removed enemy & fixed html5 build
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					 4 changed files with 51 additions and 28 deletions
				
			
		|  | @ -384,7 +384,8 @@ PROJECT_SOURCE_FILES ?= \ | |||
|     $(PROJECT_SOURCE_PATH)/Gameover.c \ | ||||
|     $(PROJECT_SOURCE_PATH)/Options.c \ | ||||
|     $(PROJECT_SOURCE_PATH)/Ending.c \ | ||||
|     $(PROJECT_SOURCE_PATH)/LevelSel.c | ||||
|     $(PROJECT_SOURCE_PATH)/LevelSel.c \ | ||||
|     $(PROJECT_SOURCE_PATH)/Gutils.c | ||||
| 
 | ||||
| # Define all object files from source files | ||||
| OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES)) | ||||
|  |  | |||
|  | @ -22,17 +22,18 @@ | |||
| #define MAX_SHOOTS 5 | ||||
| 
 | ||||
| struct Actor player = { 0 }; | ||||
| struct Actor enemy = { 0 }; | ||||
| //struct Actor enemy = { 0 };
 | ||||
| struct Attack fireworks[MAX_FIREWORKS] = { 0 }; | ||||
| struct Attack shoot[MAX_SHOOTS] = { 0 }; | ||||
| struct Item feather = { 0 }; | ||||
| Sound fxfeather = { 0 }; | ||||
| Sound fxboom = { 0 }; | ||||
| bool pause; | ||||
| bool DebugMode; | ||||
| int ammo = 0; | ||||
| int fireworkAmount = 0; | ||||
| int GI_callcount = 0; | ||||
| int trigMov; | ||||
| //int trigMov;
 | ||||
| 
 | ||||
| int score = 0, bestscore = 0, finishfromGameplayScreen = 0, redfeathers = 0, greenfeathers = 0; | ||||
| 
 | ||||
|  | @ -41,7 +42,8 @@ Music Gameplaysong = { 0 }; | |||
| void LoadGamplayScreen(void) | ||||
| { | ||||
|   player.fxhit = LoadSound("assets/sfx/hit.wav"); | ||||
|   enemy.fxhit = LoadSound("assets/sfx/boom.wav"); | ||||
| //  enemy.fxhit = LoadSound("assets/sfx/boom.wav");
 | ||||
|   fxboom = LoadSound("assets/sfx/boom.wav"); | ||||
|   player_sprite = LoadTexture("assets/gfx/player.png"); | ||||
|   enemy_sprite = LoadTexture("assets/gfx/enemy.png"); | ||||
|   fxfeather = LoadSound("assets/sfx/feather.wav"); | ||||
|  | @ -84,7 +86,7 @@ void InitGameplayScreen(void) | |||
|   player.in = false; | ||||
|   player.color = RAYWHITE; | ||||
| 
 | ||||
|   enemy.currentframe = 0; | ||||
| /*  enemy.currentframe = 0;
 | ||||
|   enemy.hp = 20; | ||||
|   enemy.speed = 200.0f; | ||||
|   if (GI_callcount < 1) { | ||||
|  | @ -103,7 +105,7 @@ void InitGameplayScreen(void) | |||
|   }; | ||||
|   enemy.color = RAYWHITE; | ||||
|   enemy.in = false; | ||||
|   enemy.iframetimer = 0; | ||||
|   enemy.iframetimer = 0;*/ | ||||
| 
 | ||||
|   feather.hitbox = (Rectangle) { | ||||
|     GetScreenWidth() - feather_sprite.width, | ||||
|  | @ -127,8 +129,8 @@ void InitGameplayScreen(void) | |||
|     switch (level) { | ||||
|       case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break; | ||||
|       case LEVEL2: fireworks[i].speed.x = GetRandomValue(600, 800); break; | ||||
|       case LEVEL3: fireworks[i].speed.x = GetRandomValue(1200, 2400); break; | ||||
|     }  | ||||
|       case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break; | ||||
|     } | ||||
|     fireworks[i].color = RAYWHITE; | ||||
|   } | ||||
| 
 | ||||
|  | @ -171,8 +173,14 @@ void UpdateGameplayScreen(void) | |||
| { | ||||
|    if (INPUT_OPTION_PRESSED) pause = !pause; | ||||
|    // code to end the game
 | ||||
|    if (level > 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 3; } | ||||
|    if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level < 2) { StopMusicStream(Gameplaysong); levelunlocked[nextlevel] = true; finishfromGameplayScreen = 4; } | ||||
|    if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level < 2) { | ||||
|      StopMusicStream(Gameplaysong); | ||||
|      levelunlocked[nextlevel] = true; | ||||
|      finishfromGameplayScreen = 4; | ||||
|    } else if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level == 2) { | ||||
|      StopMusicStream(Gameplaysong); | ||||
|      finishfromGameplayScreen = 3; | ||||
|    } | ||||
| 
 | ||||
|    if (!mute) UpdateMusicStream(Gameplaysong); | ||||
| 
 | ||||
|  | @ -204,8 +212,8 @@ void UpdateGameplayScreen(void) | |||
|          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 }; | ||||
|          enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y }; | ||||
|          enemy.frameRec.x = (float)enemy.currentframe*(float)enemy_sprite.width/2; | ||||
|          /*enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
 | ||||
|          enemy.frameRec.x = (float)enemy.currentframe*(float)enemy_sprite.width/2;*/ | ||||
| 
 | ||||
|          for (int i = 0; i < MAX_FIREWORKS; i++) { | ||||
|            fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].hitbox.y }; | ||||
|  | @ -228,7 +236,7 @@ void UpdateGameplayScreen(void) | |||
|          globalTimer += 10 * GetFrameTime(); | ||||
|          // pass the address of each struct to the UpdateiFrameTimer function
 | ||||
|          UpdateiFrameTimer(&player); | ||||
|          UpdateiFrameTimer(&enemy); | ||||
