fix: merge conflict

This commit is contained in:
2026-07-05 21:20:59 +02:00
parent 421caaac01
commit cf79bcbfbc
5 changed files with 103 additions and 239 deletions
+1 -4
View File
@@ -108,11 +108,8 @@ typedef struct {
Animation animation; Animation animation;
Physics physics; Physics physics;
float rotation; float rotation;
<<<<<<< HEAD
Sound soundFlapping; Sound soundFlapping;
=======
int health; int health;
>>>>>>> origin/pirate
int gold; int gold;
} Player; } Player;
@@ -249,7 +246,7 @@ void UpdatePlayer(void);
void RenderPlayer(void); void RenderPlayer(void);
Enemies CreateEnemies(void); Enemies CreateEnemies(void);
void UpdateEnemies(Enemies *enemies, Projectiles *projectiles); void UpdateEnemies(Enemies *enemies);
void RenderEnemies(Enemies *enemies); void RenderEnemies(Enemies *enemies);
Birds CreateBirds(void); Birds CreateBirds(void);
-5
View File
@@ -243,12 +243,7 @@ float Cross2D(Vector2 a, Vector2 b);
Vector2 GetPositionInsideRectangle(Rectangle rec); Vector2 GetPositionInsideRectangle(Rectangle rec);
Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max); Vector2 GetPositionOutsideRectangle(Rectangle rec, int min, int max);
<<<<<<< HEAD
bool SaveStorageValue(const char *fileName, unsigned int position, int value); bool SaveStorageValue(const char *fileName, unsigned int position, int value);
int LoadStorageValue(const char *fileName, unsigned int position); int LoadStorageValue(const char *fileName, unsigned int position);
#endif // ENGINE_H #endif // ENGINE_H
=======
#endif // ENGINE_H
>>>>>>> origin/pirate
+5 -22
View File
@@ -2,9 +2,7 @@
const ShaderAsset shaderAssets[SHADER_COUNT] = {{"shaders/postfx.fs"}}; const ShaderAsset shaderAssets[SHADER_COUNT] = {{"shaders/postfx.fs"}};
const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = { const SoundtrackAsset soundtrackAssets[SOUNDTRACK_COUNT] = {
{"assets/gameplay_theme.mp3"}, {"assets/gameplay_theme.mp3"}, {"assets/sea.wav"}};
{"assets/sea.wav"}
};
void InitGame(App *app) { void InitGame(App *app) {
@@ -61,23 +59,19 @@ void UpdateGame(App *app) {
UpdateMouse(&g->mouse); UpdateMouse(&g->mouse);
Player *player = GetPlayer(); Player *player = GetPlayer();
UpdateCamera2D(&player->physics.position, &g->mouse); UpdateCamera2D(&player->physics.position, &g->mouse);
UpdateFloor(&g->floor); UpdateFloor(&g->floor);
UpdatePlayer(); UpdatePlayer();
UpdateBirds(&g->birds); UpdateBirds(&g->birds);
UpdateEnemies(&g->enemies, &g->projectiles); UpdateEnemies(&g->enemies);
UpdateIslands(&g->islands); UpdateIslands(&g->islands);
<<<<<<< HEAD
UpdateProjectiles(&g->projectiles, &g->enemies);
UpdateSoundtrack(&g->soundtracks[AMBIENT], app->flags.soundtrackOn); UpdateSoundtrack(&g->soundtracks[AMBIENT], app->flags.soundtrackOn);
======= UpdateProjectiles(&g->projectiles, &g->enemies);
UpdateProjectiles(&g->projectiles);
CheckPlayerCollisions(GetPlayer(), &app->game.enemies); CheckPlayerCollisions(GetPlayer(), &app->game.enemies);
CheckEnemyCollisions(&app->game.enemies); CheckEnemyCollisions(&app->game.enemies);
CheckProjectileCollisions(&app->game.projectiles, &app->game.enemies, GetPlayer()); CheckProjectileCollisions(&app->game.projectiles, &app->game.enemies,
>>>>>>> origin/pirate GetPlayer());
} }
void RenderComponents(App *app) { void RenderComponents(App *app) {
@@ -99,18 +93,7 @@ void RenderGame(App *app) {
BeginMode2D(*camera); BeginMode2D(*camera);
RenderComponents(app); RenderComponents(app);
EndMode2D(); EndMode2D();
<<<<<<< HEAD
DrawTextureRec(
g->mouse.cursorTexture,
