220 lines
6.8 KiB
C
220 lines
6.8 KiB
C
/*
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- Avoid ~ a game by Canneddonuts
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- Filename ~ Gameplay.c
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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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#include "../include/raylib.h"
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#include "Screens.h"
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#include "Controls.h"
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#include "Gameplay.h"
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#include "Score.h"
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int score = 0, bestscore = 0;
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void InitGameplayScreen(void)
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{
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fxbounce = LoadSound("assets/sfx/boing.wav");
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SetMasterVolume(0.2);
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player.sprite = LoadTexture("assets/gfx/player.png");
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player.currentframe = 0;
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player.speed = 300.0f;
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player.hp = 30;
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player.frameRec = (Rectangle) {
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player.hitbox.x,
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player.hitbox.y,
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(float) player.sprite.width/3,
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(float) player.sprite.height
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};
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player.hitbox = (Rectangle) {
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GetScreenWidth()/2.0f - 30,
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GetScreenHeight()/2.0f - 30,
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(float) player.sprite.width/3,
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(float) player.sprite.height
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};
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heart.sprite = LoadTexture("assets/gfx/health.png");
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
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GetRandomValue(0, GetScreenHeight() - heart.sprite.height),
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(float) heart.sprite.width,
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(float) heart.sprite.height
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};
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heart.active = false;
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ball.position = (Vector2){ 50, 50 };
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ball.speed = (Vector2){ 400.0f, 300.0f };
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ball.radius = 20;
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ball.growth = 2;
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ball.color = MAROON;
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ball.active = true;
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pause = 0;
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mute = 0;
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DebugMode = 0;
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pauseTimer = 0;
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}
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void ResetGameplayScreen(void)
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{
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// code to reset all variables without reloading assets
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player.currentframe = 0;
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player.speed = 300.0f;
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player.hp = 30;
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player.hitbox = (Rectangle) {
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GetScreenWidth()/2.0f - 30,
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GetScreenHeight()/2.0f - 30,
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(float) player.sprite.width/3,
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(float) player.sprite.height
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};
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heart.hitbox = (Rectangle) {
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GetRandomValue(0, GetScreenWidth() - heart.sprite.width),
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GetRandomValue(0, GetScreenHeight() - heart.sprite.height),
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(float) heart.sprite.width,
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(float) heart.sprite.height
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};
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heart.active = false;
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ball.position = (Vector2){ 50, 50 };
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ball.radius = 20;
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ball.active = true;
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DebugMode = 0;
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pauseTimer = 0;
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score = 0;
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}
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void UpdateGameplayScreen(void)
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{
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if (IsKeyPressed(KEY_M)) mute = !mute;
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if (INPUT_OPTION_PRESSED) pause = !pause;
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if (!pause) {
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// Controls
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if (INPUT_LEFT_DOWN) player.hitbox.x -= GetFrameTime() * player.speed;
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if (INPUT_RIGHT_DOWN) player.hitbox.x += GetFrameTime() * player.speed;
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if (INPUT_UP_DOWN) player.hitbox.y -= GetFrameTime() * player.speed;
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if (INPUT_DOWN_DOWN) player.hitbox.y += GetFrameTime() * player.speed;
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if (INPUT_DASH_DOWN) {
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player.speed = 600.0f;
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if (player.currentframe != 1) player.currentframe = 2;
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} else player.speed = 300.0f;
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player.sprite_pos = (Vector2){ player.hitbox.x, player.hitbox.y };
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player.frameRec.x = (float)player.currentframe*(float)player.sprite.width/3;
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heart.sprite_pos = (Vector2){ heart.hitbox.x, heart.hitbox.y };
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if (score == 1000) heart.active = true;
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if (score == 2000) heart.active = true;