|         // UpdateiFrameTimer(&enemy);
 | ||||
|          greenfeathers = player.hp; | ||||
|          redfeathers = ammo; | ||||
| 
 | ||||
|  | @ -275,7 +283,7 @@ void UpdateGameplayScreen(void) | |||
|            } | ||||
| 
 | ||||
|          // Enemy logic
 | ||||
|          if (level == 2) { | ||||
|       /*   if (level == 2) {
 | ||||
|            if ((int)globalTimer % 40 == 0) enemy.hitbox.y = GetRandomValue(0, GetScreenHeight() - enemy_sprite.height); | ||||
| 
 | ||||
|            if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamageActor(&player); | ||||
|  | @ -292,7 +300,7 @@ void UpdateGameplayScreen(void) | |||
|            } | ||||
| 
 | ||||
|            if (enemy.hp < 1) { level++; enemy.hp = 5; } | ||||
|          } | ||||
|          }*/ | ||||
| 
 | ||||
|          // Firework logic
 | ||||
|           for (int i = 0; i < MAX_FIREWORKS; i++) { | ||||
|  | @ -302,7 +310,8 @@ 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(enemy.fxhit);
 | ||||
|                  if (!mute) PlaySoundMulti(fxboom); | ||||
|                  fireworks[i].color = BLACK; | ||||
|                  shoot[j].active = 0; | ||||
|                  fireworks[i].hp--; | ||||
|  | @ -325,9 +334,9 @@ void UpdateGameplayScreen(void) | |||
|                     break; | ||||
|                 case 1: | ||||
|                   if (fireworks[i].hp < 1) { fireworkAmount--; fireworks[i].active = 0; } | ||||
|                   trigMov = sin(2*PI/20*fireworks[i].hitbox.x) * 200; | ||||
|               //    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(); | ||||
|                 //  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; | ||||
|  | @ -348,15 +357,15 @@ void DrawGameplayScreen(void) | |||
|   if (DebugMode) { | ||||
|     DrawRectangleLines(player.hitbox.x, player.hitbox.y, player.hitbox.width, player.hitbox.height, BLUE); | ||||
|     DrawRectangleLines(feather.hitbox.x, feather.hitbox.y, feather.hitbox.width, feather.hitbox.height, WHITE); | ||||
|     DrawRectangleLines(enemy.hitbox.x, enemy.hitbox.y, enemy.hitbox.width, enemy.hitbox.height, BLACK); | ||||
|     //DrawRectangleLines(enemy.hitbox.x, enemy.hitbox.y, enemy.hitbox.width, enemy.hitbox.height, BLACK);
 | ||||
|     for (int i = 0; i < MAX_FIREWORKS; i++) { | ||||
|       DrawRectangleLines(fireworks[i].hitbox.x, fireworks[i].hitbox.y, fireworks[i].hitbox.width, fireworks[i].hitbox.height, BLACK); | ||||
|     } | ||||
|     for (int i = 0; i < MAX_SHOOTS; i++) { | ||||
|       DrawRectangleLines(shoot[i].hitbox.x, shoot[i].hitbox.y, shoot[i].hitbox.width, shoot[i].hitbox.height, GREEN); | ||||
|     } | ||||
|     DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN); | ||||
|     DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN); | ||||
|   //  DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
 | ||||
|   //  DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
 | ||||
|     DrawText(TextFormat("globalTimer: %f", globalTimer), 10, 240, 20, GREEN); | ||||
|     DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 260, 20, GREEN); | ||||
|     DrawText(TextFormat("player.iframetimer: %f", player.iframetimer), 10, 280, 20, GREEN); | ||||
|  | @ -372,13 +381,13 @@ void DrawGameplayScreen(void) | |||
|   for (int i = 0; i < MAX_SHOOTS; i++) { | ||||
|     if (shoot[i].active) DrawTexture(attack_sprite, shoot[i].sprite_pos.x, shoot[i].sprite_pos.y, shoot[i].color); | ||||
|   } | ||||
|   if (level == 2) DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color); | ||||
| //  if (level == 2) DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);
 | ||||
|   DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, player.color); | ||||
|   DrawTexture(feather_sprite, 0, 0, GREEN); | ||||
|   DrawText(TextFormat("= %i", player.hp), 30, 30, 30, GREEN); | ||||
|   DrawTexture(feather_sprite, 80, 0, RED); | ||||
|   DrawText(TextFormat("= %i", ammo), 110, 30, 30, RED); | ||||
|   if (level == 2)  DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 380, 0, 20, RED); | ||||
| //  if (level == 2)  DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 380, 0, 20, RED);
 | ||||
|   DrawText(TextFormat("FIREWORKS LEFT: %i", fireworkAmount), GetScreenWidth() - 240, 0, 20, GREEN); | ||||
|   if (score >= 10000) DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, (Color){ 222, 181, 0, 255 }); | ||||
|   else DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, BLUE); | ||||
|  | @ -388,7 +397,8 @@ void DrawGameplayScreen(void) | |||
| void UnloadGameplayScreen(void) | ||||
| { | ||||
|   UnloadSound(player.fxhit); | ||||
|   UnloadSound(enemy.fxhit); | ||||
| //  UnloadSound(enemy.fxhit);
 | ||||
|   UnloadSound(fxboom); | ||||
|   UnloadSound(fxfeather); | ||||
|   UnloadTexture(player_sprite); | ||||
|   UnloadTexture(feather_sprite); | ||||
|  |  | |||
							
