feat: player can shoot

This commit is contained in:
huaqo
2026-03-05 11:13:55 +01:00
parent e1596f633d
commit 59b51c2beb
11 changed files with 150 additions and 298 deletions
-63
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@@ -1,63 +0,0 @@
name: Build & Release on macOS
# Run on *every push* to "main," and also build on PRs (but only create the release on push).
on:
push:
branches:
- main
pull_request:
branches:
- main
permissions:
contents: write # needed so the workflow can create a tag & release
jobs:
build-and-release-macos:
runs-on: macos-latest
steps:
- name: Check out source
uses: actions/checkout@v3
- name: Install Dependencies (Homebrew & raylib)
run: |
brew update
brew install raylib pkg-config
- name: Build
# Your Makefile from the question
run: make build
- name: Create Tag & GitHub Release
# Only create a release when it's a push (not a pull_request)
if: ${{ github.event_name == 'push' }}
id: create_release
uses: actions/create-release@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
# You need a unique tag each time to avoid "already_exists" errors.
# Here we'll name the tag like "build-123" using the run_number,
# but you could do something like a date-based tag.
tag_name: build-${{ github.run_number }}
# The commit to tag. Usually, this is the push commit SHA:
commitish: ${{ github.sha }}
# The release name can match the tag or be more descriptive
release_name: "Automated build #${{ github.run_number }}"
# Adjust as needed; you could set these to false for a "final" release
draft: false
prerelease: true # Mark as "pre-release" so it's clearly automated
- name: Upload Release Asset
if: ${{ github.event_name == 'push' }}
uses: actions/upload-release-asset@v1
env:
GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }}
with:
upload_url: ${{ steps.create_release.outputs.upload_url }}
asset_path: bin/osx/game
asset_name: game
asset_content_type: application/octet-stream
-4
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@@ -1,4 +0,0 @@
bin/
.DS_STORE/
.DS_STORE
*.swp
-16
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@@ -1,16 +0,0 @@
{
"configurations": [
{
"name": "Windows",
"includePath": [
"${workspaceFolder}/include",
"${workspaceFolder}/external/engine",
"${workspaceFolder}/external/raygui",
"${workspaceFolder}/external/rini",
"C:/raylib/include"
],
"cStandard": "c99",
}
],
"version": 4
}
-9
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@@ -1,9 +0,0 @@
{
"files.associations": {
"asset.h": "c",
"stdlib.h": "c",
"view.h": "c",
"__node_handle": "c",
"font.h": "c"
}
}
+13 -6
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@@ -1,43 +1,50 @@
COMPILER = gcc
# COMPILER FLAGS
C_FLAG_STD_C99 = -std=c99 # Use the C99 language standard
C_FLAG_DEBUG_INFO = -g # Include debug information
# C_FLAG_HEADERS = -H # Prints paths of all headers
#C_FLAG_HEADERS = -H # Prints paths of all headers
C_FLAG_ALL_WARNINGS = -Wall # Enable most common warning
C_FLAG_PEDANTIC = -Wpedantic # Enforce ISO C standard strictly
C_FLAG_SHADOW = -Wshadow # Warn if a local variable shadows another
C_FLAG_STRICT_PROTOS = -Wstrict-prototypes # Warn if function declarations are missing parameter types
C_FLAG_NO_UNKNOWN_PRAGMAS = -Wno-unknown-pragmas # Suppress warnings about unknown pragmas
C_FLAGS = \
$(C_FLAG_STD_C99) \
$(C_FLAG_DEBUG_INFO) \
$(C_FLAG_HEADERS) \
$(C_FLAG_HEADERS) \
$(C_FLAG_ALL_WARNINGS) \
$(C_FLAG_PEDANTIC) \
$(C_FLAG_SHADOW) \
$(C_FLAG_STRICT_PROTOS) \
$(C_FLAG_STRICT_PROTOS) \
$(C_FLAG_NO_UNKNOWN_PRAGMAS)
# INCLUDE FLGAS
INCLUDE_FLAGS = -Iinclude
EXTERNAL_RAYGUI = -Iexternal/raygui
# EXTERNAL FLAGS
EXTERNAL_RAYGUI = -Iexternal/raygui
