added basic collision
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528aa248f3
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2 changed files with 30 additions and 3 deletions
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@ -13,6 +13,7 @@ Make sure to read the LICENSE file
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* More clean code
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* More clean code
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* Build Guide
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* Build Guide
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* Hitboxes
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* Hitboxes working in .h files
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* Screen Boundaries
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* Projectiles
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* Projectiles
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* Portable Binaries of the game
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* Portable Binaries of the game
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30
src/Main.c
30
src/Main.c
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@ -30,11 +30,27 @@ void Func_MainGameLoop()
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Texture2D enemy = LoadTexture("assets/enemy.png");
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Texture2D enemy = LoadTexture("assets/enemy.png");
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Texture2D arctic = LoadTexture("assets/arctic.png");
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Texture2D arctic = LoadTexture("assets/arctic.png");
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// Hitboxes
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Rectangle EnemyHitbox = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 290, 300};
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Rectangle TuxHitbox = { GetScreenWidth()/2.0f - 30, GetScreenHeight()/2.0f - 30, 90, 40};
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Rectangle boxCollision = { 0 };
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bool collision = false;
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// GameLoop
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// GameLoop
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while (!WindowShouldClose()) {
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while (!WindowShouldClose()) {
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Func_ShowPos();
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Func_ShowPos();
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Func_Controls();
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Func_Controls();
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TuxHitbox.x = TuxPos_x+50;
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TuxHitbox.y = TuxPos_y+50;
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EnemyHitbox.x = EnemyPos_x;
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EnemyHitbox.y = EnemyPos_y;
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collision = CheckCollisionRecs(EnemyHitbox, TuxHitbox);
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if (collision) boxCollision = GetCollisionRec(EnemyHitbox, TuxHitbox);
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BeginDrawing();
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BeginDrawing();
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ClearBackground(RAYWHITE);
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ClearBackground(RAYWHITE);
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@ -42,8 +58,18 @@ void Func_MainGameLoop()
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DrawTexture(arctic, 50, 0, RAYWHITE);
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DrawTexture(arctic, 50, 0, RAYWHITE);
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DrawTexture(tux, TuxPos_x, TuxPos_y, RAYWHITE);
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DrawTexture(tux, TuxPos_x, TuxPos_y, RAYWHITE);
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DrawTexture(enemy, EnemyPos_x, EnemyPos_y, RAYWHITE);
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DrawTexture(enemy, EnemyPos_x, EnemyPos_y, RAYWHITE);
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DrawText("Tux Vs X ENGINE PROTOTYPE please read the LINCENSE", 50, 18, 20, BLACK);
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if (IsKeyDown(KEY_SPACE)) {
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DrawRectangleRec(EnemyHitbox, RED);
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DrawRectangleRec(TuxHitbox, BLUE);
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}
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if (collision) {
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DrawText("FINALY BASIC AWFUL COLLISION", 50, 18, 20, BLACK);
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} else {
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DrawText("Tux Vs X ENGINE PROTOTYPE please read the LINCENSE", 50, 18, 20, BLACK);
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}
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EndDrawing();
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EndDrawing();
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}
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}
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// Unload Textures
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// Unload Textures
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