overhauling the way the enemy works

This commit is contained in:
Return0ne 2022-06-17 12:32:35 -04:00
parent e4b8831e8d
commit b002fba1d3
4 changed files with 42 additions and 53 deletions

View file

@ -0,0 +1 @@
{"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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assets/gfx/enemy.png Normal file

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@ -39,6 +39,18 @@ void InitGameplayScreen(void)
(float) player.sprite.height (float) player.sprite.height
}; };
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
};
heart.sprite = LoadTexture("assets/gfx/health.png"); heart.sprite = LoadTexture("assets/gfx/health.png");
heart.hitbox = (Rectangle) { heart.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - heart.sprite.width), GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
@ -48,13 +60,6 @@ void InitGameplayScreen(void)
}; };
heart.active = true; heart.active = true;
ball.position = (Vector2){ 50, 50 };
ball.speed = (Vector2){ 400.0f, 300.0f };
ball.radius = 20;
ball.growth = 2;
ball.color = MAROON;
ball.active = true;
pause = 0; pause = 0;
mute = true; mute = true;
DebugMode = 0; DebugMode = 0;
@ -74,6 +79,16 @@ void ResetGameplayScreen(void)
(float) player.sprite.height (float) player.sprite.height
}; };
enemy.currentframe = 0;
enemy.speed = 100.0f;
enemy.hp = 30;
enemy.hitbox = (Rectangle) {
740,
10,
(float) enemy.sprite.width,
(float) enemy.sprite.height
};
heart.hitbox = (Rectangle) { heart.hitbox = (Rectangle) {
GetRandomValue(0, GetScreenWidth() - heart.sprite.width), GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
GetRandomValue(0, GetScreenHeight() - heart.sprite.height), GetRandomValue(0, GetScreenHeight() - heart.sprite.height),
@ -82,9 +97,6 @@ void ResetGameplayScreen(void)
}; };
heart.active = true; heart.active = true;
ball.position = (Vector2){ 50, 50 };
ball.radius = 20;
ball.active = true;
DebugMode = 0; DebugMode = 0;
@ -99,7 +111,7 @@ void UpdateGameplayScreen(void)
if (INPUT_OPTION_PRESSED) pause = !pause; if (INPUT_OPTION_PRESSED) pause = !pause;
if (!pause) { if (!pause) {
// Controls
if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed; if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed;
if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed; if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed;
if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed; if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed;
@ -109,11 +121,11 @@ void UpdateGameplayScreen(void)
if (player.currentframe != 1) player.currentframe = 2; if (player.currentframe != 1) player.currentframe = 2;
} else player.speed = 300.0f; } else player.speed = 300.0f;
player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y }; 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 }; heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y };
if (score % 1000 == 0) heart.active = true; if (score % 1000 == 0) heart.active = true;
@ -124,8 +136,6 @@ void UpdateGameplayScreen(void)
if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height; 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; else if (player.hitbox.y <= 0) player.hitbox.y = 0;
if (IsKeyPressed(KEY_B)) ball.active = !ball.active;
if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode; if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
if (IsKeyPressed(KEY_R)) { if (IsKeyPressed(KEY_R)) {
@ -147,33 +157,21 @@ void UpdateGameplayScreen(void)
} }
} }
if (ball.active) { if (enemy.hp != 0) {
score++; score++;
if (score >= bestscore) bestscore = score;
if (score >= bestscore) bestscore = score; enemy.hitbox.y += GetFrameTime() * enemy.speed;
// movement of the ball if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight()
ball.position.x += GetFrameTime() * ball.speed.x; || (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f;
ball.position.y += GetFrameTime() * ball.speed.y;
// Ballz to da wallz collies if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) {
if ((ball.position.x >= (GetScreenWidth() - ball.radius)) || (ball.position.x <= ball.radius)) { player.hp -= GetFrameTime() * 3.0f;
ball.speed.x *= -1.0f; player.currentframe = 1;
if (!mute) PlaySoundMulti(fxbounce); } else player.currentframe = 0;
} }
if ((ball.position.y >= (GetScreenHeight() - ball.radius)) || (ball.position.y <= ball.radius)) {
ball.speed.y *= -1.0f;
if (!mute) PlaySoundMulti(fxbounce);
}
if (CheckCollisionCircleRec(ball.position, ball.radius, player.hitbox)) {
player.hp -= GetFrameTime() * 3.0f;
player.currentframe = 1;
} else player.currentframe = 0;
if (ball.radius <= 100) ball.radius += GetFrameTime() * ball.growth;
}
} }
else pauseTimer++; else pauseTimer++;
@ -186,14 +184,12 @@ void DrawGameplayScreen(void)
DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED); DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE); DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
if (DebugMode) { if (DebugMode) {
DrawText(TextFormat("BALL SIZE: %f", ball.radius), 10, 50, 20, GREEN);
DrawText(TextFormat("BALL POS X: %f, BALL POS Y: %f", ball.position.x, ball.position.y), 10, 70, 20, GREEN);
DrawText(TextFormat("BALL SPEED X: %f, BALL SPEED Y: %f", ball.speed.x, ball.speed.y), 10, 90, 20, GREEN);
DrawRectangleRec(player.hitbox, BLUE); DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(heart.hitbox, GREEN); DrawRectangleRec(heart.hitbox, GREEN);
DrawRectangleRec(enemy.hitbox, BLACK);
} }
if (ball.active) DrawCircleV(ball.position, (float)ball.radius, ball.color);
if (heart.active) DrawTexture(heart.sprite, heart.sprite_pos.x, heart.sprite_pos.y, 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);
DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, RAYWHITE); DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, RAYWHITE);
if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE); if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
} }
@ -203,6 +199,7 @@ void UnloadGameplayScreen()
UnloadSound(fxbounce); UnloadSound(fxbounce);
UnloadTexture(player.sprite); UnloadTexture(player.sprite);
UnloadTexture(heart.sprite); UnloadTexture(heart.sprite);
UnloadTexture(enemy.sprite);
} }
void gameReset(void) void gameReset(void)

View file

@ -9,16 +9,7 @@
#ifndef GAMEPLAY_HEADER #ifndef GAMEPLAY_HEADER
#define GAMEPLAY_HEADER #define GAMEPLAY_HEADER
struct Ball { struct Actor {
Vector2 position;
Vector2 speed;
float radius;
float growth;
Color color;
bool active;
};
struct Player {
Texture2D sprite; Texture2D sprite;
float speed; float speed;
int hp; int hp;
@ -35,8 +26,8 @@ struct Item {
bool active; bool active;
}; };
struct Player player = { 0 }; struct Actor player = { 0 };
struct Ball ball = { 0 }; struct Actor enemy = { 0 };
struct Item heart = { 0 }; struct Item heart = { 0 };
int pauseTimer; int pauseTimer;
Sound fxbounce = { 0 }; Sound fxbounce = { 0 };