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6 changed files with 2704 additions and 55 deletions

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@ -44,7 +44,7 @@ RAYLIB_LIB_PATH ?= /usr/local/lib
RAYLIB_LIBTYPE ?= STATIC
# Build mode for project: DEBUG or RELEASE
BUILD_MODE ?= RELEASE
BUILD_MODE ?= DEBUG
# Use Wayland display server protocol on Linux desktop (by default it uses X11 windowing system)
# NOTE: This variable is only used for PLATFORM_OS: LINUX

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@ -5,9 +5,6 @@ A dumb raylib test which you can play [here](https://canneddonuts.itch.io/avoid-
- a build guide
- a tutorial
## Note
This game's code more specifically 'Main.c' is a retyped version of this [repo](https://github.com/raysan5/raylib-game-template) which is code under the zlib license.
## Preview
![Alt Text](./doc-assets/preview.png)
![Alt Text](./doc-assets/preview1.png)

File diff suppressed because it is too large Load Diff

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@ -21,14 +21,14 @@ int score = 0, bestscore = 0, finishfromGameplayScreen = 0, redfeathers = 0, gre
Music Gameplaysong = { 0 };
bool CheckFireworkActivity(void)
bool CheckAttackActivity(struct Attack attack[], int val, int max)
{
int matches = 0, val = 0;
for (int i = 0; i < MAX_FIREWORKS; i++) {
if (fireworks[i].active == val) matches++;
int matches = 0;
for (int i = 0; i < max; i++) {
if (attack[i].active == val) matches++;
}
if (matches == MAX_FIREWORKS) return true;
if (matches == max) return true;
else return false;
}
@ -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 (CheckAttackActivity(fireworks, 0, MAX_FIREWORKS) && 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;

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@ -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)