adding level system

This commit is contained in:
Return0ne 2022-07-25 15:21:52 -04:00
parent e3738c9b7f
commit 73874f90f8
3 changed files with 67 additions and 55 deletions

View file

@ -17,6 +17,16 @@
#include "Textures.h"
int score = 0, bestscore = 0, finishfromGameplayScreen = 0;
Levels level = 0;
void SetEnemySpeedLevel(void)
{
switch (level) {
case LEVEL1: enemy.speed *= 1.0f; break;
case LEVEL2: enemy.speed *= 2.0f; break;
case LEVEL3: enemy.speed *= 3.0f; break;
}
}
void LoadGamplayScreen(void)
{
@ -34,6 +44,8 @@ void InitGameplayScreen(void)
{
finishfromGameplayScreen = 0;
level = LEVEL1;
SetMasterVolume(0.5);
player.currentframe = 0;
@ -59,8 +71,8 @@ void InitGameplayScreen(void)
player_flashtimer = 0;
enemy.currentframe = 0;
enemy.speed = 2.0f;
enemy.hp = 30;
enemy.speed = 2.0f;
if (GI_callcount < 1) {
enemy.frameRec = (Rectangle) {
enemy.hitbox.x,
@ -78,7 +90,6 @@ void InitGameplayScreen(void)
enemy.color = RAYWHITE;
enemy_hurt = false;
feather.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - feather_sprite.width),
GetRandomValue(0, GetScreenHeight() - feather_sprite.height),
@ -90,7 +101,6 @@ void InitGameplayScreen(void)
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].speed.x = 300.0f;
fireworks[i].active = 0;
fireworks[i].hitbox = (Rectangle) {
630,
@ -108,7 +118,7 @@ void InitGameplayScreen(void)
(float) attack_sprite.width,
(float) attack_sprite.height
};
shoot[i].speed.x = 7;
shoot[i].speed.x = 500.f;
shoot[i].speed.y = 0;
shoot[i].active = false;
shoot[i].color = RED;
@ -134,8 +144,11 @@ void DamagePlayer(void)
player.currentframe = 1;
}
void UpdateiFrameTimer(void)
void UpdateTimers(void)
{
score++;
player_flashtimer++;
if (player_in) {
player_iframeTimer++;
if (player_flashtimer % 2 == 0) player.color = BLANK;
@ -186,14 +199,10 @@ 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;
player_flashtimer++;
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].hitbox.y };
}
@ -202,9 +211,6 @@ void UpdateGameplayScreen(void)
shoot[i].sprite_pos = (Vector2){ shoot[i].hitbox.x, shoot[i].hitbox.y };
}
if (score % 500 == 0) feather.active = true;
// Player to da wallz collies
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;
@ -212,25 +218,20 @@ void UpdateGameplayScreen(void)
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;
UpdateiFrameTimer();
UpdateTimers();
if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
if (IsKeyPressed(KEY_NINE)) ammo = 99;
if (IsKeyPressed(KEY_ZERO)) ammo = 0;
if (IsKeyPressed(KEY_EQUAL)) { level++; SetEnemySpeedLevel(); }
if (IsKeyPressed(KEY_MINUS)) { level--; SetEnemySpeedLevel(); }
if (IsKeyPressed(KEY_R)) finishfromGameplayScreen = 2;
if (IsKeyPressed(KEY_R)) {
finishfromGameplayScreen = 2;
}
if (player.hp <= 0) {
finishfromGameplayScreen = 1;
}
if (player.hp <= 0) finishfromGameplayScreen = 1;
for (int i = 0; i < MAX_SHOOTS; i++) {
if (shoot[i].active) {
shoot[i].hitbox.x += shoot[i].speed.x;
shoot[i].hitbox.x += shoot[i].speed.x * GetFrameTime();
}
if (CheckCollisionRecs(shoot[i].hitbox, enemy.hitbox) && shoot[i].active) {
@ -241,12 +242,9 @@ void UpdateGameplayScreen(void)
shoot[i].active = false;
}
if (shoot[i].hitbox.x + shoot[i].hitbox.width >= GetScreenWidth() + attack_sprite.width) {
shoot[i].active = false;
}
if (shoot[i].hitbox.x + shoot[i].hitbox.width >= GetScreenWidth() + attack_sprite.width) shoot[i].active = false;
}
if (feather.active) {
switch (feather.power) {
case 0: feather.color = GREEN; break;
case 1: feather.color = RED; break;
@ -254,65 +252,72 @@ void UpdateGameplayScreen(void)
if (CheckCollisionRecs(player.hitbox, feather.hitbox)) {
switch (feather.power) {
case 0: player.hp++; feather.power = 1; break;
case 1: ammo++; feather.power = 0; break;
case 1: ammo++; if (player.hp < 5) feather.power = 0; else feather.power = 1; break;
}
if (!mute) PlaySoundMulti(fxfeather);
feather.hitbox.x = GetRandomValue(0, GetScreenWidth() - feather_sprite.width);
feather.hitbox.y = GetRandomValue(0, GetScreenHeight() - feather_sprite.height);
feather.active = false;
}
}
if (enemy.hp != 0) {
score++;
if (score >= bestscore) bestscore = score;
enemy.hitbox.y += enemy.speed;
if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
enemy.hitbox.y += enemy.speed;
if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) DamagePlayer();
else player.currentframe = 0;
}
for (int i = 0; i < MAX_FIREWORKS; i++) {
if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
DamagePlayer();
fireworks[i].active = 0;
}
switch (fireworks[i].active) {
case 0:
fireworks[i].hitbox.x = enemy.hitbox.x - 20;
fireworks[i].hitbox.y = enemy.hitbox.y - 20;
case 0:
fireworks[i].hitbox.x = enemy.hitbox.x - 20;
fireworks[i].hitbox.y = enemy.hitbox.y - 20;
if (GetRandomValue(0, 50) == 50) {
fireworks[i].active = 1;
fireworks[i].hitbox.y += enemy.hitbox.height/2;
}
break;
case 1:
fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
break;
if (GetRandomValue(0, 50) == 50) {
fireworks[i].active = 1;
fireworks[i].hitbox.y += enemy.hitbox.height/2;
}
break;
case 1:
fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
if (((fireworks[i].hitbox.x + -firework_sprite.width) > GetScreenWidth()
|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
break;
}
switch (level) {
case LEVEL1: fireworks[i].speed.x = 300.0f; break;
case LEVEL2: fireworks[i].speed.x = 600.0f; break;
case LEVEL3: fireworks[i].speed.x = 1200.0f; break;
}
}
}
else pauseTimer++;
} else pauseTimer++;
}
void DrawGameplayScreen(void)
{
DrawTexture(background, 0, 0, RAYWHITE);
switch (level) {
case LEVEL1: DrawTexture(background, 0, 0, RAYWHITE); break;
case LEVEL2: DrawTexture(background, 0, 0, BLUE); break;
case LEVEL3: DrawTexture(background, 0, 0, RED); break;
}
DrawFPS(10, 430);
if (DebugMode) {
DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(feather.hitbox, WHITE);
DrawText(TextFormat("enemy.hitbox.y: %f", enemy.hitbox.y), 10, 200, 20, GREEN);
DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 230, 20, GREEN);
DrawText(TextFormat("enemy.speed: %f", enemy.speed), 10, 240, 20, GREEN);
DrawText(TextFormat("player.hitbox.y: %f", player.hitbox.y), 10, 260, 20, GREEN);
DrawRectangleRec(enemy.hitbox, BLACK);
DrawText(TextFormat("firework_sprite.width: %d", firework_sprite.width), 10, 270, 20, GREEN);
for (int i = 0; i < MAX_FIREWORKS; i++) {