EXTERNAL_RINI = -Iexternal/rini
EXTERNAL_FLAGS = \
$(EXTERNAL_RINI) \
$(EXTERNAL_RAYGUI)
# CROSS PLATTFORM
ifeq ($(OS), Windows_NT)
SRC = $(wildcard src\*.c)
TARGET = bin\win\game.exe
RAYLIB_FLAGS = -I%RAYLIB% -L%RAYLIB% -lraylib -lopengl32 -lgdi32 -lwinmm
else
SRC = $(wildcard src/*.c)
TARGET = bin/osx/game
TARGET = bin/unix/game
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib) -lm
endif
$(shell mkdir -p bin/osx bin/win)
# CREATE BIN DIR
$(shell mkdir -p bin/unix bin/win)
# COMMANDS
build: $(SRC)
$(COMPILER) $(SRC) -o $(TARGET) $(C_FLAGS) $(INCLUDE_FLAGS) $(EXTERNAL_FLAGS) $(RAYLIB_FLAGS)
-122
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@@ -1,122 +0,0 @@
## Requirements
Make 4.4.1
GCC 14.2
RAYLIB 5.5
pkgconf(MACOS)
This document outlines the coding style and conventions to be followed.
## 1. **File Structure**
- Header files should be wrapped with include guards to avoid multiple inclusions:
```c
#ifndef PHYSICS_H
#define PHYSICS_H
...
#endif // PHYSICS_H
```
## 2. **Naming Conventions**
- **Functions:** Function names should use `CamelCase` starting with a upercase letter.
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
- **Structs:** Struct names should use `CamelCase` starting with an uppercase letter.
`Physics`
- **Variables:** Use `CamelCase` starting with a lowerase letter for local and parameter variables.
`vector`, `newSpeed`
## 3. **Function Design**
- Functions should be named descriptively, indicating the purpose or action performed.
`UpdatePhysicsDirection`, `UpdatePhysicsVelocity`
- Functions should take pointers when modifying variables outside their scope.
`void UpdatePhysicsDirection(Vector2 *direction, Vector2 vector)`
- Ensure function parameters have clear names to indicate their role.
`UpdatePhysicsVelocity(Vector2 *velocity, Vector2 *direction, float *speed)`
- Functions should be concise and focused on a single task. Avoid functions with multiple responsibilities.
## 4. **Struct Design**
- Prefer composition, where structs are composed of other structs or primitive data types. This allows for more flexible and modular designs.
```c
typedef struct {
Vector2 position;
Vector2 direction;
Vector2 velocity;
float speed;
} Physics;
```
Here, instead of trying to create a hierarchy of structs, we compose a Physics struct with relevant fields like `position`, `direction`, and `velocity`.
## 5. **Indentation & Formatting**
- **Indentation:** Use 1 tab for indentation. Never use spaces.
- **Spacing:** Place a single space after keywords like `if`, `for`, and `while`, and around operators (`=`, `+`, `-`, etc.) for readability.
- Example: `*velocity = Vector2Scale(*direction, *speed * GetFrameTime());`
- **Braces:** Use braces `{}` even for single-line blocks for consistency and future-proofing.
```c
if (condition) {
do_something();
}
```
## 6. **Pointer Usage**
- Use pointers when passing large structures or when modifying variables outside the scope of the function.
`Vector2 *position`, `float *speed`
- Avoid unnecessary dereferencing and use `*` clearly to indicate pointer dereferencing.
`*position = Vector2Add(*position, *velocity);`
## 7. **Consistency in Function Calls**
- When calling functions, parameters should be passed clearly, and care should be taken to avoid modifying data unintentionally unless needed.
```c
UpdatePhysicsDirection(&physics->direction, direction);
UpdatePhysicsVelocity(&physics->velocity, &physics->direction, &physics->speed);
UpdatePhysicsPosition(&physics->position, &physics->velocity);
```
## 8. **Comments and Documentation**
- Strive for clarity through descriptive naming and simple logic.
