From 968b06fbbcd0944fad0b67a08b425cd8323cefe1 Mon Sep 17 00:00:00 2001 From: Mark B Date: Sat, 18 Jun 2022 12:10:36 -0400 Subject: [PATCH] adding fireworks --- Makefile | 445 +++++++++++++++++++++++++++++- asset-src/gfx/background_pal.json | 9 - asset-src/gfx/firework.piskel | 1 + asset-src/gfx/player.piskel | 2 +- assets/gfx/firework.png | Bin 0 -> 288 bytes assets/gfx/player.png | Bin 969 -> 936 bytes build-html5.sh | 2 - src/Gameplay.c | 105 ++++--- src/Gameplay.h | 5 +- src/Main.c | 7 +- src/Textures.h | 4 + 11 files changed, 527 insertions(+), 53 deletions(-) delete mode 100644 asset-src/gfx/background_pal.json create mode 100644 asset-src/gfx/firework.piskel create mode 100644 assets/gfx/firework.png delete mode 100755 build-html5.sh diff --git a/Makefile b/Makefile index 05f15ad..e00d4fe 100644 --- a/Makefile +++ b/Makefile @@ -1,8 +1,441 @@ -clang : - clang src/Main.c src/Title.c src/Credits.c src/Gameover.c src/Gameplay.c -std=c99 -Wall -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -o Avoid +#************************************************************************************************** +# +# raylib makefile for Desktop platforms, Raspberry Pi, Android and HTML5 +# +# Copyright (c) 2013-2022 Ramon Santamaria (@raysan5) +# +# This software is provided "as-is", without any express or implied warranty. In no event +# will the authors be held liable for any damages arising from the use of this software. +# +# Permission is granted to anyone to use this software for any purpose, including commercial +# applications, and to alter it and redistribute it freely, subject to the following restrictions: +# +# 1. The origin of this software must not be misrepresented; you must not claim that you +# wrote the original software. If you use this software in a product, an acknowledgment +# in the product documentation would be appreciated but is not required. +# +# 2. Altered source versions must be plainly marked as such, and must not be misrepresented +# as being the original software. +# +# 3. This notice may not be removed or altered from any source distribution. +# +#************************************************************************************************** -tcc : - tcc src/Main.c src/Title.c src/Credits.c src/Gameover.c src/Gameplay.c -std=c99 -Wall -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -o Avoid +.PHONY: all clean -gcc : - gcc src/Main.c src/Title.c src/Credits.c src/Gameover.c src/Gameplay.c -std=c99 -Wall -lraylib -lGL -lm -lpthread -ldl -lrt -lX11 -o Avoid +# Define required environment variables +#------------------------------------------------------------------------------------------------ +# Define target platform: PLATFORM_DESKTOP, PLATFORM_RPI, PLATFORM_DRM, PLATFORM_ANDROID, PLATFORM_WEB +PLATFORM ?= PLATFORM_DESKTOP + +# Define project variables +PROJECT_NAME ?= Avoid +PROJECT_VERSION ?= 1.0 +PROJECT_BUILD_PATH ?= . + +RAYLIB_PATH ?= ~/raylib + +# Locations of raylib.h and libraylib.a/libraylib.so +# NOTE: Those variables are only used for PLATFORM_OS: LINUX, BSD +RAYLIB_INCLUDE_PATH ?= /usr/local/include +RAYLIB_LIB_PATH ?= /usr/local/lib + +# Library type compilation: STATIC (.a) or SHARED (.so/.dll) +RAYLIB_LIBTYPE ?= STATIC + +# Build mode for project: DEBUG or RELEASE +BUILD_MODE ?= RELEASE + +# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system) +# NOTE: This variable is only used for PLATFORM_OS: LINUX +USE_WAYLAND_DISPLAY ?= FALSE + +# PLATFORM_WEB: Default properties +BUILD_WEB_ASYNCIFY ?= FALSE +BUILD_WEB_SHELL ?