								
								
									
										14
									
								
								src/Gutils.c
									
										
									
									
									
								
							
							
						
						
									
										14
									
								
								src/Gutils.c
									
										
									
									
									
								
							|  | @ -1,9 +1,21 @@ | |||
| /*
 | ||||
| -    Avoid ~ a game by Canneddonuts | ||||
| -      Filename ~ Gutils.c | ||||
| -       Author ~ Return0ne | ||||
| -            2022 | ||||
| -         *no license* | ||||
| */ | ||||
| 
 | ||||
| #include "../include/raylib.h" | ||||
| 
 | ||||
| #include "Gstructs.h" | ||||
| #include "Timers.h" | ||||
| #include "Options.h" | ||||
| 
 | ||||
| float pauseTimer; | ||||
| float globalTimer; | ||||
| float scoreTimer; | ||||
| 
 | ||||
| void DamageActor(struct Actor *actor) | ||||
| { | ||||
|   if (!actor->in) { | ||||
|  | @ -39,4 +51,4 @@ bool CheckAttackActivity(struct Attack attack[], int val, int max) | |||
| 
 | ||||
|   if (matches == max) return true; | ||||
|   else return false; | ||||
| } | ||||
| } | ||||
|  |  | |||
|  | @ -9,8 +9,8 @@ | |||
| #ifndef TIMERS_HEADER | ||||
| #define TIMERS_HEADER | ||||
| 
 | ||||
| float pauseTimer; | ||||
| float globalTimer; | ||||
| float scoreTimer; | ||||
| extern float pauseTimer; | ||||
| extern float globalTimer; | ||||
| extern float scoreTimer; | ||||
| 
 | ||||
| #endif | ||||
|  |  | |||
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