overhauling the way the enemy works
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e4b8831e8d
commit
b002fba1d3
4 changed files with 42 additions and 53 deletions
1
asset-src/gfx/enemy.piskel
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1
asset-src/gfx/enemy.piskel
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@ -0,0 +1 @@
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{"modelVersion":2,"piskel":{"name":"cat","description":"","fps":12,"height":50,"width":50,"layers":["{\"name\":\"Layer 1\",\"opacity\":1,\"frameCount\":1,\"chunks\":[{\"layout\":[[0]],\"base64PNG\":\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAADIAAAAyCAYAAAAeP4ixAAAAqUlEQVRoge3UMQ6AMAxD0e7c/7rAhlgoTXCDET+SJ4TSlxJaO9W6LFsv7aUKn+UOUo1Jn2MEUgF63D8CmYWR9O68dGQWSDrEEYgadNVr2qc1AxO9efVfa6hZtM/IkOTLnm2mGJAU4pA0JDqx5OFqlx0IECBAgAD5LcQtQNwihWT3RrFvZZDsMyBAgACpgWQDBIhZgLgFiFuAuAWIW4C4BYhbgLjlH5Av1w4h7f0lPcROigAAAABJRU5ErkJggg==\"}]}"],"hiddenFrames":[""]}}
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BIN
assets/gfx/enemy.png
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BIN
assets/gfx/enemy.png
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After Width: | Height: | Size: 228 B |
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@ -39,6 +39,18 @@ void InitGameplayScreen(void)
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(float) player.sprite.height
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};
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enemy.sprite = LoadTexture("assets/gfx/enemy.png");
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enemy.currentframe = 0;
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enemy.speed = 100.0f;
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enemy.hp = 30;
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enemy.hitbox = (Rectangle) {
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740,
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10,
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(float) enemy.sprite.width,
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(float) enemy.sprite.height
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};
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heart.sprite = LoadTexture("assets/gfx/health.png");
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
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@ -48,13 +60,6 @@ void InitGameplayScreen(void)
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};
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heart.active = true;
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ball.position = (Vector2){ 50, 50 };
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ball.speed = (Vector2){ 400.0f, 300.0f };
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ball.radius = 20;
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ball.growth = 2;
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ball.color = MAROON;
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ball.active = true;
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pause = 0;
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mute = true;
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DebugMode = 0;
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@ -74,6 +79,16 @@ void ResetGameplayScreen(void)
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(float) player.sprite.height
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};
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enemy.currentframe = 0;
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enemy.speed = 100.0f;
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enemy.hp = 30;
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enemy.hitbox = (Rectangle) {
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740,
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10,
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(float) enemy.sprite.width,
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(float) enemy.sprite.height
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};
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
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GetRandomValue(0, GetScreenHeight() - heart.sprite.height),
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@ -82,9 +97,6 @@ void ResetGameplayScreen(void)
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};
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heart.active = true;
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ball.position = (Vector2){ 50, 50 };
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ball.radius = 20;
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ball.active = true;
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DebugMode = 0;
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@ -99,7 +111,7 @@ void UpdateGameplayScreen(void)
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if (INPUT_OPTION_PRESSED) pause = !pause;
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if (!pause) {
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// Controls
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if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed;
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if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed;
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if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed;
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@ -109,11 +121,11 @@ void UpdateGameplayScreen(void)
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if (player.currentframe != 1) player.currentframe = 2;
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} else player.speed = 300.0f;
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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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heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
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enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
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if (score % 1000 == 0) heart.active = true;
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@ -124,8 +136,6 @@ void UpdateGameplayScreen(void)
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if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
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else if (player.hitbox.y <= 0) player.hitbox.y = 0;
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if (IsKeyPressed(KEY_B)) ball.active = !ball.active;
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if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
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if (IsKeyPressed(KEY_R)) {
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@ -147,33 +157,21 @@ void UpdateGameplayScreen(void)
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}
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}
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if (ball.active) {
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score++;
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if (enemy.hp != 0) {
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score++;
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if (score >= bestscore) bestscore = score;
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if (score >= bestscore) bestscore = score;
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enemy.hitbox.y += GetFrameTime() * enemy.speed;
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// movement of the ball
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ball.position.x += GetFrameTime() * ball.speed.x;
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ball.position.y += GetFrameTime() * ball.speed.y;
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if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
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|| (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
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// Ballz to da wallz collies
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if ((ball.position.x >= (GetScreenWidth() - ball.radius)) || (ball.position.x <= ball.radius)) {
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ball.speed.x *= -1.0f;
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if (!mute) PlaySoundMulti(fxbounce);
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}
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if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) {
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player.hp -= GetFrameTime() * 3.0f;
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player.currentframe = 1;
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} else player.currentframe = 0;
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}
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if ((ball.position.y >= (GetScreenHeight() - ball.radius)) || (ball.position.y <= ball.radius)) {
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ball.speed.y *= -1.0f;
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if (!mute) PlaySoundMulti(fxbounce);
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}
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if (CheckCollisionCircleRec(ball.position, ball.radius, player.hitbox)) {
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player.hp -= GetFrameTime() * 3.0f;
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player.currentframe = 1;
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} else player.currentframe = 0;
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if (ball.radius <= 100) ball.radius += GetFrameTime() * ball.growth;
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}
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}
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else pauseTimer++;
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@ -186,14 +184,12 @@ void DrawGameplayScreen(void)
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DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
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DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
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if (DebugMode) {
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DrawText(TextFormat("BALL SIZE: %f", ball.radius), 10, 50, 20, GREEN);
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DrawText(TextFormat("BALL POS X: %f, BALL POS Y: %f", ball.position.x, ball.position.y), 10, 70, 20, GREEN);
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DrawText(TextFormat("BALL SPEED X: %f, BALL SPEED Y: %f", ball.speed.x, ball.speed.y), 10, 90, 20, GREEN);
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DrawRectangleRec(player.hitbox, BLUE);
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DrawRectangleRec(heart.hitbox, GREEN);
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DrawRectangleRec(enemy.hitbox, BLACK);
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}
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if (ball.active) DrawCircleV(ball.position, (float)ball.radius, ball.color);
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if (heart.active) DrawTexture(heart.sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE);
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DrawTexture(enemy.sprite, enemy.sprite_pos.x, enemy.sprite_pos.y, RAYWHITE);
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DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, RAYWHITE);
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if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
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}
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@ -203,6 +199,7 @@ void UnloadGameplayScreen()
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UnloadSound(fxbounce);
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UnloadTexture(player.sprite);
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UnloadTexture(heart.sprite);
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UnloadTexture(enemy.sprite);
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}
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void gameReset(void)
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@ -9,16 +9,7 @@
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#ifndef GAMEPLAY_HEADER
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#define GAMEPLAY_HEADER
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struct Ball {
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Vector2 position;
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Vector2 speed;
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float radius;
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float growth;
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Color color;
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bool active;
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};
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struct Player {
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struct Actor {
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Texture2D sprite;
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float speed;
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int hp;
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@ -35,8 +26,8 @@ struct Item {
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bool active;
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};
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struct Player player = { 0 };
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struct Ball ball = { 0 };
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struct Actor player = { 0 };
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struct Actor enemy = { 0 };
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struct Item heart = { 0 };
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int pauseTimer;
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Sound fxbounce = { 0 };
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