fixed unlock system & added firework death
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					 2 changed files with 8 additions and 7 deletions
				
			
		|  | @ -51,6 +51,8 @@ void InitGameplayScreen(void) | |||
| 
 | ||||
|   finishfromGameplayScreen = 0; | ||||
| 
 | ||||
|   nextlevel = level + 1; | ||||
| 
 | ||||
|   globalTimer = 0; | ||||
| 
 | ||||
|   if (player.hp < 1) player.hp = 1; | ||||
|  | @ -193,7 +195,7 @@ void UpdateGameplayScreen(void) | |||
|    if (INPUT_OPTION_PRESSED) pause = !pause; | ||||
|    // code to end the game
 | ||||
|    if (level > 2) { StopMusicStream(Gameplaysong); finishfromGameplayScreen = 3; } | ||||
|    if (CheckFireworkActivity() && level < 2) { StopMusicStream(Gameplaysong); levelunlocked[nextlevel] = true; nextlevel++; finishfromGameplayScreen = 4; } | ||||
|    if (CheckFireworkActivity() && level < 2) { StopMusicStream(Gameplaysong); levelunlocked[nextlevel] = true; finishfromGameplayScreen = 4; } | ||||
| 
 | ||||
|    if (!mute) UpdateMusicStream(Gameplaysong); | ||||
| 
 | ||||
|  | @ -308,6 +310,8 @@ void UpdateGameplayScreen(void) | |||
|                enemy.hitbox.y = GetRandomValue(0, GetScreenHeight()); | ||||
|                shoot[i].active = false; | ||||
|              } | ||||
|               if (((shoot[i].hitbox.x + -attack_sprite.width) > GetScreenWidth() | ||||
|               || (shoot[i].hitbox.x <= -attack_sprite.width)))  shoot[i].active = 0; | ||||
|            } | ||||
| 
 | ||||
|            if (enemy.hp < 1) { level++; enemy.hp = 5; } | ||||
|  | @ -319,14 +323,13 @@ void UpdateGameplayScreen(void) | |||
|                DamageActor(&player); | ||||
|                fireworks[i].active = 0; | ||||
|              } | ||||
|             /* for (int j = 0; j < MAX_SHOOTS; j++) {
 | ||||
|              for (int j = 0; j < MAX_SHOOTS; j++) { | ||||
|                if (CheckCollisionRecs(shoot[j].hitbox, fireworks[i].hitbox) && shoot[j].active) { | ||||
|                  if (!mute) PlaySoundMulti(enemy.fxhit); | ||||
|                  fireworks[i].active = 0; | ||||
|                  fireworkAmount--; | ||||
|                  shoot[j].active = 0; | ||||
|                } | ||||
|              } */ | ||||
|              }  | ||||
|              switch (fireworks[i].active) { | ||||
|                 case 0: | ||||
|                     fireworks[i].hitbox.x = GetScreenWidth() + firework_sprite.width; | ||||
|  |  | |||
|  | @ -18,8 +18,6 @@ bool levelunlocked[3] = {1, 0 , 0}; | |||
| 
 | ||||
| void InitLevelSelScreen(void) | ||||
| { | ||||
|   nextlevel = level + 1; | ||||
| 
 | ||||
|   feather_sprite = LoadTexture("assets/gfx/feather.png"); | ||||
|   finishfromLevelSelScreen = 0; | ||||
| } | ||||
|  | @ -59,7 +57,7 @@ void DrawLevelSelScreen(void) | |||
|   else  DrawText("3", 300, 220, 60, GRAY); | ||||
| 
 | ||||
|  // printf("%d, %d, %d\n", levelunlocked[0], levelunlocked[1], levelunlocked[2]);
 | ||||
|   printf("%d\n", levelunlocked[nextlevel]); | ||||
|   // printf("%d\n", levelunlocked[nextlevel]);
 | ||||
| } | ||||
| 
 | ||||
| void UnloadLevelSelScreen(void) | ||||
|  |  | |||
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