- Add comments to explain non-obvious logic, design decisions, or complex algorithms.
- Do not state the obvious; let the code speak for itself where possible.
## 9. **End of File**
- Always ensure that header files end with the appropriate closing include guard and a new line after the last line of code:
```c
#endif // PHYSICS_H
```
## 10. **General Rules**
- **Modular Design**: Break code into small, focused functions and modules with clear interfaces.
- **Refactoring**: Regularly refactor code to maintain simplicity and performance
- **Don't Repeat Yourself**: Reuse code by creating helper functions to avoid duplication
- **Avoid magic numbers:** Use constants or defines instead of hardcoded values.
- **Code readability:** Prioritize code readability and maintainability over shortness or cleverness.
+1 -1
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@@ -1,6 +1,6 @@
startView = 1 ; LOGO = 0, MENU = 1, GAMEPLAY = 2, SETTINGS = 3
windowTitle = The Last Pirate
windowTitle = Sinbad
windowWidth = 1280 ; in Pixel
windowHeight = 720 ; in Pixel
+3 -1
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@@ -147,11 +147,13 @@ typedef struct {
Physics physics;
} Islands;
#define MAX_PROJECTILES 10
#define MAX_PROJECTILES 100
typedef struct {
int count;
Physics physics[MAX_PROJECTILES];
bool active[MAX_PROJECTILES];
float radius[MAX_PROJECTILES];
Color color[MAX_PROJECTILES];
} Projectiles;
typedef struct {
+2
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@@ -68,6 +68,7 @@ void UpdateGame(App *app) {
UpdateBirds(&g->birds);
UpdateEnemies(&g->enemies);
UpdateIslands(&g->islands);
UpdateProjectiles(&g->projectiles);
}
void RenderComponents(App *app) {
@@ -77,6 +78,7 @@ void RenderComponents(App *app) {
RenderEnemies(&g->enemies);
RenderBirds(&g->birds);
RenderIslands(&g->islands);
RenderProjectiles(&g->projectiles);
}
void RenderGame(App *app) {
+64 -73
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@@ -1,90 +1,81 @@
#include "app.h"
const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}
};
{"assets/ship_start.png", 16.0f, 16.0f, 90.0f}};
Enemies CreateEnemies(void){
Enemies enemies = {.count = MAX_ENEMIES};
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
Texture2D texture = LoadTexture(textureAsset.path);
float frameWidth = textureAsset.frameWidth;
float rotation = textureAsset.rotation;
Enemies CreateEnemies(void) {
Enemies enemies = {.count = MAX_ENEMIES};
TextureAsset textureAsset = enemiesTextureAssets[BOAT];
Texture2D texture = LoadTexture(textureAsset.path);
float frameWidth = textureAsset.frameWidth;
float rotation = textureAsset.rotation;
for (int i = 0; i < enemies.count; i++)
{
enemies.sprite[i] = (Sprite){
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {GetScreenWidth()/2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
};
for (int i = 0; i < enemies.count; i++) {
enemies.sprite[i] = (Sprite){
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE};
enemies.animation[i] = (Animation){
.state = 1,
.currentFrame = 0,
.maxFrame = 2,
.framesCounter = 0,
.framesSpeed = 2.0f,
.animTimer = 0.0f
};
enemies.animation[i] = (Animation){.state = 1,
.currentFrame = 0,
.maxFrame = 2,
.framesCounter = 0,
.framesSpeed = 2.0f,
.animTimer = 0.0f};
Rectangle cameraRec = GetCameraRectangle();
Rectangle cameraRec = GetCameraRectangle();
enemies.physics[i] = (Physics){
.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f
};
enemies.physics[i] =
(Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f};
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
}
}
return enemies;
return enemies;
}
void UpdateEnemies(Enemies *enemies){
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
void UpdateEnemies(Enemies *enemies) {
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
for (int i = 0; i < enemies->count; i++)
{
if(enemies->arrived[i])