= html5/shell.html +BUILD_WEB_HEAP_SIZE ?= 134217728 +BUILD_WEB_RESOURCES ?= TRUE +BUILD_WEB_RESOURCES_PATH ?= assets + +# Use cross-compiler for PLATFORM_RPI +ifeq ($(PLATFORM),PLATFORM_RPI) + USE_RPI_CROSS_COMPILER ?= FALSE + ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) + RPI_TOOLCHAIN ?= C:/SysGCC/Raspberry + RPI_TOOLCHAIN_SYSROOT ?= $(RPI_TOOLCHAIN)/arm-linux-gnueabihf/sysroot + endif +endif + +# Determine PLATFORM_OS in case PLATFORM_DESKTOP selected +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + # No uname.exe on MinGW!, but OS=Windows_NT on Windows! + # ifeq ($(UNAME),Msys) -> Windows + ifeq ($(OS),Windows_NT) + PLATFORM_OS = WINDOWS + else + UNAMEOS = $(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS = LINUX + endif + ifeq ($(UNAMEOS),FreeBSD) + PLATFORM_OS = BSD + endif + ifeq ($(UNAMEOS),OpenBSD) + PLATFORM_OS = BSD + endif + ifeq ($(UNAMEOS),NetBSD) + PLATFORM_OS = BSD + endif + ifeq ($(UNAMEOS),DragonFly) + PLATFORM_OS = BSD + endif + ifeq ($(UNAMEOS),Darwin) + PLATFORM_OS = OSX + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + UNAMEOS = $(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS = LINUX + endif +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + UNAMEOS = $(shell uname) + ifeq ($(UNAMEOS),Linux) + PLATFORM_OS = LINUX + endif +endif + +# RAYLIB_PATH adjustment for LINUX platform +# TODO: Do we really need this? +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + RAYLIB_PREFIX ?= .. + RAYLIB_PATH = $(realpath $(RAYLIB_PREFIX)) + endif +endif + +# Default path for raylib on Raspberry Pi +ifeq ($(PLATFORM),PLATFORM_RPI) + RAYLIB_PATH ?= /home/pi/raylib +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + RAYLIB_PATH ?= /home/pi/raylib +endif + +# Define raylib release directory for compiled library +RAYLIB_RELEASE_PATH ?= $(RAYLIB_PATH)/src + +ifeq ($(PLATFORM),PLATFORM_WEB) + # Emscripten required variables + EMSDK_PATH ?= ~/emsdk + EMSCRIPTEN_PATH ?= $(EMSDK_PATH)/upstream/emscripten + CLANG_PATH = $(EMSDK_PATH)/upstream/bin + PYTHON_PATH = $(EMSDK_PATH)/python/3.9.2-1_64bit + NODE_PATH = $(EMSDK_PATH)/node/14.18.2_64bit/bin + export PATH = $(EMSDK_PATH);$(EMSCRIPTEN_PATH);$(CLANG_PATH);$(NODE_PATH);$(PYTHON_PATH):$$(PATH) +endif + +# Define default C compiler: CC +#------------------------------------------------------------------------------------------------ +CC = clang + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),OSX) + # OSX default compiler + CC = clang + endif + ifeq ($(PLATFORM_OS),BSD) + # FreeBSD, OpenBSD, NetBSD, DragonFly default compiler + CC = clang + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) + # Define RPI cross-compiler + #CC = armv6j-hardfloat-linux-gnueabi-gcc + CC = $(RPI_TOOLCHAIN)/bin/arm-linux-gnueabihf-gcc + endif +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # HTML5 emscripten compiler + # WARNING: To compile to HTML5, code must be redesigned + # to use emscripten.h and emscripten_set_main_loop() + CC = emcc +endif + +# Define default make program: MAKE +#------------------------------------------------------------------------------------------------ +MAKE ?