feat: add player gold

This commit is contained in:
2026-07-05 20:57:17 +02:00
parent 354c8b8a5d
commit a167e38d3c
5 changed files with 87 additions and 102 deletions
+1
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@@ -1 +1,2 @@
HEALTH_MAX = 100 HEALTH_MAX = 100
START_GOLD = 0
+3 -1
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@@ -101,6 +101,7 @@ typedef struct {
Physics physics; Physics physics;
float rotation; float rotation;
int health; int health;
int gold;
} Player; } Player;
typedef enum { BOAT, ENEMIES_TEX_COUNT } enemiesTextureID; typedef enum { BOAT, ENEMIES_TEX_COUNT } enemiesTextureID;
@@ -250,7 +251,8 @@ void RenderProjectiles(Projectiles *projectiles);
void CheckPlayerCollisions(Player *player, Enemies *enemies); void CheckPlayerCollisions(Player *player, Enemies *enemies);
void CheckEnemyCollisions(Enemies *enemies); void CheckEnemyCollisions(Enemies *enemies);
void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies, Player *player); void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
Player *player);
void InitGame(App *app); void InitGame(App *app);
void UpdateGame(App *app); void UpdateGame(App *app);
+1
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@@ -82,6 +82,7 @@ void CheckProjectileCollisions(Projectiles *projectiles, Enemies *enemies,
if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius, if (CheckCollisionCircles(projectilePos, projectilesCollisionRadius,
enemyPos, enemiesCollisionRadius)) { enemyPos, enemiesCollisionRadius)) {
player->gold += 20;
Rectangle cameraRec = GetCameraRectangle(); Rectangle cameraRec = GetCameraRectangle();
enemies->physics[j].position = enemies->physics[j].position =
GetPositionOutsideRectangle(cameraRec, 100, 1000); GetPositionOutsideRectangle(cameraRec, 100, 1000);
+4 -2
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@@ -6,8 +6,10 @@ void RenderOverlay(Mouse *mouse) {
// Health // Health
Player *player = GetPlayer(); Player *player = GetPlayer();
const char *healthText = TextFormat("%d", player->health); const char *text = TextFormat("Health: %i\n"
DrawText(healthText, 0, 0, 25, WHITE); "Gold: %i\n",
player->health, player->gold);
DrawText(text, 0, 0, 25, WHITE);
// Mouse // Mouse
Rectangle mouseRectangle = (Rectangle){0, 0, mouse->cursorTexture.width, Rectangle mouseRectangle = (Rectangle){0, 0, mouse->cursorTexture.width,
+78 -99
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@@ -1,135 +1,114 @@
#include "app.h" #include "app.h"
#include "engine.h"
const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = { const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
{"assets/ship_start.png", 16.0f, 16.0f, 0.0f} {"assets/ship_start.png", 16.0f, 16.0f, 0.0f}};
};
float playerSpeeds[SPEED_COUNT] = { float playerSpeeds[SPEED_COUNT] = {0.0f, 5.0f, 10.0f};
0.0f,
5.0f,
10.0f
};
Config config; Config config;
playerSpeedID GetPlayerSpeedID(float speed) { playerSpeedID GetPlayerSpeedID(float speed) {
for (int i = 0; i < SPEED_COUNT; i++) { for (int i = 0; i < SPEED_COUNT; i++) {
if (playerSpeeds[i] == speed) { if (playerSpeeds[i] == speed) {
return (playerSpeedID)i; return (playerSpeedID)i;
}
} }
return ANCHOR; }
return ANCHOR;
} }
Player* GetPlayer(void) Player *GetPlayer(void) {
{ static Player player;
static Player player; return &player;
return &player;
} }
void CreatePlayer(void) void CreatePlayer(void) {
{
InitConfig(&config, "config/player.ini"); InitConfig(&config, "config/player.ini");
int PLAYER_HEALTH_MAX = GetConfigInt(&config, "HEALTH_MAX"); int PLAYER_HEALTH_MAX = GetConfigInt(&config, "HEALTH_MAX");
int START_GOLD = GetConfigInt(&config, "START_GOLD");
TextureAsset startShipAsset = playerTextureAssets[START_SHIP]; TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
Texture2D texture = LoadTexture(startShipAsset.path);
float frameWidth = startShipAsset.frameWidth;
float rotation = startShipAsset.rotation;
Sprite playerSprite = { Texture2D texture = LoadTexture(startShipAsset.path);
