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Some code improvements

Render wave in a render target
Implemented combo system
Removed big useless audio (fxWave)
pull/218/head
Ray 8 years ago
parent
commit
762d2580cd
2 changed files with 39 additions and 29 deletions
  1. BIN
      games/wave_collector/resources/textures/background_gameplay.png
  2. +39
    -29
      games/wave_collector/screens/screen_gameplay.c

BIN
games/wave_collector/resources/textures/background_gameplay.png View File

Before After
Width: 1280  |  Height: 720  |  Size: 548 KiB Width: 1280  |  Height: 720  |  Size: 554 KiB

+ 39
- 29
games/wave_collector/screens/screen_gameplay.c View File

@ -32,7 +32,7 @@
#define MAX_SAMPLES_SPEED 7 // Max speed for samples movement
#define MIN_SAMPLES_SPEED 3 // Min speed for samples movement
#define SAMPLES_SPACING 100 // Separation between samples in pixels
#define SAMPLES_MULTIPLIER 500 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT)
#define SAMPLES_MULTIPLIER 700 // Defines sample data scaling value (it would be adjusted to MAX_GAME_HEIGHT)
#define MAX_GAME_HEIGHT 400 // Defines max possible amplitude between samples (game area)
//----------------------------------------------------------------------------------
@ -47,8 +47,8 @@ typedef struct Player {
} Player;
typedef struct Sample {
float value;
Vector2 position;
float value; // Raw audio sample value (normalized)
int radius;
bool active; // Define if sample is active (can be collected)
bool collected; // Define if sample has been collected
@ -72,8 +72,8 @@ static Rectangle playerArea; // Define player movement area (and sample colle
static float warpCounter; // Time warp counter
static float synchro; // Calculates collected samples relation [0..1]
//static int combo;
//static int maxCombo;
static int combo;
static int maxCombo;
static Rectangle waveRec;
@ -93,19 +93,16 @@ static Texture2D texSampleMid;
static Texture2D texSampleBig;
static Texture2D texLine;
//static RenderTexture2D waveTarget;
static RenderTexture2D waveTarget;
static Sound fxSampleOn; // Collected sample sound
static Sound fxSampleOff; // Miss sample sound
static Sound fxWave; // Sound from wave sample
static Sound fxPause; // Pause sound
// Debug variables
//------------------------------------------------------------------------------------
// Module Functions Declaration (local)
//------------------------------------------------------------------------------------
//static void DrawWave(float *waveData, int sampleCount, Rectangle bounds, Color color);
//static void DrawWaveEx(float *waveData, int sampleCount, int playedSamples, Rectangle bounds, Color color);
static void DrawSamples(Sample *samples, int sampleCount, int playedSamples, Rectangle bounds, Color color);
//----------------------------------------------------------------------------------
@ -129,7 +126,7 @@ void InitGameplayScreen(void)
texLine = LoadTexture("resources/textures/line.png");
waveRec = (Rectangle){ 32, 32, 1280 - 64, 105 };
o">//RenderTexture2D waveTarget = LoadRenderTexture(waveRec.width, waveRec.height);
waveTarget = LoadRenderTexture(waveRec.width, waveRec.height);
// Sound loading
fxSampleOn = LoadSound("resources/audio/sample_on.wav");
@ -151,11 +148,13 @@ void InitGameplayScreen(void)
warpCounter = 395;
synchro = 0.2f;
combo = 0;
maxCombo = 0;
// Initialize wave and samples data
Wave wave = LoadWave("resources/audio/wave.ogg");
float *waveData = GetWaveData(wave);
//printf("Wave total samples: %i\n", wave.sampleCount);
float *waveData = GetWaveData(wave); // TODO: Be careful with channels!
// We calculate the required parameters to adjust audio time to gameplay time
// that way samples collected correspond to audio playing
@ -166,7 +165,7 @@ void InitGameplayScreen(void)
totalSamples = wave.sampleCount/samplesDivision;
n">fxWave = LoadSoundFromWave(wave);
o">// We don't need wave any more (already got waveData)
UnloadWave(wave);
collectedSamples = 0;
@ -275,6 +274,9 @@ void UpdateGameplayScreen(void)
collectedSamples++;
synchro += 0.02;
combo++;