= make + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + MAKE = mingw32-make + endif +endif +ifeq ($(PLATFORM),PLATFORM_ANDROID) + MAKE = mingw32-make +endif + +# Define compiler flags: CFLAGS +#------------------------------------------------------------------------------------------------ +# -O1 defines optimization level +# -g include debug information on compilation +# -s strip unnecessary data from build +# -Wall turns on most, but not all, compiler warnings +# -std=c99 defines C language mode (standard C from 1999 revision) +# -std=gnu99 defines C language mode (GNU C from 1999 revision) +# -Wno-missing-braces ignore invalid warning (GCC bug 53119) +# -Wno-unused-value ignore unused return values of some functions (i.e. fread()) +# -D_DEFAULT_SOURCE use with -std=c99 on Linux and PLATFORM_WEB, required for timespec +CFLAGS = -std=c99 -Wall -Wno-missing-braces -Wunused-result -D_DEFAULT_SOURCE + +ifeq ($(BUILD_MODE),DEBUG) + CFLAGS += -g -D_DEBUG +else + ifeq ($(PLATFORM),PLATFORM_WEB) + ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) + CFLAGS += -O3 + else + CFLAGS += -Os + endif + else + CFLAGS += -s -O2 + endif +endif + +# Additional flags for compiler (if desired) +#CFLAGS += -Wextra -Wmissing-prototypes -Wstrict-prototypes +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),LINUX) + ifeq ($(RAYLIB_LIBTYPE),STATIC) + CFLAGS += -D_DEFAULT_SOURCE + endif + ifeq ($(RAYLIB_LIBTYPE),SHARED) + # Explicitly enable runtime link to libraylib.so + CFLAGS += -Wl,-rpath,$(RAYLIB_RELEASE_PATH) + endif + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + CFLAGS += -std=gnu99 +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + CFLAGS += -std=gnu99 -DEGL_NO_X11 +endif + +# Define include paths for required headers: INCLUDE_PATHS +# NOTE: Some external/extras libraries could be required (stb, physac, easings...) +#------------------------------------------------------------------------------------------------ +INCLUDE_PATHS = -I. -I$(RAYLIB_PATH)/src -I$(RAYLIB_PATH)/src/external -I$(RAYLIB_PATH)/src/extras + +# Define additional directories containing required header files +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),BSD) + INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) + endif + ifeq ($(PLATFORM_OS),LINUX) + INCLUDE_PATHS += -I$(RAYLIB_INCLUDE_PATH) + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include + INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vmcs_host/linux + INCLUDE_PATHS += -I$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/include/interface/vcos/pthreads +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + INCLUDE_PATHS += -I/usr/include/libdrm +endif + +# Define library paths containing required libs: LDFLAGS +#------------------------------------------------------------------------------------------------ +LDFLAGS = -L. -L$(RAYLIB_RELEASE_PATH) -L$(RAYLIB_PATH)/src + +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # NOTE: The resource .rc file contains windows executable icon and properties + LDFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data + # -Wl,--subsystem,windows hides the console window + ifeq ($(BUILD_MODE), RELEASE) + LDFLAGS += -Wl,--subsystem,windows + endif + endif + ifeq ($(PLATFORM_OS),LINUX) + LDFLAGS += -L$(RAYLIB_LIB_PATH) + endif + ifeq ($(PLATFORM_OS),BSD) + LDFLAGS += -Lsrc -L$(RAYLIB_LIB_PATH) + endif +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # -Os # size optimization + # -O2 # optimization level 2, if used, also set --memory-init-file 0 + # -s USE_GLFW=3 # Use glfw3 library (context/input management) + # -s ALLOW_MEMORY_GROWTH=1 # to allow memory resizing -> WARNING: Audio buffers could FAIL! + # -s TOTAL_MEMORY=16777216 # to specify heap memory size (default = 16MB) (67108864 = 64MB) + # -s USE_PTHREADS=1 # multithreading support + # -s WASM=0 # disable Web Assembly, emitted by default + # -s ASYNCIFY # lets synchronous C/C++ code interact with asynchronous