removed enemy & fixed html5 build
This commit is contained in:
parent
3363f82097
commit
716ff3d83c
4 changed files with 51 additions and 28 deletions
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@ -384,7 +384,8 @@ PROJECT_SOURCE_FILES ?= \
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$(PROJECT_SOURCE_PATH)/Gameover.c \
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$(PROJECT_SOURCE_PATH)/Options.c \
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$(PROJECT_SOURCE_PATH)/Ending.c \
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$(PROJECT_SOURCE_PATH)/LevelSel.c
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$(PROJECT_SOURCE_PATH)/LevelSel.c \
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$(PROJECT_SOURCE_PATH)/Gutils.c
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# Define all object files from source files
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OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES))
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@ -22,17 +22,18 @@
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#define MAX_SHOOTS 5
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struct Actor player = { 0 };
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struct Actor enemy = { 0 };
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//struct Actor enemy = { 0 };
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struct Attack fireworks[MAX_FIREWORKS] = { 0 };
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struct Attack shoot[MAX_SHOOTS] = { 0 };
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struct Item feather = { 0 };
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Sound fxfeather = { 0 };
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Sound fxboom = { 0 };
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bool pause;
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bool DebugMode;
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int ammo = 0;
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int fireworkAmount = 0;
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int GI_callcount = 0;
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int trigMov;
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//int trigMov;
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int score = 0, bestscore = 0, finishfromGameplayScreen = 0, redfeathers = 0, greenfeathers = 0;
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@ -41,7 +42,8 @@ Music Gameplaysong = { 0 };
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void LoadGamplayScreen(void)
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{
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player.fxhit = LoadSound("assets/sfx/hit.wav");
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enemy.fxhit = LoadSound("assets/sfx/boom.wav");
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// enemy.fxhit = LoadSound("assets/sfx/boom.wav");
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fxboom = LoadSound("assets/sfx/boom.wav");
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player_sprite = LoadTexture("assets/gfx/player.png");
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enemy_sprite = LoadTexture("assets/gfx/enemy.png");
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fxfeather = LoadSound("assets/sfx/feather.wav");
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@ -84,7 +86,7 @@ void InitGameplayScreen(void)
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player.in = false;
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player.color = RAYWHITE;
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enemy.currentframe = 0;
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/* enemy.currentframe = 0;
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enemy.hp = 20;
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enemy.speed = 200.0f;
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if (GI_callcount < 1) {
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@ -103,7 +105,7 @@ void InitGameplayScreen(void)
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};
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enemy.color = RAYWHITE;
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enemy.in = false;
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enemy.iframetimer = 0;
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enemy.iframetimer = 0;*/
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feather.hitbox = (Rectangle) {
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GetScreenWidth() - feather_sprite.width,
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@ -127,8 +129,8 @@ void InitGameplayScreen(void)
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switch (level) {
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case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
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case LEVEL2: fireworks[i].speed.x = GetRandomValue(600, 800); break;
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case LEVEL3: fireworks[i].speed.x = GetRandomValue(1200, 2400); break;
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}
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case LEVEL3: fireworks[i].speed.x = GetRandomValue(800, 1000); break;
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}
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fireworks[i].color = RAYWHITE;
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}
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@ -171,8 +173,14 @@ void UpdateGameplayScreen(void)
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{
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if (INPUT_OPTION_PRESSED) pause = !pause;
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// code to end the game
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if (level > 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 3; }
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if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level < 2) { StopMusicStream(Gameplaysong); levelunlocked[nextlevel] = true; finishfromGameplayScreen = 4; }
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if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level < 2) {
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StopMusicStream(Gameplaysong);
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levelunlocked[nextlevel] = true;
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finishfromGameplayScreen = 4;
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} else if (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && level == 2) {
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StopMusicStream(Gameplaysong);
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finishfromGameplayScreen = 3;
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}
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if (!mute) UpdateMusicStream(Gameplaysong);
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@ -204,8 +212,8 @@ void UpdateGameplayScreen(void)
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player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y };
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player.frameRec.x = (float)player.currentframe*(float)player_sprite.width/3;
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feather.sprite_pos = (Vector2){ feather.hitbox.x, feather.hitbox.y };
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enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
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enemy.frameRec.x = (float)enemy.currentframe*(float)enemy_sprite.width/2;
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/*enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
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enemy.frameRec.x = (float)enemy.currentframe*(float)enemy_sprite.width/2;*/
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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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@ -228,7 +236,7 @@ void UpdateGameplayScreen(void)
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globalTimer += 10 * GetFrameTime();
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// pass the address of each struct to the UpdateiFrameTimer function
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UpdateiFrameTimer(&player);
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UpdateiFrameTimer(&enemy);
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// UpdateiFrameTimer(&enemy);
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greenfeathers = player.hp;
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redfeathers = ammo;
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@ -275,7 +283,7 @@ void UpdateGameplayScreen(void)
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}
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// Enemy logic
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if (level == 2) {
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/* if (level == 2) {
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if ((int)globalTimer % 40 == 0) enemy.hitbox.y = GetRandomValue(0, GetScreenHeight() - enemy_sprite.height);
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if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamageActor(&player);
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@ -292,7 +300,7 @@ void UpdateGameplayScreen(void)
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}
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if (enemy.hp < 1) { level++; enemy.hp = 5; }