.texture = texture, float frameWidth = startShipAsset.frameWidth;
.frameSize = {frameWidth, frameWidth}, float rotation = startShipAsset.rotation;
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
};
Animation playerAnimation = { Sprite playerSprite = {.texture = texture,
.state = 1, .frameSize = {frameWidth, frameWidth},
.currentFrame = 0, .sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.maxFrame = 3, .destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.framesCounter = 0, .origin = {frameWidth / 2, frameWidth / 2},
.framesSpeed = 0.0f, .rotation = rotation,
.animTimer = 0.0f .color = WHITE};
};
Animation playerAnimation = {.state = 1,
.currentFrame = 0,
.maxFrame = 3,
.framesCounter = 0,
.framesSpeed = 0.0f,
.animTimer = 0.0f};
Physics playerPhysics = { Physics playerPhysics = {.position = (Vector2){0.0f, 0.0f},
.position = (Vector2){0.0f,0.0f}, .direction = (Vector2){0.0f, 0.0f},
.direction = (Vector2){0.0f, 0.0f}, .speed = playerSpeeds[ANCHOR],
.speed = playerSpeeds[ANCHOR], .weight = 10.0f};
.weight = 10.0f
};
Player* player = GetPlayer();
*player = (Player){
.sprite = playerSprite,
.animation = playerAnimation,
.physics = playerPhysics,
.rotation = rotation,
.health = PLAYER_HEALTH_MAX
};
Player *player = GetPlayer();
*player = (Player){.sprite = playerSprite,
.animation = playerAnimation,
.physics = playerPhysics,
.rotation = rotation,
.health = PLAYER_HEALTH_MAX,
.gold = START_GOLD};
} }
void UpdatePlayer(void) void UpdatePlayer(void) {
{ Player *player = GetPlayer();
Player* player = GetPlayer(); if (IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)) {
if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){ if (player->physics.speed < playerSpeeds[FAST_AHEAD]) {
if(player->physics.speed < playerSpeeds[FAST_AHEAD]){ if (player->physics.speed < playerSpeeds[SLOW_AHEAD]) {
if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){ player->physics.speed = playerSpeeds[SLOW_AHEAD];
player->physics.speed = playerSpeeds[SLOW_AHEAD]; } else {
} player->physics.speed = playerSpeeds[FAST_AHEAD];
else { }
player->physics.speed = playerSpeeds[FAST_AHEAD]; }
} }
}
}
if(IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)){ if (IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)) {
if(player->physics.speed > playerSpeeds[ANCHOR]){ if (player->physics.speed > playerSpeeds[ANCHOR]) {
if(player->physics.speed > playerSpeeds[SLOW_AHEAD]){ if (player->physics.speed > playerSpeeds[SLOW_AHEAD]) {
player->physics.speed = playerSpeeds[SLOW_AHEAD]; player->physics.speed = playerSpeeds[SLOW_AHEAD];
} } else {
else { player->physics.speed = playerSpeeds[ANCHOR];
player->physics.speed = playerSpeeds[ANCHOR]; }
}
}
} player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed);
}
}
player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed); float rotationSpeed = 50.0f;
if (player->physics.speed > playerSpeeds[ANCHOR]) {
float rotationSpeed = 50.0f; if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
player->rotation -= rotationSpeed * GetFrameTime();
}
if (player->physics.speed > playerSpeeds[ANCHOR]){ if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
player->rotation += rotationSpeed * GetFrameTime();
}
}
if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) { player->sprite.rotation = player->rotation;
player->rotation -= rotationSpeed * GetFrameTime();
}
if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) { Vector2 dir = RotationToVector2(player->rotation - 90.0f);
player->rotation += rotationSpeed * GetFrameTime();
}
}
player->sprite.rotation = player->rotation; UpdatePhysics(&player->physics, dir);
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
Vector2 dir = RotationToVector2(player->rotation - 90.0f);
UpdatePhysics(&player->physics, dir);
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
} }
void RenderPlayer(void){ void RenderPlayer(void) {
Player* player = GetPlayer(); Player *player = GetPlayer();
RenderSprite(&player->sprite); RenderSprite(&player->sprite);
} }