feat: add enemies projectile interaction

This commit is contained in:
2026-03-05 13:09:25 +01:00
parent da19b55430
commit aa7aeefc93
5 changed files with 59 additions and 38 deletions
+1 -1
View File
@@ -49,7 +49,7 @@ build: $(SRC)
$(COMPILER) $(SRC) -o $(TARGET) $(C_FLAGS) $(INCLUDE_FLAGS) $(EXTERNAL_FLAGS) $(RAYLIB_FLAGS)
clean:
rm -rf bin
rm -rf $(TARGET)
run: clean build
./$(TARGET)
+3 -2
View File
@@ -126,6 +126,7 @@ typedef struct {
Physics physics[MAX_ENEMIES];
bool arrived[MAX_ENEMIES];
Vector2 destPos[MAX_ENEMIES];
bool alive[MAX_ENEMIES];
} Enemies;
typedef enum { FLYING, BIRDS_TEX_COUNT } birdsTextureID;
@@ -232,7 +233,7 @@ void UpdatePlayer(void);
void RenderPlayer(void);
Enemies CreateEnemies(void);
void UpdateEnemies(Enemies *enemies);
void UpdateEnemies(Enemies *enemies, Projectiles *projectiles);
void RenderEnemies(Enemies *enemies);
Birds CreateBirds(void);
@@ -244,7 +245,7 @@ void UpdateIslands(Islands *islands);
void RenderIslands(Islands *islands);
Projectiles CreateProjectiles(void);
void UpdateProjectiles(Projectiles *projectiles);
void UpdateProjectiles(Projectiles *projectiles, Enemies *enemies);
void RenderProjectiles(Projectiles *projectiles);
void InitGame(App *app);
+2 -2
View File
@@ -66,9 +66,9 @@ void UpdateGame(App *app) {
UpdateFloor(&g->floor);
UpdatePlayer();
UpdateBirds(&g->birds);
UpdateEnemies(&g->enemies);
UpdateEnemies(&g->enemies, &g->projectiles);
UpdateIslands(&g->islands);
UpdateProjectiles(&g->projectiles);
UpdateProjectiles(&g->projectiles, &g->enemies);
}
void RenderComponents(App *app) {
+15 -2
View File
@@ -36,16 +36,27 @@ Enemies CreateEnemies(void) {
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
enemies.alive[i] = true;
}
return enemies;
}
void UpdateEnemies(Enemies *enemies) {
void UpdateEnemies(Enemies *enemies, Projectiles *projectiles) {
Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle();
for (int i = 0; i < enemies->count; i++) {
if (enemies->alive[i]) {
for (int j = 0; j < projectiles->count; j++){
if (!projectiles->active[j]) continue;
if (CheckCollisionCircleRec(projectiles->physics[j].position, projectiles->radius[j], enemies->sprite[i].destRec)){
enemies->alive[i] = false;
break;
}
}
if (enemies->arrived[i]) {
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false;
@@ -71,11 +82,13 @@ void UpdateEnemies(Enemies *enemies) {
enemies->animation[i].currentFrame,
enemies->sprite[i].frameSize.y});
}
}
}
void RenderEnemies(Enemies *enemies) {
for (int i = 0; i < enemies->count; i++) {
if (enemies->alive[i]){
RenderSprite(&enemies->sprite[i]);
}
}
}
+13 -6
View File
@@ -17,7 +17,7 @@ Projectiles CreateProjectiles(void) {
return projectiles;
}
void UpdateProjectiles(Projectiles *projectiles) {
void UpdateProjectiles(Projectiles *projectiles, Enemies *enemies) {
static float lastShotTime = 0.0f;
const float reloadTime = 1.0f;
@@ -25,6 +25,7 @@ void UpdateProjectiles(Projectiles *projectiles) {
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();
@@ -38,7 +39,7 @@ void UpdateProjectiles(Projectiles *projectiles) {
}
if (IsKeyDown(KEY_E) && (currentTime - lastShotTime >= reloadTime)) {
for (int i = 0; i < projectiles->count; i++) {
for (int i = 0; i < projectiles->count; i++){
if (!projectiles->active[i]) {
projectiles->active[i] = true;
Player *player = GetPlayer();
@@ -52,17 +53,23 @@ void UpdateProjectiles(Projectiles *projectiles) {
}
for (int i = 0; i < projectiles->count; i++) {
if (projectiles->active[i]) {
if (!projectiles->active[i]) continue;
for (int j = 0; j < enemies->count; j++){
if (CheckCollisionCircleRec(projectiles->physics[i].position, projectiles->radius[i], enemies->sprite[j].destRec)){
projectiles->active[i] = false;
}
}
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) {
if (projectiles->active[i]) {
DrawCircle(projectiles->physics[i].position.x,
projectiles->physics[i].position.y, projectiles->radius[i],
projectiles->color[i]);