JS + # -s FORCE_FILESYSTEM=1 # force filesystem to load/save files data + # -s ASSERTIONS=1 # enable runtime checks for common memory allocation errors (-O1 and above turn it off) + # --profiling # include information for code profiling + # --memory-init-file 0 # to avoid an external memory initialization code file (.mem) + # --preload-file resources # specify a resources folder for data compilation + # --source-map-base # allow debugging in browser with source map + LDFLAGS += -s USE_GLFW=3 -s TOTAL_MEMORY=$(BUILD_WEB_HEAP_SIZE) -s FORCE_FILESYSTEM=1 + + # Build using asyncify + ifeq ($(BUILD_WEB_ASYNCIFY),TRUE) + LDFLAGS += -s ASYNCIFY + endif + + # Add resources building if required + ifeq ($(BUILD_WEB_RESOURCES),TRUE) + LDFLAGS += --preload-file $(BUILD_WEB_RESOURCES_PATH) + endif + + # Add debug mode flags if required + ifeq ($(BUILD_MODE),DEBUG) + LDFLAGS += -s ASSERTIONS=1 --profiling + endif + + PROJECT_NAME ?= index + + # Define a custom shell .html and output extension + LDFLAGS += --shell-file $(BUILD_WEB_SHELL) + EXT = .html +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + LDFLAGS += -L$(RPI_TOOLCHAIN_SYSROOT)/opt/vc/lib +endif + +# Define libraries required on linking: LDLIBS +# NOTE: To link libraries (lib.so or lib.a), use -l +#------------------------------------------------------------------------------------------------ +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + # Libraries for Windows desktop compilation + # NOTE: WinMM library required to set high-res timer resolution + LDLIBS = -lraylib -lopengl32 -lgdi32 -lwinmm + # Required for physac examples + LDLIBS += -static -lpthread + endif + ifeq ($(PLATFORM_OS),LINUX) + # Libraries for Debian GNU/Linux desktop compiling + # NOTE: Required packages: libegl1-mesa-dev + LDLIBS = -lraylib -lGL -lm -lpthread -ldl -lrt + + # On X11 requires also below libraries + LDLIBS += -lX11 + # NOTE: It seems additional libraries are not required any more, latest GLFW just dlopen them + #LDLIBS += -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + + # On Wayland windowing system, additional libraries requires + ifeq ($(USE_WAYLAND_DISPLAY),TRUE) + LDLIBS += -lwayland-client -lwayland-cursor -lwayland-egl -lxkbcommon + endif + # Explicit link to libc + ifeq ($(RAYLIB_LIBTYPE),SHARED) + LDLIBS += -lc + endif + endif + ifeq ($(PLATFORM_OS),OSX) + # Libraries for OSX 10.9 desktop compiling + # NOTE: Required packages: libopenal-dev libegl1-mesa-dev + LDLIBS = -lraylib -framework OpenGL -framework Cocoa -framework IOKit -framework CoreAudio -framework CoreVideo + endif + ifeq ($(PLATFORM_OS),BSD) + # Libraries for FreeBSD, OpenBSD, NetBSD, DragonFly desktop compiling + # NOTE: Required packages: mesa-libs + LDLIBS = -lraylib -lGL -lpthread -lm + + # On XWindow requires also below libraries + LDLIBS += -lX11 -lXrandr -lXinerama -lXi -lXxf86vm -lXcursor + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + # Libraries for Raspberry Pi compiling + # NOTE: Required packages: libasound2-dev (ALSA) + LDLIBS = -lraylib -lbrcmGLESv2 -lbrcmEGL -lpthread -lrt -lm -lbcm_host -ldl + ifeq ($(USE_RPI_CROSS_COMPILER),TRUE) + LDLIBS += -lvchiq_arm -lvcos + endif +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + # Libraries for DRM compiling + # NOTE: Required packages: libasound2-dev (ALSA) + LDLIBS = -lraylib -lGLESv2 -lEGL -lpthread -lrt -lm -lgbm -ldrm -ldl +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + # Libraries for web (HTML5) compiling + LDLIBS = $(RAYLIB_RELEASE_PATH)/libraylib.a +endif + +# Define source code object files required +#------------------------------------------------------------------------------------------------ +PROJECT_SOURCE_PATH = src + +PROJECT_SOURCE_FILES ?