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if (score == 3000) heart.active = true;
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if (score == 4000) heart.active = true;
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if (score == 5000) heart.active = true;
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if (score == 6000) heart.active = true;
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if (score == 7000) heart.active = true;
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if (score == 8000) heart.active = true;
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if (score == 9000) heart.active = true;
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if (score == 10000) heart.active = true;
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// Player to da wallz collies
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if ((player.hitbox.x + player.hitbox.width) >= GetScreenWidth()) player.hitbox.x = GetScreenWidth() - player.hitbox.width;
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else if (player.hitbox.x <= 0) player.hitbox.x = 0;
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if ((player.hitbox.y + player.hitbox.height) >= GetScreenHeight()) player.hitbox.y = GetScreenHeight() - player.hitbox.height;
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else if (player.hitbox.y <= 0) player.hitbox.y = 0;
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if (IsKeyPressed(KEY_B)) ball.active = !ball.active;
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if (IsKeyPressed(KEY_D)) DebugMode = !DebugMode;
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if (IsKeyPressed(KEY_R)) {
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gameReset();
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currentScreen = TITLE;
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}
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if (player.hp <= 0) {
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gameReset();
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currentScreen = GAMEOVER;
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}
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if (heart.active) {
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if (CheckCollisionRecs(player.hitbox, heart.hitbox)) {
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player.hp = 30;
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heart.hitbox.x = GetRandomValue(0, GetScreenWidth() - heart.sprite.width);
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heart.hitbox.y = GetRandomValue(0, GetScreenHeight() - heart.sprite.height);
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heart.active = false;
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}
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}
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if (ball.active) {
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score++;
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// movement of the ball
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ball.position.x += GetFrameTime() * ball.speed.x;
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ball.position.y += GetFrameTime() * ball.speed.y;
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if (score >= bestscore) bestscore = score;
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// Ballz to da wallz collies
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if ((ball.position.x >= (GetScreenWidth() - ball.radius)) || (ball.position.x <= ball.radius)) {
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ball.speed.x *= -1.0f;
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if (!mute) PlaySoundMulti(fxbounce);
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}
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if ((ball.position.y >= (GetScreenHeight() - ball.radius)) || (ball.position.y <= ball.radius)) {
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ball.speed.y *= -1.0f;
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if (!mute) PlaySoundMulti(fxbounce);
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}
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if (CheckCollisionCircleRec(ball.position, ball.radius, player.hitbox)) {
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player.hp -= GetFrameTime() * 3.0f;
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player.currentframe = 1;
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} else player.currentframe = 0;
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if (ball.radius <= 100) ball.radius += GetFrameTime() * ball.growth;
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}
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}
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else pauseTimer++;
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}
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void DrawGameplayScreen(void)
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{
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DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), BLACK);
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DrawFPS(10, 430);
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DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
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DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
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if (DebugMode) {
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DrawText(TextFormat("BALL SIZE: %f", ball.radius), 10, 50, 20, GREEN);
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DrawText(TextFormat("BALL POS X: %f, BALL POS Y: %f", ball.position.x, ball.position.y), 10, 70, 20, GREEN);
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DrawText(TextFormat("BALL SPEED X: %f, BALL SPEED Y: %f", ball.speed.x, ball.speed.y), 10, 90, 20, GREEN);
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DrawRectangleRec(player.hitbox, BLUE);
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DrawRectangleRec(heart.hitbox, GREEN);
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}
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if (ball.active) DrawCircleV(ball.position, (float)ball.radius, ball.color);
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if (heart.active) DrawTexture(heart.sprite, heart.sprite_pos.x, heart.sprite_pos.y, RAYWHITE);
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DrawTextureRec(player.sprite, player.frameRec, player.sprite_pos, WHITE);
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if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
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}
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void UnloadGameplayScreen()
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{
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UnloadSound(fxbounce);
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UnloadTexture(player.sprite);
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UnloadTexture(heart.sprite);
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}
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void gameReset(void)
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{
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ResetGameplayScreen();
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InitGameoverScreen();
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}
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