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Some tweaks revisiting an old game...

pull/915/head
Ray hace 5 años
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commit
a5329efb23
Se han modificado 3 ficheros con 19 adiciones y 45 borrados
  1. +1
    -1
      games/koala_seasons/Makefile
  2. +4
    -12
      games/koala_seasons/koala_seasons.c
  3. +14
    -32
      games/koala_seasons/screens/screen_gameplay.c

+ 1
- 1
games/koala_seasons/Makefile Ver fichero

@ -200,7 +200,7 @@ ifeq ($(PLATFORM),PLATFORM_DESKTOP)
ifeq ($(PLATFORM_OS),WINDOWS)
# resource file contains windows executable icon and properties
# -Wl,--subsystem,windows hides the console window
CFLAGS += $(RAYLIB_PATH)/raylib.rc.data -Wl,--subsystem,windows
CFLAGS += $(RAYLIB_PATH)/src/raylib.rc.data -Wl,--subsystem,windows
endif
ifeq ($(PLATFORM_OS),LINUX)
ifeq ($(RAYLIB_LIBTYPE),STATIC)

+ 4
- 12
games/koala_seasons/koala_seasons.c Ver fichero

@ -59,9 +59,9 @@ int main(void)
atlas02 = LoadTexture("resources/graphics/atlas02.png");
#if defined(PLATFORM_WEB) || defined(PLATFORM_RPI) || defined(PLATFORM_ANDROID)
colorBlend = LoadShader(sa">"resources/shaders/glsl100/base.vs", "resources/shaders/glsl100/blend_color.fs");
colorBlend = LoadShader(mi">0, "resources/shaders/glsl100/blend_color.fs");
#else
colorBlend = LoadShader(sa">"resources/shaders/glsl330/base.vs", "resources/shaders/glsl330/blend_color.fs");
colorBlend = LoadShader(mi">0, "resources/shaders/glsl330/blend_color.fs");
#endif
InitAudioDevice();
@ -76,20 +76,14 @@ int main(void)
fxDieDingo = LoadSound("resources/audio/dingo_die.ogg");
fxDieOwl = LoadSound("resources/audio/owl_die.ogg");
music = LoadMusicStream("resources/audio/jngl.xm");
PlayMusicStream(music);
SetMusicVolume(music, 1.0f);
SetMusicVolume(music, 2.0f);
// Define and init first screen
// NOTE: currentScreen is defined in screens.h as a global variable
currentScreen = TITLE;
InitLogoScreen();
//InitOptionsScreen();
InitTitleScreen();
InitGameplayScreen();
InitEndingScreen();
#if defined(PLATFORM_WEB)
emscripten_set_main_loop(UpdateDrawFrame, 0, 1);
@ -257,9 +251,7 @@ void UpdateDrawFrame(void)
}
if (onTransition) DrawTransition();
DrawFPS(20, GetScreenHeight() - 30);
DrawRectangle(GetScreenWidth() - 200, GetScreenHeight() - 50, 200, 40, Fade(WHITE, 0.6f));
DrawText("ALPHA VERSION", GetScreenWidth() - 180, GetScreenHeight() - 40, 20, DARKGRAY);

