/* - Avoid ~ a game by Canneddonuts - Filename ~ Gameplay.c - Author ~ Return0ne - 2022 - *no license* */ #include "../include/raylib.h" #include "Screens.h" #include "Controls.h" #include "Gameplay.h" #include "Score.h" #include "Textures.h" int score = 0, bestscore = 0; void InitGameplayScreen(void) { fxbounce = LoadSound("assets/sfx/boing.wav"); SetMasterVolume(0.2); player.sprite = LoadTexture("assets/gfx/player.png"); player.currentframe = 0; player.speed = 300.0f; player.hp = 30; player.frameRec = (Rectangle) { 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, (float) player.sprite.width/3, (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.hitbox = (Rectangle) { GetRandomValue(0, GetScreenWidth() - heart.sprite.width), GetRandomValue(0, GetScreenHeight() - heart.sprite.height), (float) heart.sprite.width, (float) heart.sprite.height }; heart.active = true; pause = 0; mute = true; DebugMode = 0; pauseTimer = 0; } void ResetGameplayScreen(void) { // code to reset all variables without reloading assets player.currentframe = 0; player.speed = 300.0f; player.hp = 30; player.hitbox = (Rectangle) { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, (float) player.sprite.width/3, (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) { GetRandomValue(0, GetScreenWidth() - heart.sprite.width), GetRandomValue(0, GetScreenHeight() - heart.sprite.height), (float) heart.sprite.width, (float) heart.sprite.height }; heart.active = true; DebugMode = 0; pauseTimer = 0; score = 0; } void UpdateGameplayScreen(void) { if (IsKeyPressed(KEY_M)) mute = !mute; if (INPUT_OPTION_PRESSED) pause = !pause; if (!pause) { 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; 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 }; enemy.sprite_pos = (Vector2){ enemy.hitbox.x, enemy.hitbox.y }; if (score % 1000 == 0) heart.active = true; // 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; 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; if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode; if (IsKeyPressed(KEY_R)) { gameReset(); currentScreen = TITLE; } if (player.hp <= 0) { gameReset(); currentScreen = GAMEOVER; } if (heart.active) { if (CheckCollisionRecs(player.hitbox, heart.hitbox)) { player.hp = 30; heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart.sprite.width); heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart.sprite.height); heart.active = false; } } if (enemy.hp != 0) { score++; if (score >= bestscore) bestscore = score; enemy.hitbox.y += GetFrameTime() * enemy.speed; if (((enemy.hitbox.y + enemy.hitbox.height) >= GetScreenHeight() || (enemy.hitbox.y <= 0))) enemy.speed *= -1.0f; if (CheckCollisionRecs(player.hitbox, enemy.hitbox)) { player.hp -= GetFrameTime() * 3.0f; player.currentframe = 1; } else player.currentframe = 0; } } else pauseTimer++; } void DrawGameplayScreen(void) { DrawTexture(background, 0, 0, RAYWHITE); DrawFPS(10, 430); DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED); DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE); if (DebugMode) { DrawRectangleRec(player.hitbox, BLUE); DrawRectangleRec(heart.hitbox, GREEN); DrawRectangleRec(enemy.hitbox, BLACK); } 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); if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE); } void UnloadGameplayScreen() { UnloadSound(fxbounce); UnloadTexture(player.sprite); UnloadTexture(heart.sprite); UnloadTexture(enemy.sprite); } void gameReset(void) { ResetGameplayScreen(); InitGameoverScreen(); }