(Rectangle){0, 0, g->mouse.cursorTexture.width,
g->mouse.cursorTexture.height},
(Vector2){g->mouse.screenPosition.x, g->mouse.screenPosition.y}, WHITE);
Player *player = GetPlayer();
DrawText(TextFormat("Gold: %u", player->gold), 0.0f, 0.0f, 12.0f, YELLOW);
=======
RenderOverlay(&g->mouse); RenderOverlay(&g->mouse);
>>>>>>> origin/pirate
EndTextureMode(); EndTextureMode();
BeginDrawing(); BeginDrawing();
+17 -72
View File
@@ -1,8 +1,7 @@
#include "app.h" #include "app.h"
const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = { 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 CreateEnemies(void) {
Enemies enemies = {.count = MAX_ENEMIES}; Enemies enemies = {.count = MAX_ENEMIES};
@@ -11,8 +10,7 @@ Enemies CreateEnemies(void){
float frameWidth = textureAsset.frameWidth; float frameWidth = textureAsset.frameWidth;
float rotation = textureAsset.rotation; float rotation = textureAsset.rotation;
for (int i = 0; i < enemies.count; i++) for (int i = 0; i < enemies.count; i++) {
{
enemies.sprite[i] = (Sprite){ enemies.sprite[i] = (Sprite){
.texture = texture, .texture = texture,
.frameSize = {frameWidth, frameWidth}, .frameSize = {frameWidth, frameWidth},
@@ -20,77 +18,64 @@ Enemies CreateEnemies(void){
.destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth}, .destRec = {GetScreenWidth() / 2, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2}, .origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation, .rotation = rotation,
.color = WHITE .color = WHITE};
};
enemies.animation[i] = (Animation){ enemies.animation[i] = (Animation){.state = 1,
.state = 1,
.currentFrame = 0, .currentFrame = 0,
.maxFrame = 2, .maxFrame = 2,
.framesCounter = 0, .framesCounter = 0,
.framesSpeed = 2.0f, .framesSpeed = 2.0f,
.animTimer = 0.0f .animTimer = 0.0f};
};
Rectangle cameraRec = GetCameraRectangle(); Rectangle cameraRec = GetCameraRectangle();
enemies.physics[i] = (Physics){ enemies.physics[i] =
.position = GetPositionOutsideRectangle(cameraRec, 100, 1000), (Physics){.position = GetPositionOutsideRectangle(cameraRec, 100, 1000),
.direction = (Vector2){0.0f, 0.0f}, .direction = (Vector2){0.0f, 0.0f},
.speed = 5.0f, .speed = 5.0f,
.weight = 5.0f .weight = 5.0f};
};
<<<<<<< HEAD
enemies.arrived[i] = true; enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f}; enemies.destPos[i] = (Vector2){0.0f, 0.0f};
enemies.alive[i] = true; enemies.alive[i] = true;
} }
=======
enemies.arrived[i] = true;
enemies.destPos[i] = (Vector2){0.0f, 0.0f};
>>>>>>> origin/pirate
}
return enemies; return enemies;
} }
<<<<<<< HEAD void UpdateEnemies(Enemies *enemies) {
void UpdateEnemies(Enemies *enemies, Projectiles *projectiles) {
Camera2D *camera = GetCamera(); Camera2D *camera = GetCamera();
Rectangle cameraRec = GetCameraRectangle(); Rectangle cameraRec = GetCameraRectangle();
for (int i = 0; i < enemies->count; i++) { for (int i = 0; i < enemies->count; i++) {
if (enemies->alive[i]) { if (!enemies->alive[i])
continue;
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]) { if (enemies->arrived[i]) {
enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000); enemies->destPos[i] = GetPositionOutsideRectangle(cameraRec, 100, 1000);
enemies->arrived[i] = false; enemies->arrived[i] = false;
} }
if (CheckCollisionPointCircle(enemies->physics[i].position, if (CheckCollisionPointCircle(enemies->physics[i].position,
enemies->destPos[i], 10.0F)) { enemies->destPos[i], 10.0F)) {
enemies->arrived[i] = true; enemies->arrived[i] = true;
} }
