added gamepad support for Linux only

This commit is contained in:
Return0ne 2022-06-11 16:10:58 -04:00
parent f6b4f20820
commit fb39864584
5 changed files with 89 additions and 30 deletions

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@ -0,0 +1 @@
{"modelVersion":2,"piskel":{"name":"Health","description":"","fps":12,"height":40,"width":40,"layers":["{\"name\":\"Layer 1\",\"opacity\":1,\"frameCount\":1,\"chunks\":[{\"layout\":[[0]],\"base64PNG\":\"data:image/png;base64,iVBORw0KGgoAAAANSUhEUgAAACgAAAAoCAYAAACM/rhtAAAAbUlEQVRYhe3WMQ7AIAhAUY/g8XtUNjvZuGAgjSjx/8QNwhsthYiIKLI2ed55becC4FPr9yzAcd6wcxlQOarOhQFFpIlIHuB4WIMBtAIAroJGwNIAXdAdsDTAKfQEWO94YG/5d+pvxwOJiIjI1wsK5HWucm45QwAAAABJRU5ErkJggg==\"}]}"],"hiddenFrames":[""]}}

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@ -1,2 +1,2 @@
#!/bin/sh
emcc -o html5/index.html src/Main.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/sfx/boing.wav --preload-file assets/gfx/player.png --shell-file html5/shell.html
emcc -o html5/index.html src/Main.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

24
src/Controls.h Normal file
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@ -0,0 +1,24 @@
/*
- Avoid ~ a game by Canneddonuts
- Filename ~ Controls.h
- Author ~ Return0ne
- 2022
- *no license*
*/
#ifndef CONTROLS_HEADER
#define CONTROLS_HEADER
#define INPUT_UP_PRESSED IsKeyPressed(KEY_UP) || IsGamepadButtonPressed(0, GAMEPAD_BUTTON_LEFT_FACE_UP)
#define INPUT_DOWN_PRESSED IsKeyPressed(KEY_DOWN) || IsGamepadButtonPressed(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)
#define INPUT_OPTION_PRESSED IsKeyPressed(KEY_ENTER) || IsGamepadButtonPressed(0, GAMEPAD_BUTTON_MIDDLE_RIGHT)
#define INPUT_LEFT_DOWN IsKeyDown(KEY_LEFT) || IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_LEFT)
#define INPUT_RIGHT_DOWN IsKeyDown(KEY_RIGHT) || IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_RIGHT)
#define INPUT_UP_DOWN IsKeyDown(KEY_UP) || IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_UP)
#define INPUT_DOWN_DOWN IsKeyDown(KEY_DOWN) || IsGamepadButtonDown(0, GAMEPAD_BUTTON_LEFT_FACE_DOWN)
#define INPUT_DASH_DOWN IsKeyDown(KEY_X) || IsGamepadButtonDown(0, GAMEPAD_BUTTON_RIGHT_FACE_LEFT)
#endif