+ 14
- 32
games/koala_seasons/screens/screen_gameplay.c Ver fichero

@ -38,7 +38,6 @@
//#define DEBUG
// DONE: Review MAX_* limits, don't waste memory!!!
#define MAX_ENEMIES 16
#define MAX_BAMBOO 16
#define MAX_LEAVES 14
@ -96,7 +95,7 @@
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { WINTER, SPRING, SUMMER, FALL, TRANSITION} SeasonState;
typedef enum { WINTER, SPRING, SUMMER, FALL, TRANSITION } SeasonState;
typedef enum { JUMPING, KICK, FINALFORM, GRABED, ONWIND } KoalaState;
typedef struct {
@ -343,7 +342,6 @@ static Rectangle leftButton = {0, 0, 0, 0};
static Rectangle rightButton = {0, 0, 0, 0};
static Rectangle powerButton = {0, 0, 0, 0};
static Rectangle fire[MAX_FIRE];
//static Rectangle flames[MAX_FLAMES];
static Rectangle ice[MAX_ICE];
static Rectangle resin[MAX_RESIN];
static Rectangle wind[MAX_WIND];
@ -351,7 +349,7 @@ static Rectangle bamboo[MAX_BAMBOO];
static Rectangle snake[MAX_ENEMIES];
static Rectangle dingo[MAX_ENEMIES];
static Rectangle owl[MAX_ENEMIES];
static Rectangle leaf[MAX_LEAVES]; // DONE: Review name!
static Rectangle leaf[MAX_LEAVES];
static Rectangle powerBar;
static Rectangle backBar;
static Rectangle fireAnimation;
@ -387,7 +385,7 @@ static Vector2 textSize;
static Vector2 clockPosition;
static Particle enemyHit[MAX_ENEMIES];
static ParticleSystem leafParticles[MAX_LEAVES]; // DONE: Review!!! Creating 40 ParticleSystem!!! -> 40*128 = 5120 Particles! Maybe better create a struct Leaf?
static ParticleSystem leafParticles[MAX_LEAVES];
static ParticleSystem snowParticle;
static ParticleSystem backSnowParticle;
static ParticleSystem dandelionParticle;
@ -670,7 +668,7 @@ void UpdateGameplayScreen(void)
transitionFramesCounter += speedMod*TIME_FACTOR;
if(transitionFramesCounter <= SEASONTRANSITION)
if (transitionFramesCounter <= SEASONTRANSITION)
{
color00 = ColorTransition(initcolor00, finalcolor00, transitionFramesCounter);
color01 = ColorTransition(initcolor01, finalcolor01, transitionFramesCounter);
@ -1043,12 +1041,8 @@ void UpdateGameplayScreen(void)
#endif
}
#if defined(DEBUG)
if (currentLeaves < LEAVESTOTRANSFORM && (IsKeyPressed(KEY_ENTER)))
{
currentLeaves += LEAVESTOTRANSFORM;
}
if ((currentLeaves < LEAVESTOTRANSFORM) && (IsKeyPressed(KEY_ENTER))) currentLeaves += LEAVESTOTRANSFORM;
#endif
if (coolDown)
{
power += 20;
@ -1427,10 +1421,6 @@ void UpdateGameplayScreen(void)
if (CheckCollisionRecs(player, leaf[j]) && leafActive[j])
{
//power += 20;
//printf("coin %c", coinType[j]);
// DONE: Review
popupLeaves[j].position = (Vector2){ leaf[j].x, leaf[j].y };
popupLeaves[j].scale = 1.0f;
popupLeaves[j].alpha = 1.0f;
@ -1438,25 +1428,25 @@ void UpdateGameplayScreen(void)
PlaySound(fxEatLeaves);
if(leafType[j] == 0)
if (leafType[j] == 0)
{
currentLeaves++;
popupLeaves[j].score = 1;
}
else if(leafType[j] == 1)
else if (leafType[j] == 1)
{
currentLeaves += 2;
popupLeaves[j].score = 2;
}
else if(leafType[j] == 2)
else if (leafType[j] == 2)
{
currentLeaves += 3;
popupLeaves[j].score = 3;
}
else if(leafType[j] == 3)
else if (leafType[j] == 3)
{
currentLeaves += 4;
popupLeaves[j].score = 4;
@ -2232,7 +2222,6 @@ void UpdateGameplayScreen(void)
player.x -= speed;
grabCounter += 1*TIME_FACTOR;
// DONE: Review, before checking collision with ALL enemies, check if they are active!
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (CheckCollisionRecs(player, snake[i]) && !isHitSnake[i] && snakeActive[i])
@ -2286,7 +2275,6 @@ void UpdateGameplayScreen(void)
enemyHit[i].speed = (Vector2){ dingo[i].x, dingo[i].y };
enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
enemyHit[i].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = true;
@ -2317,7 +2305,6 @@ void UpdateGameplayScreen(void)
enemyHit[i].speed = (Vector2){ owl[i].x, owl[i].y };
enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
enemyHit[i].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = true;
@ -2392,9 +2379,7 @@ void UpdateGameplayScreen(void)
thisFrameKoala = 0;
}
//if (curFrameKoala > 1) curFrameKoala = ;
if(curFrameKoala <= 1 )koalaAnimationTransform.x = gameplay_koala_transform.x + koalaAnimationTransform.width*curFrameKoala;
if (curFrameKoala <= 1) koalaAnimationTransform.x = gameplay_koala_transform.x + koalaAnimationTransform.width*curFrameKoala;
if (transAniCounter >= 5)
{
@ -2407,8 +2392,7 @@ void UpdateGameplayScreen(void)
finalColor = RED;
finalColor2 = WHITE;
}
if (!transBackAnim)
else
{
finalColor = WHITE;
finalColor2 = RED;
@ -2420,9 +2404,7 @@ void UpdateGameplayScreen(void)
thisFrameKoala = 0;
curFrameKoala = 0;
speedFX.active = true;
//speedMod = 2;
transCount = 0;
//printf ("THIS ISN'T EVEN MY FINAL FORM");
bambooTimer += 15*TIME_FACTOR;
}
}
@ -2558,7 +2540,7 @@ void UpdateGameplayScreen(void)
velocity -= 1*TIME_FACTOR;
player.y -= velocity;
if(player.y >= GetScreenHeight())
if (player.y >= GetScreenHeight())
{
deathsCounter++;
finishScreen = 1;
@ -2781,7 +2763,7 @@ void DrawGameplayScreen(void)
case KICK:DrawTexturePro(atlas01, gameplay_koala_dash, (Rectangle){player.x - player.width, player.y - gameplay_koala_jump.height/4, gameplay_koala_dash.width, gameplay_koala_dash.height}, (Vector2){0, 0}, 0, WHITE); break;
case FINALFORM:
{
if(transforming)DrawTexturePro(atlas01, koalaAnimationTransform, (Rectangle){player.x - player.width, player.y - gameplay_koala_transform.height/4, gameplay_koala_transform.width/2, gameplay_koala_transform.height}, (Vector2){0, 0}, 0, finalColor);
if (transforming)DrawTexturePro(atlas01, koalaAnimationTransform, (Rectangle){player.x - player.width, player.y - gameplay_koala_transform.height/4, gameplay_koala_transform.width/2, gameplay_koala_transform.height}, (Vector2){0, 0}, 0, finalColor);
else DrawTexturePro(atlas01, koalaAnimationFly, (Rectangle){player.x - gameplay_koala_fly.width/3, player.y - gameplay_koala_fly.height/4, gameplay_koala_fly.width/2, gameplay_koala_fly.height}, (Vector2){0, 0}, 0, finalColor);//DrawTextureRec((koalaFly), (Rectangle){0, 0, 128, 128}, (Vector2){player.x - 50, player.y - 40}, WHITE);
} break;
@ -3781,7 +3763,7 @@ static void Reset(void)
bamboo[i].y = 0;
bamboo[i].width = 50;
bamboo[i].height = GetScreenHeight();
if(i > 5) bambooActive[i] = false;
if (i > 5) bambooActive[i] = false;
else bambooActive[i] = true;
}

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