View file

@ -9,6 +9,8 @@
#ifndef GAMEPLAY_HEADER
#define GAMEPLAY_HEADER
typedef enum Levels { LEVEL1 = 0, LEVEL2, LEVEL3 } Levels;
#define MAX_FIREWORKS 10
#define PLAYER_HP 3
#define MAX_SHOOTS 3
@ -54,6 +56,7 @@ int ammo = 0;
int GI_callcount = 0;
bool DebugMode;
#endif

View file

@ -143,9 +143,11 @@ static void update_draw_frame(void)
case TITLE: {
UpdateTitleScreen();
if (FinishTitleScreen() == 1) transition_to_screen(CREDITS);
else if (FinishTitleScreen() == 2) transition_to_screen(GAMEPLAY);
else if (FinishTitleScreen() == 3) transition_to_screen(OPTIONS);
switch (FinishTitleScreen()) {
case 1: transition_to_screen(CREDITS); break;
case 2: transition_to_screen(GAMEPLAY); break;
case 3: transition_to_screen(OPTIONS); break;
}
} break;
case CREDITS: {
UpdateCreditsScreen();
@ -201,4 +203,6 @@ static void unloadGame(void)
case OPTIONS: UnloadOptionsScreen(); break;
default: break;
}
UnloadTexture(background);
}