if (GetDistanceBetweenTwoVectors(enemies->physics[i].position, if (GetDistanceBetweenTwoVectors(enemies->physics[i].position,
camera->target) > 1000) { camera->target) > 1000) {
enemies->physics[i].position = enemies->physics[i].position =
GetPositionOutsideRectangle(cameraRec, 100, 1000); GetPositionOutsideRectangle(cameraRec, 100, 1000);
} }
Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position, Vector2 dir = GetDirectionBetweenTwoVectors(enemies->physics[i].position,
enemies->destPos[i]); enemies->destPos[i]);
UpdatePhysics(&enemies->physics[i], dir); UpdatePhysics(&enemies->physics[i], dir);
UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position); UpdateSpriteDestRec(&enemies->sprite[i], &enemies->physics[i].position);
float rotation = Vector2ToRotation(dir); float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f); UpdateSpriteRotation(&enemies->sprite[i], rotation + 90.0f);
UpdateAnimation(&enemies->animation[i], GetFrameTime()); UpdateAnimation(&enemies->animation[i], GetFrameTime());
UpdateSpriteSourceRec(&enemies->sprite[i], UpdateSpriteSourceRec(&enemies->sprite[i],
&(Vector2){enemies->sprite[i].frameSize.x * &(Vector2){enemies->sprite[i].frameSize.x *
@@ -98,7 +83,6 @@ void UpdateEnemies(Enemies *enemies, Projectiles *projectiles) {
enemies->sprite[i].frameSize.y}); enemies->sprite[i].frameSize.y});
} }
} }
}
void RenderEnemies(Enemies *enemies) { void RenderEnemies(Enemies *enemies) {
for (int i = 0; i < enemies->count; i++) { for (int i = 0; i < enemies->count; i++) {
@@ -106,43 +90,4 @@ void RenderEnemies(Enemies *enemies) {
RenderSprite(&enemies->sprite[i]); RenderSprite(&enemies->sprite[i]);
} }
} }
=======
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});
}
}
void RenderEnemies(Enemies *enemies){
for (int i = 0; i < enemies->count; i++)
{
RenderSprite(&enemies->sprite[i]);
}
>>>>>>> origin/pirate
}
+26 -82
View File
@@ -1,14 +1,9 @@
#include "app.h" #include "app.h"
#include "engine.h" #include "engine.h"
typedef enum { typedef enum { FLAPPING, SOUND_COUNT } SoundID;
FLAPPING,
SOUND_COUNT
}SoundID;
const SoundAsset playerSoundAssets[SOUND_COUNT] = { const SoundAsset playerSoundAssets[SOUND_COUNT] = {{"assets/flapping.wav"}};
{"assets/flapping.wav"}
};
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}};
@@ -31,73 +26,18 @@ Player *GetPlayer(void) {
return &player; return &player;
} }
<<<<<<< HEAD
void CreatePlayer(void)
{
TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
Texture2D texture = LoadTexture(startShipAsset.path);
float frameWidth = startShipAsset.frameWidth;
float rotation = (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION);
Sprite playerSprite = {
.texture = texture,
.frameSize = {frameWidth, frameWidth},
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
.origin = {frameWidth / 2, frameWidth / 2},
.rotation = rotation,
.color = WHITE
};
=======
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"); int START_GOLD = GetConfigInt(&config, "START_GOLD");
>>>>>>> origin/pirate
TextureAsset startShipAsset = playerTextureAssets[START_SHIP]; TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
<<<<<<< HEAD
Physics playerPhysics = {
.position = (Vector2){(float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX), (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY)},
.direction = (Vector2){0.0f, 0.0f},
.speed = playerSpeeds[ANCHOR]
};
Player* player = GetPlayer();
*player = (Player){
.sprite = playerSprite,
.animation = playerAnimation,
.physics = playerPhysics,
.rotation = rotation,