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@ -8,6 +8,8 @@
#include "../include/raylib.h"
#include "Controls.h"
#if defined(PLATFORM_WEB)
#include <emscripten/emscripten.h>
#endif
@ -38,7 +40,14 @@ typedef struct Player {
Rectangle frameRec;
Rectangle hitbox;
} Player;
/*
typedef struct Item {
Texture2D sprite;
Vector2 sprite_pos;
Rectangle hitbox;
bool active;
} Item;
*/
// Game variables
static int pauseTimer;
static int score, bestscore;
@ -47,6 +56,7 @@ static GameScreen currentScreen = { 0 };
static Sound fxbounce = { 0 };
static Player player = { 0 };
static Ball ball = { 0 };
// static Item heart = { 0 };
static bool pause;
static bool mute;
static bool DebugMode;
@ -77,6 +87,8 @@ int main(void)
unloadGame();
CloseAudioDevice();
CloseWindow();
return 0;
@ -96,18 +108,27 @@ void gameSetup(void)
player.speed = 300.0f;
player.hp = 30;
player.frameRec = (Rectangle) {
0.0f,
0.0f,
player.hitbox.x,
player.hitbox.y,
(float) player.sprite.width/3,
(float) player.sprite.height
};
player.hitbox = (Rectangle) {
GetScreenWidth()/2.0f - 30,
GetScreenHeight()/2.0f - 30,
70,
70
(float) player.sprite.width/3,
(float) player.sprite.height
};
/*
heart.sprite = LoadTexture("assets/gfx/health.png");
heart.hitbox = (Rectangle) {
GetRandomValue(0, screenWidth - heart.sprite.width),
GetRandomValue(0, screenHeight - heart.sprite.height),
(float) heart.sprite.width/3,
(float) heart.sprite.height
};
heart.active = true;
*/
ball.position = (Vector2){ 50, 50 };
ball.speed = (Vector2){ 400.0f, 300.0f };
ball.radius = 20;
@ -129,29 +150,28 @@ void updateGame(void)
switch(currentScreen) {
case TITLE:
if (IsKeyPressed(KEY_UP)) titleSelected++;
if (IsKeyPressed(KEY_DOWN)) titleSelected--;
if (INPUT_UP_PRESSED) titleSelected++;
if (INPUT_DOWN_PRESSED) titleSelected--;
if (titleSelected > 0) titleSelected--;
if (titleSelected < -2) titleSelected++;
if ((titleSelected == 0) && (IsKeyPressed(KEY_ENTER))) currentScreen = GAMEPLAY;
if ((titleSelected == -1) && (IsKeyPressed(KEY_ENTER))) currentScreen = CREDITS;
if ((titleSelected == -2) && (IsKeyPressed(KEY_ENTER))) OpenURL("https://canneddonuts.itch.io/");
if ((titleSelected == 0) && (INPUT_OPTION_PRESSED)) currentScreen = GAMEPLAY;
if ((titleSelected == -1) && (INPUT_OPTION_PRESSED)) currentScreen = CREDITS;
if ((titleSelected == -2) && (INPUT_OPTION_PRESSED)) OpenURL("https://canneddonuts.itch.io/");
break;
case GAMEPLAY:
if (IsKeyPressed(KEY_M)) mute = !mute;
if (IsKeyPressed(KEY_ENTER)) pause = !pause;
if (INPUT_OPTION_PRESSED) pause = !pause;
if (!pause) {
// Controls
if (IsKeyDown(KEY_LEFT)) player.hitbox.x -= GetFrameTime() * player.speed;
if (IsKeyDown(KEY_RIGHT)) player.hitbox.x += GetFrameTime() * player.speed;
if (IsKeyDown(KEY_UP)) player.hitbox.y -= GetFrameTime() * player.speed;
if (IsKeyDown(KEY_DOWN)) player.hitbox.y += GetFrameTime() * player.speed;
if (IsKeyDown(KEY_X)) {
// player.speed *= 2;
if (INPUT_LEFT_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_DOWN_DOWN) player.hitbox.y += GetFrameTime() * player.speed;
if (INPUT_DASH_DOWN) {
player.speed = 600.0f;
if (player.currentframe != 1) player.currentframe = 2;
} else player.speed = 300.0f;
@ -160,6 +180,8 @@ void updateGame(void)
player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y };
player.frameRec.x = (float)player.currentframe*(float)player.sprite.width/3;
// heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
// Player to da wallz collies
if ((player.hitbox.x + player.hitbox.width) >= GetScreenWidth()) player.hitbox.x = GetScreenWidth() - player.hitbox.width;
else if (player.hitbox.x <= 0) player.hitbox.x = 0;
@ -181,6 +203,7 @@ void updateGame(void)
currentScreen = GAMEOVER;
}
if (ball.active) {
score++;
// movement of the ball
@ -188,6 +211,7 @@ void updateGame(void)
ball.position.y += GetFrameTime() * ball.speed.y;
if (score >= bestscore) bestscore = score;
// Ballz to da wallz collies
if ((ball.position.x >= (GetScreenWidth() - ball.radius)) || (ball.position.x <= ball.radius)) {
ball.speed.x *= -1.0f;
@ -212,19 +236,19 @@ void updateGame(void)
break;
case GAMEOVER:
if (IsKeyPressed(KEY_UP)) gameoverSelected++;
if (IsKeyPressed(KEY_DOWN)) gameoverSelected--;
if (INPUT_UP_PRESSED) gameoverSelected++;
if (INPUT_DOWN_PRESSED) gameoverSelected--;
if (gameoverSelected > 0) gameoverSelected--;
if (gameoverSelected < -1) gameoverSelected++;
if ((gameoverSelected == 0) && (IsKeyPressed(KEY_ENTER)))
if ((gameoverSelected == 0) && (INPUT_OPTION_PRESSED))
currentScreen = GAMEPLAY;
if ((gameoverSelected == -1) && (IsKeyPressed(KEY_ENTER)))
if ((gameoverSelected == -1) && (INPUT_OPTION_PRESSED))
currentScreen = TITLE;
break;
case CREDITS:
if (IsKeyPressed(KEY_ENTER)) currentScreen = TITLE;
if (INPUT_OPTION_PRESSED) currentScreen = TITLE;
default: break;
}
}
@ -241,12 +265,12 @@ void drawGame(void)
DrawRectangle(0, 0, screenWidth, screenHeight, ORANGE);
DrawText("Controls", 10, 10, 30, PURPLE);
DrawText(TextFormat("BEST: %i", bestscore), 600, 0, 30, WHITE);
DrawText("Press the arrow keys to move and 'X' to dash", 10, 40, 10, RED);
DrawText("Press 'ENTER' to pause", 10, 60, 10, RED);
DrawText("Press the arrow keys or 'DPAD' to move and 'X' to dash", 10, 40, 10, RED);
DrawText("Press 'ENTER' or 'START' to pause", 10, 60, 10, RED);
DrawText("Press 'M' to mute", 10, 80, 10, RED);
DrawText("Press 'Left-ALT' + 'F' for full screen", 10, 100, 10, RED);
DrawText("Press 'R' to restart", 10, 120, 10, RED);
DrawText("Press 'ENTER' to select an option", 10, 140, 10, RED);
DrawText("Press 'ENTER' or 'START' to select an option", 10, 140, 10, RED);
DrawText("Avoid", 330, 20, 50, BLUE);
if (titleSelected == 0) DrawText("PLAY", 360, 220, 20, WHITE);
else DrawText("PLAY", 360, 220, 20, BLUE);
@ -270,6 +294,7 @@ void drawGame(void)
DrawRectangleRec(player.hitbox, BLUE);
}
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);
DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, WHITE);
if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
break;
@ -308,10 +333,18 @@ void gameReset(void)
player.hitbox = (Rectangle) {
GetScreenWidth()/2.0f - 30,
GetScreenHeight()/2.0f - 30,
70,
70
(float) player.sprite.width/3,
(float) player.sprite.height
};
/*
heart.hitbox = (Rectangle) {
GetRandomValue(0, screenWidth - heart.sprite.width),
GetRandomValue(0, screenHeight - heart.sprite.height),
(float) heart.sprite.width/3,
(float) heart.sprite.height
};
heart.active = true;
*/
ball.position = (Vector2){ 50, 50 };
ball.radius = 20;
ball.active = true;
@ -334,4 +367,5 @@ void unloadGame(void)
{
UnloadSound(fxbounce);
UnloadTexture(player.sprite);
//UnloadTexture(heart.sprite);
}