added stats to level select and better firework amounts
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3537a6d37e
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4 changed files with 50 additions and 35 deletions
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@ -12,15 +12,26 @@
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#include "Controls.h"
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#include "Options.h"
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#include "Gameplay.h"
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#include "Score.h"
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#include "Stats.h"
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#include "Timers.h"
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#include "Music.h"
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#include "Gfx.h"
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int score = 0, bestscore = 0, finishfromGameplayScreen = 0;
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int score = 0, bestscore = 0, finishfromGameplayScreen = 0, redfeathers = 0, greenfeathers = 0;
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Music Gameplaysong = { 0 };
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bool CheckFireworkActivity(void)
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{
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int matches = 0, val = 0;
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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if (fireworks[i].active == val) matches++;
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}
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if (matches == MAX_FIREWORKS) return true;
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else return false;
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}
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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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@ -95,13 +106,19 @@ void InitGameplayScreen(void)
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feather.power = 0;
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for (int i = 0; i < MAX_FIREWORKS; i++) {
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fireworks[i].active = 0;
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fireworks[i].active = 1;
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fireworks[i].hitbox = (Rectangle) {
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630,
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GetRandomValue(0, GetScreenHeight()),
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GetScreenWidth() + firework_sprite.width,
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0,
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(float) firework_sprite.width/2 + 10,
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(float) firework_sprite.height
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};
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fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
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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(400, 600); break;
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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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@ -117,13 +134,16 @@ void InitGameplayScreen(void)
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shoot[i].active = false;
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shoot[i].color = RED;
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}
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fireworkAmount = 100;
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switch (level) {
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case LEVEL1: fireworkAmount = 50; break;
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case LEVEL2: fireworkAmount = 200; break;
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case LEVEL3: fireworkAmount = 500; break;
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}
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pause = 0;
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DebugMode = 0;
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pauseTimer = 0;
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score = 0;
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scoreTimer = 0;
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GI_callcount++;
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}
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@ -169,12 +189,11 @@ void ResetFeather(void)
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}
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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 (fireworkAmount < 1 && level < 2) { StopMusicStream(Gameplaysong); levelunlocked++; finishfromGameplayScreen = 4; }
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if (CheckFireworkActivity() && level < 2) { StopMusicStream(Gameplaysong); levelunlocked++; finishfromGameplayScreen = 4; }
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if (!mute) UpdateMusicStream(Gameplaysong);
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@ -231,7 +250,8 @@ void UpdateGameplayScreen(void)
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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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if (score >= bestscore) bestscore = score;
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greenfeathers = player.hp;
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redfeathers = ammo;
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// Debug stuff
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if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
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@ -311,7 +331,7 @@ void UpdateGameplayScreen(void)
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case 0:
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fireworks[i].hitbox.x = GetScreenWidth() + firework_sprite.width;
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fireworks[i].active = 1;
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if (fireworkAmount > 0) { fireworkAmount--; fireworks[i].active = 1; }
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fireworks[i].hitbox.y = GetRandomValue(0, GetScreenHeight() - firework_sprite.height);
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switch (level) {
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case LEVEL1: fireworks[i].speed.x = GetRandomValue(100, 300); break;
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@ -323,7 +343,7 @@ void UpdateGameplayScreen(void)
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fireworks[i].hitbox.x += GetFrameTime() * -fireworks[i].speed.x;
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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))) { fireworkAmount--; fireworks[i].active = 0; }
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|| (fireworks[i].hitbox.x <= -firework_sprite.width))) fireworks[i].active = 0;
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break;
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}
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}
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@ -371,8 +391,8 @@ void DrawGameplayScreen(void)
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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() - 200, 0, 30, RED);
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else DrawText(TextFormat("FIREWORKS LEFT: %i", fireworkAmount), GetScreenWidth() - 260, 0, 20, GREEN);
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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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if (pause && (((int)pauseTimer/30)%2)) DrawTextEx(ZadoBold, "PAUSED", (Vector2){ 280, 160 }, 60, 2, WHITE);
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@ -9,6 +9,7 @@
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#include "../include/raylib.h"
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#include "Screens.h"
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#include "Stats.h"
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#include "Controls.h"
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#include "Gfx.h"
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@ -16,6 +17,7 @@ int finishfromLevelSelScreen = 0, levelSelected = 1, levelunlocked = 0;
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void InitLevelSelScreen(void)
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{
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feather_sprite = LoadTexture("assets/gfx/feather.png");
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finishfromLevelSelScreen = 0;
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}
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@ -35,6 +37,13 @@ void DrawLevelSelScreen(void)
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{
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DrawTexture(background, 0, 0, GRAY);
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DrawTexture(feather_sprite, 0, 0, GREEN);
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DrawText(TextFormat("= %i", greenfeathers), 30, 30, 30, GREEN);
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DrawTexture(feather_sprite, 80, 0, RED);
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DrawText(TextFormat("= %i", redfeathers), 110, 30, 30, RED);
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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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if (levelSelected == 1) DrawText("1", 100, 220, 30, WHITE);
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else DrawText("1", 100, 220, 30, BLUE);
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@ -49,6 +58,7 @@ void DrawLevelSelScreen(void)
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void UnloadLevelSelScreen(void)
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{
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UnloadTexture(feather_sprite);
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}
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int FinishLevelSelScreen(void)
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@ -1,15 +1,16 @@
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/*
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- Avoid ~ a game by Canneddonuts
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- Filename ~ Score.h
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- Filename ~ Stats.h
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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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#ifndef SCORE_HEADER
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#define SCORE_HEADER
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#ifndef STATS_HEADER
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#define STATS_HEADER
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extern int bestscore;
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extern int score;
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extern int greenfeathers;
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extern int redfeathers;
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#endif
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16
src/Title.c
16
src/Title.c
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#include "Controls.h"
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#include "Music.h"
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#include "Options.h"
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#include "Score.h"
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#include "Gfx.h"
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int titleSelected = 0, finishfromTitleScreen = 0;
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Music Titlesong = { 0 };
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void DrawScore(void)
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{
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if (bestscore >= 10000)
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DrawText(TextFormat("BEST: %i", bestscore), 580, 0, 30, (Color){ 222, 181, 0, 255 });
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else if (bestscore >= 5000)
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DrawText(TextFormat("BEST: %i", bestscore), 580, 0, 30, (Color){ 149, 148, 147, 255 });
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else if (bestscore >= 1000)
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DrawText(TextFormat("BEST: %i", bestscore), 580, 0, 30,(Color){ 138, 72, 4, 255 });
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else
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DrawText(TextFormat("BEST: %i", bestscore), 580, 0, 30, BLUE);
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}
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void InitTitleScreen(void)
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{
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titleSelected = 0;
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@ -58,7 +43,6 @@ void DrawTitleScreen(void)
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DrawTexture(background, 0, 0, GRAY);
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DrawTextEx(ZadoBold, "Avoid", (Vector2){ 300, 0 }, 80, 5, BLUE);
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DrawText("Controls", 5, 10, 30, BLUE);
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DrawScore();
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DrawText("Press the arrow keys or 'DPAD' to move and 'X' to dash", 5, 40, 10, WHITE);
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DrawText("Press 'ENTER' or 'START' to pause", 5, 60, 10, WHITE);
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DrawText("Press 'M' to mute", 5, 80, 10, WHITE);
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