if (combo > maxCombo) maxCombo = combo;
if (synchro >= 1.0f) synchro = 1.0f;
// Set sound pitch depending on sample position (base pitch: 1.0f)
@ -292,9 +294,12 @@ void UpdateGameplayScreen(void)
{
samples[i].active = false;
//PlaySound(fxSampleOff);
if (!samples[i].collected) synchro -= 0.05f;
if (!samples[i].collected)
{
synchro -= 0.05f;
PlaySound(fxSampleOff);
combo = 0;
}
}
}
}
@ -321,7 +326,7 @@ void UpdateGameplayScreen(void)
}
// Check ending conditions
if (currentSample >= totalSamples)
if (currentSample >= totalSamples - 1)
{
StopMusicStream(music);
endingStatus = 1; // Win
@ -362,9 +367,9 @@ void DrawGameplayScreen(void)
//DrawCircleV(samples[i].position, samples[i].radius, col);
if (!samples[i].collected)
{
o">// TODO: Draw differnt size samples
DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col);
k">if (combo > 50) DrawTexture(texSampleSmall, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleSmall.height/2, col);
k">else if (combo > 25) DrawTexture(texSampleMid, samples[i].position.x - texSampleMid.width/2, samples[i].position.y - texSampleMid.height/2, col);
else DrawTexture(texSampleBig, samples[i].position.x - texSampleSmall.width/2, samples[i].position.y - texSampleBig.height/2, col);
}
if (i < (currentSample + 1)) col = Fade(GRAY, 0.3f);
@ -378,9 +383,11 @@ void DrawGameplayScreen(void)
float d = sqrtf(dx*dx + dy*dy);
float angle = asinf(dy/d);
// l">TODO: Draw lines using textures - IMPROVE!
// Draw lines using textures
//DrawTextureEx(texLine, (Vector2){ samples[i].position.x - 2, samples[i].position.y - 2 }, -RAD2DEG*angle, d/SAMPLES_SPACING, col);
// Draw lines using textures - IMPROVED
// TODO: Further improving to draw lines properly
DrawTexturePro(texLine, (Rectangle){ 0, 0, texLine.width, texLine.height },
(Rectangle){ samples[i].position.x, samples[i].position.y, (float)texLine.width*d/SAMPLES_SPACING, texLine.height },
(Vector2){ 0, (float)texLine.height/2 }, -RAD2DEG*angle, col);
@ -398,6 +405,9 @@ void DrawGameplayScreen(void)
//DrawText(FormatText("%05i", collectedSamples), 900, 200, 40, GRAY);
//DrawText(FormatText("%05i", totalSamples), 900, 250, 40, GRAY);
DrawTextEx(font, FormatText("%05i / %05i", collectedSamples, totalSamples), (Vector2){810, 170}, font.size, -2, SKYBLUE);
// Draw combo
DrawTextEx(font, FormatText("Combo: %02i [max: %02i]", combo, maxCombo), (Vector2){200, 170}, font.size/2, -2, SKYBLUE);
// Draw synchonicity level
DrawRectangle(99, 622, 395, 32, Fade(RAYWHITE, 0.8f));
@ -421,19 +431,20 @@ void DrawGameplayScreen(void)
// Draw wave
// NOTE: Old drawing method, replaced by rendertarget
DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON);
DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
o">//DrawSamples(samples, totalSamples, currentSample, waveRec, MAROON);
o">//DrawRectangle(waveRec.x + (int)currentSample*1240/totalSamples, waveRec.y, 2, 99, DARKGRAY);
//DrawRectangleLines(20, 20, 1240, 140, DARKGRAY);
//DrawRectangle(20, 150, (float)currentSample/totalSamples*1240, 10, GRAY);
// l">TODO: Draw wave using render target --> It FAILS! Need to review...
cm">/*
// Draw wave using render target
n">ClearBackground(BLANK);
BeginTextureMode(waveTarget);
DrawSamples(samples, totalSamples, currentSample, (Rectangle){ 0, 0, waveTarget.texture.width, waveTarget.texture.height }, MAROON);
EndTextureMode();
// TODO: Apply antialiasing shader
DrawTextureEx(waveTarget.texture, (Vector2){ waveRec.x, waveRec.y }, 0.0f, 1.0f, WHITE);
*/
n">DrawRectangle(waveRec.x + (int)currentSample*</span>1215/totalSamples, waveRec.y, 2, 99, DARKGRAY);
}
// Gameplay Screen Unload logic
@ -447,15 +458,14 @@ void UnloadGameplayScreen(void)
UnloadTexture(texSampleBig);
UnloadTexture(texLine);
o">//UnloadRenderTexture(waveTarget);
UnloadRenderTexture(waveTarget);
// Unload sounds
UnloadSound(fxSampleOn);
UnloadSound(fxSampleOff);
UnloadSound(fxWave);
UnloadSound(fxPause);
o">//free(samples); // Unload game samples (crashes game)
free(samples); // Unload game samples (crashes game)
}
// Gameplay Screen should finish?

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