.soundFlapping = LoadSound(playerSoundAssets[FLAPPING].path),
.gold = LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_GOLD)
};
}
void UpdatePlayer(void)
{
Player* player = GetPlayer();
if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
PlaySound(player->soundFlapping);
player->physics.speed = playerSpeeds[SLOW_AHEAD];
}
else {
PlaySound(player->soundFlapping);
player->physics.speed = playerSpeeds[FAST_AHEAD];
}
}
}
=======
Texture2D texture = LoadTexture(startShipAsset.path); Texture2D texture = LoadTexture(startShipAsset.path);
float frameWidth = startShipAsset.frameWidth; float frameWidth = startShipAsset.frameWidth;
float rotation = startShipAsset.rotation; float rotation =
(float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION);
Sprite playerSprite = {.texture = texture, Sprite playerSprite = {.texture = texture,
.frameSize = {frameWidth, frameWidth}, .frameSize = {frameWidth, frameWidth},
@@ -114,18 +54,29 @@ void UpdatePlayer(void)
.framesSpeed = 0.0f, .framesSpeed = 0.0f,
.animTimer = 0.0f}; .animTimer = 0.0f};
Physics playerPhysics = {.position = (Vector2){0.0f, 0.0f}, Physics playerPhysics = {
.direction = (Vector2){0.0f, 0.0f}, .position = {(float)LoadStorageValue(STORAGE_DATA_FILE,
STORAGE_POSITION_POSX),
(float)LoadStorageValue(STORAGE_DATA_FILE,
STORAGE_POSITION_POSY)},
.direction = {0.0f, 0.0f},
.speed = playerSpeeds[ANCHOR], .speed = playerSpeeds[ANCHOR],
.weight = 10.0f}; .weight = 10.0f};
Player *player = GetPlayer(); Player *player = GetPlayer();
*player = (Player){.sprite = playerSprite,
*player = (Player){
.sprite = playerSprite,
.animation = playerAnimation, .animation = playerAnimation,
.physics = playerPhysics, .physics = playerPhysics,
.rotation = rotation, .rotation = rotation,
.soundFlapping = LoadSound(playerSoundAssets[FLAPPING].path),
.health = PLAYER_HEALTH_MAX, .health = PLAYER_HEALTH_MAX,
.gold = START_GOLD}; .gold = LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_GOLD)};
if (player->gold == 0) {
player->gold = START_GOLD;
}
} }
void UpdatePlayer(void) { void UpdatePlayer(void) {
@@ -139,7 +90,6 @@ void UpdatePlayer(void) {
} }
} }
} }
>>>>>>> origin/pirate
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]) {
@@ -166,22 +116,16 @@ void UpdatePlayer(void) {
} }
} }
player->sprite.rotation = player->rotation;
Vector2 dir = RotationToVector2(player->rotation - 90.0f);
<<<<<<< HEAD
player->sprite.rotation = player->rotation; player->sprite.rotation = player->rotation;
Vector2 dir = RotationToVector2(player->rotation - 90.0f); Vector2 dir = RotationToVector2(player->rotation - 90.0f);
UpdatePhysics(&player->physics, dir); UpdatePhysics(&player->physics, dir);
UpdateSpriteDestRec(&player->sprite, &player->physics.position); UpdateSpriteDestRec(&player->sprite, &player->physics.position);
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX, (int)player->physics.position.x); SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX,
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY, (int)player->physics.position.y); (int)player->physics.position.x);
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION, (int)player->rotation); SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY,
======= (int)player->physics.position.y);
UpdatePhysics(&player->physics, dir); SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION,
UpdateSpriteDestRec(&player->sprite, &player->physics.position); (int)player->rotation);
>>>>>>> origin/pirate
} }
void RenderPlayer(void) { void RenderPlayer(void) {