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
+2
View File
@@ -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
View File
@@ -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
View File
@@ -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]);
}
}
}