= \ + $(PROJECT_SOURCE_PATH)/Main.c \ + $(PROJECT_SOURCE_PATH)/Gameplay.c \ + $(PROJECT_SOURCE_PATH)/Title.c \ + $(PROJECT_SOURCE_PATH)/Credits.c \ + $(PROJECT_SOURCE_PATH)/Gameover.c + +# Define all object files from source files +OBJS = $(patsubst %.c, %.o, $(PROJECT_SOURCE_FILES)) + + +# Define processes to execute +#------------------------------------------------------------------------------------------------ +# For Android platform we call a custom Makefile.Android +ifeq ($(PLATFORM),PLATFORM_ANDROID) + MAKEFILE_PARAMS = -f Makefile.Android + export PROJECT_NAME + export PROJECT_SOURCE_FILES +else + MAKEFILE_PARAMS = $(PROJECT_NAME) +endif + +# Default target entry +# NOTE: We call this Makefile target or Makefile.Android target +all: + $(MAKE) $(MAKEFILE_PARAMS) + +# Project target defined by PROJECT_NAME +$(PROJECT_NAME): $(OBJS) + $(CC) -o $(PROJECT_NAME)$(EXT) $(OBJS) $(CFLAGS) $(INCLUDE_PATHS) $(LDFLAGS) $(LDLIBS) -D$(PLATFORM) + +# Compile source files +# NOTE: This pattern will compile every module defined on $(OBJS) +%.o: %.c + $(CC) -c $< -o $@ $(CFLAGS) $(INCLUDE_PATHS) -D$(PLATFORM) + +# Clean everything +clean: +ifeq ($(PLATFORM),PLATFORM_DESKTOP) + ifeq ($(PLATFORM_OS),WINDOWS) + del *.o *.exe /s + endif + ifeq ($(PLATFORM_OS),LINUX) + find . -type f -executable -delete + rm -fv $(PROJECT_SOURCE_PATH)/*.o + endif + ifeq ($(PLATFORM_OS),OSX) + find . -type f -perm +ugo+x -delete + rm -f *.o + endif +endif +ifeq ($(PLATFORM),PLATFORM_RPI) + find . -type f -executable -delete + rm -fv *.o +endif +ifeq ($(PLATFORM),PLATFORM_DRM) + find . -type f -executable -delete + rm -fv *.o +endif +ifeq ($(PLATFORM),PLATFORM_WEB) + del *.o *.html *.js +endif + @echo Cleaning done diff --git a/asset-src/gfx/background_pal.json b/asset-src/gfx/background_pal.json deleted file mode 100644 index 5e3149d..0000000 --- a/asset-src/gfx/background_pal.json +++ /dev/null @@ -1,9 +0,0 @@ -GIMP Palette -Name: Avoid_bg -Columns: 0 -# -248 248 248 Untitled -166 166 166 Untitled - 30 142 20 Untitled - 22 85 93 Untitled - diff --git a/asset-src/gfx/firework.piskel b/asset-src/gfx/firework.piskel new file mode 100644 index 0000000..2e8e48b --- /dev/null +++ b/asset-src/gfx/firework.piskel @@ -0,0 +1 @@ +{"modelVersion":2,"piskel":{"name":"firework","description":"","fps":12,"height":10,"width":40,"layers":["{\"name\":\"Layer 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zZs!$Eq}-mP_VK_bh*GB+H4mR7266Se8n+Vx0}-N&1Rz3b iNG(Jfy*I!W{{gUuzw3YD{PzF=002ovPDHLkV1fW-bh&~6 diff --git a/build-html5.sh b/build-html5.sh deleted file mode 100755 index 6034220..0000000 --- a/build-html5.sh +++ /dev/null @@ -1,2 +0,0 @@ -#!/bin/sh -emcc -o html5/index.html src/Main.c src/Title.c src/Credits.c src/Gameover.c src/Gameplay.c -Os -Wall /usr/local/lib/libraylib.a -I. -I/usr/local/include/raylib.h -L. -L/usr/local/lib/libraylib.a -s USE_GLFW=3 -DPLATFORM_WEB --preload-file ./assets --shell-file html5/shell.html diff --git a/src/Gameplay.c b/src/Gameplay.c index 139252f..dbd1f08 100644 --- a/src/Gameplay.c +++ b/src/Gameplay.c @@ -22,44 +22,57 @@ void InitGameplayScreen(void) SetMasterVolume(0.2); - player.sprite = LoadTexture("assets/gfx/player.png"); + player_sprite = LoadTexture("assets/gfx/player.png"); player.currentframe = 0; player.speed = 300.0f; player.hp = 30; player.frameRec = (Rectangle) { player.hitbox.x, player.hitbox.y, - (float) player.sprite.width/3, - (float) player.sprite.height + (float) player_sprite.width/3, + (float) player_sprite.height }; player.hitbox = (Rectangle) { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, - (float) player.sprite.width/3, - (float) player.sprite.height + (float) player_sprite.width/3, + (float) player_sprite.height }; - enemy.sprite = LoadTexture("assets/gfx/enemy.png"); + enemy_sprite = LoadTexture("assets/gfx/enemy.png"); enemy.currentframe = 0; enemy.speed = 100.0f; enemy.hp = 30; enemy.hitbox = (Rectangle) { 740, 10, - (float) enemy.sprite.width, - (float) enemy.sprite.height + (float) enemy_sprite.width, + (float) enemy_sprite.height }; - heart.sprite = LoadTexture("assets/gfx/health.png"); + heart_sprite = LoadTexture("assets/gfx/health.png"); heart.hitbox = (Rectangle) { - GetRandomValue(0, GetScreenWidth() - heart.sprite.width), - GetRandomValue(0, GetScreenHeight() - heart.sprite.height), - (float) heart.sprite.width, - (float) heart.sprite.height + GetRandomValue(0, GetScreenWidth() - heart_sprite.width), + GetRandomValue(0, GetScreenHeight() - heart_sprite.height), + (float) heart_sprite.width, + (float) heart_sprite.height }; heart.active = true; + firework_sprite = LoadTexture("assets/gfx/firework.png"); + for (int i = 0; i < MAX_FIREWORKS; i++) { + fireworks[i].currentframe = 0; + fireworks[i].speed = 200.0f; + fireworks[i].hp = 1; + fireworks[i].hitbox = (Rectangle) { + 50 * i, + 100 * i, + (float) firework_sprite.width, + (float) firework_sprite.height + }; + } + pause = 0; mute = true; DebugMode = 0; @@ -75,8 +88,8 @@ void ResetGameplayScreen(void) player.hitbox = (Rectangle) { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, - (float) player.sprite.width/3, - (float) player.sprite.height + (float) player_sprite.width/3, + (float) player_sprite.height }; enemy.currentframe = 0; @@ -85,18 +98,29 @@ void ResetGameplayScreen(void) enemy.hitbox = (Rectangle) { 740, 10, - (float) enemy.sprite.width, - (float) enemy.sprite.height + (float) enemy_sprite.width, + (float) enemy_sprite.height }; heart.hitbox = (Rectangle) { - GetRandomValue(0, GetScreenWidth() - heart.sprite.width), - GetRandomValue(0, GetScreenHeight() - heart.sprite.height), - (float) heart.sprite.width, - (float) heart.sprite.height + GetRandomValue(0, GetScreenWidth() - heart_sprite.width), + GetRandomValue(0, GetScreenHeight() - heart_sprite.height), + (float) heart_sprite.width, + (float) heart_sprite.height }; heart.active = true; + for (int i = 0; i < MAX_FIREWORKS; i++) { + fireworks[i].currentframe = 0; + fireworks[i].speed = 200.0f; + fireworks[i].hp = 1; + fireworks[i].hitbox = (Rectangle) { + 50 * i, + 100 * i, + (float) firework_sprite.width, + (float) firework_sprite.height + }; + } DebugMode = 0; @@ -122,11 +146,15 @@ void UpdateGameplayScreen(void) } else player.speed = 300.0f; player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y }; - player.frameRec.x = (float)player.currentframe*(float)player.sprite.width/3; + player.frameRec.x = (float)player.currentframe*(float)player_sprite.width/3; heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y }; enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y }; + for (int i = 0; i < MAX_FIREWORKS; i++) { + fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].hitbox.y }; + } + if (score % 1000 == 0) heart.active = true; // Player to da wallz collies @@ -151,8 +179,8 @@ void UpdateGameplayScreen(void) if (heart.active) { if (CheckCollisionRecs(player.hitbox, heart.hitbox)) { player.hp = 30; - heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart.sprite.width); - heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart.sprite.height); + heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart_sprite.width); + heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart_sprite.height); heart.active = false; } } @@ -172,6 +200,12 @@ void UpdateGameplayScreen(void) } else player.currentframe = 0; } + for (int i = 0; i <= MAX_FIREWORKS; i++) { + if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) { + player.hp -= GetFrameTime() * 3.0f; + player.currentframe = 1; + } + } } else pauseTimer++; @@ -181,25 +215,32 @@ void DrawGameplayScreen(void) { DrawTexture(background, 0, 0, RAYWHITE); DrawFPS(10, 430); - DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED); - DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE); if (DebugMode) { DrawRectangleRec(player.hitbox, BLUE); DrawRectangleRec(heart.hitbox, GREEN); DrawRectangleRec(enemy.hitbox, BLACK); + for (int i = 0; i < MAX_FIREWORKS; i++) { + DrawRectangleRec(fireworks[i].hitbox, BLACK); + } } - if (heart.active) DrawTexture(heart.sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE); - DrawTexture(enemy.sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, RAYWHITE); - DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, RAYWHITE); + if (heart.active) DrawTexture(heart_sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE); + DrawTexture(enemy_sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, RAYWHITE); + for (int i = 0; i < MAX_FIREWORKS; i++) { + DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, RAYWHITE); + } + DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, RAYWHITE); + DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED); + DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE); if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE); } void UnloadGameplayScreen() { UnloadSound(fxbounce); - UnloadTexture(player.sprite); - UnloadTexture(heart.sprite); - UnloadTexture(enemy.sprite); + UnloadTexture(player_sprite); + UnloadTexture(heart_sprite); + UnloadTexture(enemy_sprite); + UnloadTexture(firework_sprite); } void gameReset(void) diff --git a/src/Gameplay.h b/src/Gameplay.h index bb9fa82..5f59013 100644 --- a/src/Gameplay.h +++ b/src/Gameplay.h @@ -9,8 +9,9 @@ #ifndef GAMEPLAY_HEADER #define GAMEPLAY_HEADER +#define MAX_FIREWORKS 5 + struct Actor { - Texture2D sprite; float speed; int hp; int currentframe; @@ -20,7 +21,6 @@ struct Actor { }; struct Item { - Texture2D sprite; Vector2 sprite_pos; Rectangle hitbox; bool active; @@ -28,6 +28,7 @@ struct Item { struct Actor player = { 0 }; struct Actor enemy = { 0 }; +struct Actor fireworks[MAX_FIREWORKS] = { 0 }; struct Item heart = { 0 }; int pauseTimer; Sound fxbounce = { 0 }; diff --git a/src/Main.c b/src/Main.c index dc40c74..ec486b3 100644 --- a/src/Main.c +++ b/src/Main.c @@ -19,7 +19,12 @@ static const int screenWidth = 800; static const int screenHeight = 450; GameScreen currentScreen = 0; -Texture2D background = { 0 }; + +Texture2D background; +Texture2D player_sprite; +Texture2D heart_sprite; +Texture2D enemy_sprite; +Texture2D firework_sprite; // Game functions static void gameSetup(void); diff --git a/src/Textures.h b/src/Textures.h index 3fdf1f4..e284ade 100644 --- a/src/Textures.h +++ b/src/Textures.h @@ -10,5 +10,9 @@ #define TEXTURES_HEADER extern Texture2D background; +extern Texture2D player_sprite; +extern Texture2D heart_sprite; +extern Texture2D enemy_sprite; +extern Texture2D firework_sprite; #endif