (actor->in) {
actor->iframetimer++;
actor->currentframe = 1;
if (globalTimer % 2 == 0) actor->color = BLANK;
else actor->color = RAYWHITE;
if (actor->iframetimer >= 60) {
actor->in = false;
actor->iframetimer = 0;
}
} else { player.color = RAYWHITE; player.currentframe = 0; }
if (enemy_hurt) {
enemy_iframetimer++;
enemy.currentframe = 1;
if (globalTimer % 2 == 0) enemy.color = BLANK;
else enemy.color = RAYWHITE;
if (enemy_iframetimer >= 60) {
enemy_hurt = false;
enemy_iframetimer = 0;
}
} else { enemy.color = RAYWHITE; enemy.currentframe = 0; }
} else { actor->color = RAYWHITE; actor->currentframe = 0; }
}
void UpdateGameplayScreen(void)
{
if (INPUT_OPTION_PRESSED) pause = !pause;
// code to end the game
if (level > 2) finishfromGameplayScreen = 3;
if (!pause) {
// Controls
if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed;
if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed;
if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed;
@ -200,7 +188,7 @@ void UpdateGameplayScreen(void)
}
}
}
// Update sprite positions
player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y };
player.frameRec.x = (float)player.currentframe*(float)player_sprite.width/3;
feather.sprite_pos = (Vector2){ feather.hitbox.x, feather.hitbox.y };
@ -215,32 +203,40 @@ void UpdateGameplayScreen(void)
shoot[i].sprite_pos = (Vector2){ shoot[i].hitbox.x, shoot[i].hitbox.y };
}
// Player to da wallz collies
// Player wall collision
if ((player.hitbox.x + player.hitbox.width) >= GetScreenWidth()) player.hitbox.x = GetScreenWidth() - player.hitbox.width;
else if (player.hitbox.x <= 0) player.hitbox.x = 0;
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;
UpdateTimers();
// Update Timers
score++;
globalTimer++;
// pass the address of each struct to the UpdateiFrameTimer function
UpdateiFrameTimer(&player);
UpdateiFrameTimer(&enemy);
if (score >= bestscore) bestscore = score;
// Debug stuff
if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
if (IsKeyPressed(KEY_NINE)) ammo = 99;
if (IsKeyPressed(KEY_ZERO)) ammo = 0;
if (IsKeyPressed(KEY_R)) finishfromGameplayScreen = 2;
if (IsKeyPressed(KEY_W)) finishfromGameplayScreen = 3;
// call gameover when killed
if (player.hp <= 0) finishfromGameplayScreen = 1;
// Red feather logic
for (int i = 0; i < MAX_SHOOTS; i++) {
if (shoot[i].active) {
shoot[i].hitbox.x += shoot[i].speed.x * GetFrameTime();
}
if (CheckCollisionRecs(shoot[i].hitbox, enemy.hitbox) && shoot[i].active) {
if (!enemy_hurt) enemy.hp--;
enemy_hurt = true;
if (!enemy.in) enemy.hp--;
enemy.in = true;
score += 300;
if (!mute) PlaySoundMulti(fxboom);
shoot[i].active = false;
@ -249,6 +245,7 @@ void UpdateGameplayScreen(void)
if (shoot[i].hitbox.x + shoot[i].hitbox.width >= GetScreenWidth() + attack_sprite.width) shoot[i].active = false;
}
// Feather spawn logic
switch (feather.power) {
case 0: feather.color = GREEN; break;
case 1: feather.color = RED; break;
@ -263,6 +260,7 @@ void UpdateGameplayScreen(void)
feather.hitbox.y = GetRandomValue(0, GetScreenHeight() - feather_sprite.height);
}
// Enemy logic
if (level < 3) {
if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
@ -274,6 +272,7 @@ void UpdateGameplayScreen(void)
if (enemy.hp < 1) { level++; enemy.hp = 5; SetEnemyLevel(); }
}
// Firework logic
for (int i = 0; i < MAX_FIREWORKS; i++) {
if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
DamagePlayer();
@ -291,6 +290,7 @@ void UpdateGameplayScreen(void)
break;
case 1:
fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
// Firework wall collision
if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
break;
@ -326,8 +326,8 @@ void DrawGameplayScreen(void)
DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
DrawText(TextFormat("globalTimer: %i", globalTimer), 10, 240, 20, GREEN);
DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 260, 20, GREEN);
DrawText(TextFormat("player_iframeTimer: %d", player_iframeTimer), 10, 280, 20, GREEN);
DrawText(TextFormat("player_in: %d", player_in), 10, 300, 20, GREEN);
DrawText(TextFormat("player.iframetimer: %d", player.iframetimer), 10, 280, 20, GREEN);
DrawText(TextFormat("player.in: %d", player.in), 10, 300, 20, GREEN);
}
if (feather.active) DrawTexture(feather_sprite, feather.sprite_pos.x, feather.sprite_pos.y, feather.color);
DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);

View file

@ -19,10 +19,12 @@ struct Actor {
float speed;
int hp;
int currentframe;
int iframetimer;
Vector2 sprite_pos;
Rectangle frameRec;
Rectangle hitbox;
Color color;
bool in;
};
struct Item {
@ -50,9 +52,7 @@ Sound fxhit = { 0 };
Sound fxfeather = { 0 };
Sound fxboom = { 0 };
bool pause;
bool player_in;
bool DebugMode;
bool enemy_hurt;
int ammo = 0;
int GI_callcount = 0;

View file

@ -180,6 +180,8 @@ static void update_draw_frame(void)
} break;
case ENDING: {
UpdateEndingScreen();
if (FinishEndingScreen() == 1) transition_to_screen(TITLE);
} break;
default: break;
}

View file

@ -10,8 +10,6 @@
#define TIMERS_HEADER
int pauseTimer;
int player_iframeTimer;
int enemy_iframetimer;
int globalTimer;
#endif