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}
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}*/
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// Firework logic
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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@ -302,7 +310,8 @@ void UpdateGameplayScreen(void)
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}
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for (int j = 0; j < MAX_SHOOTS; j++) {
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if (CheckCollisionRecs(shoot[j].hitbox, fireworks[i].hitbox) && shoot[j].active) {
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if (!mute) PlaySoundMulti(enemy.fxhit);
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// if (!mute) PlaySoundMulti(enemy.fxhit);
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if (!mute) PlaySoundMulti(fxboom);
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fireworks[i].color = BLACK;
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shoot[j].active = 0;
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fireworks[i].hp--;
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@ -325,9 +334,9 @@ void UpdateGameplayScreen(void)
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break;
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case 1:
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if (fireworks[i].hp < 1) { fireworkAmount--; fireworks[i].active = 0; }
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trigMov = sin(2*PI/20*fireworks[i].hitbox.x) * 200;
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// trigMov = sin(2*PI/20*fireworks[i].hitbox.x) * 200;
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fireworks[i].hitbox.x -= fireworks[i].speed.x * GetFrameTime();
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fireworks[i].hitbox.y += trigMov*GetFrameTime();
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// fireworks[i].hitbox.y += trigMov*GetFrameTime();
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// Firework wall collision
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if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
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|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
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@ -348,15 +357,15 @@ void DrawGameplayScreen(void)
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if (DebugMode) {
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DrawRectangleLines(player.hitbox.x, player.hitbox.y, player.hitbox.width, player.hitbox.height, BLUE);
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DrawRectangleLines(feather.hitbox.x, feather.hitbox.y, feather.hitbox.width, feather.hitbox.height, WHITE);
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DrawRectangleLines(enemy.hitbox.x, enemy.hitbox.y, enemy.hitbox.width, enemy.hitbox.height, BLACK);
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//DrawRectangleLines(enemy.hitbox.x, enemy.hitbox.y, enemy.hitbox.width, enemy.hitbox.height, BLACK);
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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DrawRectangleLines(fireworks[i].hitbox.x, fireworks[i].hitbox.y, fireworks[i].hitbox.width, fireworks[i].hitbox.height, BLACK);
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}
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for (int i = 0; i < MAX_SHOOTS; i++) {
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DrawRectangleLines(shoot[i].hitbox.x, shoot[i].hitbox.y, shoot[i].hitbox.width, shoot[i].hitbox.height, GREEN);
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}
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DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
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DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
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// DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
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// DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 220, 20, GREEN);
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DrawText(TextFormat("globalTimer: %f", globalTimer), 10, 240, 20, GREEN);
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DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 260, 20, GREEN);
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DrawText(TextFormat("player.iframetimer: %f", player.iframetimer), 10, 280, 20, GREEN);
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@ -372,13 +381,13 @@ void DrawGameplayScreen(void)
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for (int i = 0; i < MAX_SHOOTS; i++) {
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if (shoot[i].active) DrawTexture(attack_sprite, shoot[i].sprite_pos.x, shoot[i].sprite_pos.y, shoot[i].color);
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}
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if (level == 2) DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);
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// if (level == 2) DrawTextureRec(enemy_sprite, enemy.frameRec, enemy.sprite_pos, enemy.color);
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DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, player.color);
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DrawTexture(feather_sprite, 0, 0, GREEN);
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DrawText(TextFormat("= %i", player.hp), 30, 30, 30, GREEN);
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DrawTexture(feather_sprite, 80, 0, RED);
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DrawText(TextFormat("= %i", ammo), 110, 30, 30, RED);
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if (level == 2) DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 380, 0, 20, RED);
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// if (level == 2) DrawText(TextFormat("ENEMY HP: %i", enemy.hp), GetScreenWidth() - 380, 0, 20, RED);
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DrawText(TextFormat("FIREWORKS LEFT: %i", fireworkAmount), GetScreenWidth() - 240, 0, 20, GREEN);
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if (score >= 10000) DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, (Color){ 222, 181, 0, 255 });
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else DrawText(TextFormat("SCORE: %i", score), 10, 65, 30, BLUE);
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@ -388,7 +397,8 @@ void DrawGameplayScreen(void)
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void UnloadGameplayScreen(void)
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{
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UnloadSound(player.fxhit);
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UnloadSound(enemy.fxhit);
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// UnloadSound(enemy.fxhit);
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UnloadSound(fxboom);
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UnloadSound(fxfeather);
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UnloadTexture(player_sprite);
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UnloadTexture(feather_sprite);
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14
src/Gutils.c
14
src/Gutils.c
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@ -1,9 +1,21 @@
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/*
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- Avoid ~ a game by Canneddonuts
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- Filename ~ Gutils.c
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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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#include "../include/raylib.h"
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#include "Gstructs.h"
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#include "Timers.h"
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#include "Options.h"
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float pauseTimer;
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float globalTimer;
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float scoreTimer;
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void DamageActor(struct Actor *actor)
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{
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if (!actor->in) {
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@ -39,4 +51,4 @@ bool CheckAttackActivity(struct Attack attack[], int val, int max)
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if (matches == max) return true;
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else return false;
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}
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}
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@ -9,8 +9,8 @@
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#ifndef TIMERS_HEADER
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#define TIMERS_HEADER
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float pauseTimer;
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float globalTimer;
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float scoreTimer;
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extern float pauseTimer;
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extern float globalTimer;
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extern float scoreTimer;
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#endif
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