Avoid/src/Gameplay.c

251 lines
7.0 KiB
C

/*
- 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;
firework_sprite = LoadTexture("assets/gfx/firework.png");
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].currentframe = 0;
fireworks[i].speed = 200.0f;
fireworks[i].hp = 1;
fireworks[i].hitbox = (Rectangle) {
50 * i,
100 * i,
(float) firework_sprite.width,
(float) firework_sprite.height
};
}
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;
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].currentframe = 0;
fireworks[i].speed = 200.0f;
fireworks[i].hp = 1;
fireworks[i].hitbox = (Rectangle) {
50 * i,
100 * i,
(float) firework_sprite.width,
(float) firework_sprite.height
};
}
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 };
for (int i = 0; i < MAX_FIREWORKS; i++) {
fireworks[i].sprite_pos = (Vector2){ fireworks[i].hitbox.x, fireworks[i].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;
}
for (int i = 0; i <= MAX_FIREWORKS; i++) {
if (CheckCollisionRecs(player.hitbox, fireworks[i].hitbox)) {
player.hp -= GetFrameTime() * 3.0f;
player.currentframe = 1;
}
}
}
else pauseTimer++;
}
void DrawGameplayScreen(void)
{
DrawTexture(background, 0, 0, RAYWHITE);
DrawFPS(10, 430);
if (DebugMode) {
DrawRectangleRec(player.hitbox, BLUE);
DrawRectangleRec(heart.hitbox, GREEN);
DrawRectangleRec(enemy.hitbox, BLACK);
for (int i = 0; i < MAX_FIREWORKS; i++) {
DrawRectangleRec(fireworks[i].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);
for (int i = 0; i < MAX_FIREWORKS; i++) {
DrawTexture(firework_sprite, fireworks[i].sprite_pos.x, fireworks[i].sprite_pos.y, RAYWHITE);
}
DrawTextureRec(player_sprite, player.frameRec, player.sprite_pos, RAYWHITE);
DrawText(TextFormat("HP: %i", player.hp), 10, 10, 20, RED);
DrawText(TextFormat("SCORE: %i", score), 10, 30, 20, BLUE);
if (pause && ((pauseTimer/30)%2)) DrawText("PAUSED", 330, 190, 30, PURPLE);
}
void UnloadGameplayScreen()
{
UnloadSound(fxbounce);
UnloadTexture(player_sprite);
UnloadTexture(heart_sprite);
UnloadTexture(enemy_sprite);
UnloadTexture(firework_sprite);
}
void gameReset(void)
{
ResetGameplayScreen();
InitGameoverScreen();
}