{
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false;
}
if(CheckCollisionPointCircle(enemies->physics[i].position, enemies->destPos[i], 10.0F))
{
enemies->arrived[i] = true;
}
if(GetDistanceBetweenTwoVectors(enemies->physics[i].position, camera->target) > 1000){
enemies->physics[i].position = GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, enemies->destPos[i]);
UpdatePhysics(&enemies->physics[i], dir);
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
UpdateAnimation(&enemies->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&enemies->sprite[i], &(Vector2){enemies->sprite[i].frameSize.x * enemies->animation[i].currentFrame, enemies->sprite[i].frameSize.y});
}
for (int i = 0; i < enemies->count; i++) {
if (enemies->arrived[i]) {
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false;
}
if (CheckCollisionPointCircle(enemies->physics[i].position,
enemies->destPos[i], 10.0F)) {
enemies->arrived[i] = true;
}
if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
camera->target) > 1000) {
enemies->physics[i].position =
GetPositionOutsideRectangle(cameraRec, 100, 1000);
}
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
enemies->destPos[i]);
UpdatePhysics(&enemies->physics[i], dir);
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
UpdateAnimation(&enemies->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&enemies->sprite[i],
&(Vector2){enemies->sprite[i].frameSize.x *
enemies->animation[i].currentFrame,
enemies->sprite[i].frameSize.y});
}
}
void RenderEnemies(Enemies *enemies){
for (int i = 0; i < enemies->count; i++)
{
RenderSprite(&enemies->sprite[i]);
}
void RenderEnemies(Enemies *enemies) {
for (int i = 0; i < enemies->count; i++) {
RenderSprite(&enemies->sprite[i]);
}
}
+67 -3
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@@ -1,7 +1,71 @@
#include "app.h"
#include <raylib.h>
#include <raymath.h>
Projectiles CreateProjectiles(void) {}
Projectiles CreateProjectiles(void) {
Projectiles projectiles = {.count = MAX_PROJECTILES};
void UpdateProjectiles(Projectiles *projectiles) {}
for (int i = 0; i < projectiles.count; i++) {
projectiles.physics[i] =
(Physics){(Vector2){0.0f, 0.0f}, (Vector2){0.0f, 0.0f},
(Vector2){0.0f, 0.0f}, 50.0f};
projectiles.radius[i] = 1.0f;
projectiles.active[i] = false;
projectiles.color[i] = GRAY;
}
void RenderProjectiles(Projectiles *projectiles) {}
return projectiles;
}
void UpdateProjectiles(Projectiles *projectiles) {
static float lastShotTime = 0.0f;
const float reloadTime = 1.0f;
float currentTime = GetTime();
if (IsKeyDown(KEY_Q) && (currentTime - lastShotTime >= reloadTime)) {
for (int i = 0; i < projectiles->count; i++) {
if (!projectiles->active[i]) {
projectiles->active[i] = true;
Player *player = GetPlayer();
projectiles->physics[i].position = player->physics.position;
projectiles->physics[i].direction =
Vector2Rotate(player->physics.direction, -90.0f * DEG2RAD);
lastShotTime = currentTime;
break;
}
}
}
if (IsKeyDown(KEY_E) && (currentTime - lastShotTime >= reloadTime)) {
for (int i = 0; i < projectiles->count; i++) {
if (!projectiles->active[i]) {
projectiles->active[i] = true;
Player *player = GetPlayer();
projectiles->physics[i].position = player->physics.position;
projectiles->physics[i].direction =
Vector2Rotate(player->physics.direction, 90.0f * DEG2RAD);
lastShotTime = currentTime;
break;
}
}
}
for (int i = 0; i < projectiles->count; i++) {
if (projectiles->active[i]) {
UpdatePhysics(&projectiles->physics[i],
projectiles->physics[i].direction);
}
}
}
void RenderProjectiles(Projectiles *projectiles) {
for (int i = 0; i < projectiles->count; i++) {
printf("Projectile Active: %d", projectiles->active[i]);
if (projectiles->active[i] == true) {
DrawCircle(projectiles->physics[i].position.x,
projectiles->physics[i].position.y, projectiles->radius[i],
projectiles->color[i]);
}
}
}