Merge remote-tracking branch 'refs/remotes/origin/pirate' into pirate

This commit is contained in:
huaqo-games
2025-12-11 13:59:37 +01:00
6 changed files with 123 additions and 9 deletions
+1 -1
View File
@@ -35,7 +35,7 @@ ifeq ($(OS), Windows_NT)
else
SRC = $(wildcard src/*.c)
TARGET = bin/osx/game
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib)
RAYLIB_FLAGS = $(shell pkg-config --libs --cflags raylib) -lm
endif
$(shell mkdir -p bin/osx bin/win)
+30 -5
View File
@@ -52,11 +52,6 @@ typedef enum {
SPEED_COUNT
} playerSpeedID;
typedef enum
{
FLYING,
BIRDS_TEX_COUNT
} birdsTextureID;
typedef enum
{
@@ -152,7 +147,32 @@ typedef struct
float rotation;
} Player;
typedef enum
{
BOAT,
ENEMIES_TEX_COUNT
} enemiesTextureID;
#define MAX_ENEMIES 100
typedef struct
{
int count;
Sprite sprite[MAX_ENEMIES];
Animation animation[MAX_ENEMIES];
Physics physics[MAX_ENEMIES];
bool arrived[MAX_ENEMIES];
Vector2 destPos[MAX_ENEMIES];
} Enemies;
typedef enum
{
FLYING,
BIRDS_TEX_COUNT
} birdsTextureID;
#define MAX_BIRDS 100
typedef struct {
int count;
Sprite sprite[MAX_BIRDS];
@@ -176,6 +196,7 @@ typedef struct
RenderTexture2D target;
Floor floor;
Birds birds;
Enemies enemies;
Islands islands;
Mouse mouse;
Image image;
@@ -245,6 +266,10 @@ void CreatePlayer(void);
void UpdatePlayer(void);
void RenderPlayer(void);
Enemies CreateEnemies(void);
void UpdateEnemies(Enemies *enemies);
void RenderEnemies(Enemies *enemies);
Birds CreateBirds(void);
void UpdateBirds(Birds *birds);
void RenderBirds(Birds *birds);
+3
View File
@@ -37,6 +37,7 @@ void InitGame(App *app)
Player* player = GetPlayer();
CreateCamera(player->physics.position, 10.0f);
g->birds = CreateBirds();
g->enemies = CreateEnemies();
g->islands = CreateIslands();
g->floor = CreateFloor();
@@ -78,6 +79,7 @@ void UpdateGame(App *app)
UpdateFloor(&g->floor);
UpdatePlayer();
UpdateBirds(&g->birds);
UpdateEnemies(&g->enemies);
UpdateIslands(&g->islands);
}
@@ -86,6 +88,7 @@ void RenderComponents(App *app)
GameState *g = &app->game;
RenderFloor(&g->floor);
RenderPlayer();
RenderEnemies(&g->enemies);
RenderBirds(&g->birds);
RenderIslands(&g->islands);
}
-2
View File
@@ -70,8 +70,6 @@ void UpdateBirds(Birds *birds){
}
Vector2 dir = GetDirectionBetweenTwoVectors(birds->physics[i].position, birds->destPos[i]);
UpdatePhysics(&birds->physics[i], dir);
printf("birdsPos: %f, %f", birds->physics[i].position.x, birds->physics[i].position.y);
printf("cameraTarget: %f, %f",camera->target.x, camera->target.y );
UpdateSpriteDestRec(&birds->sprite[i], &birds->physics[i].position);
float rotation = Vector2ToRotation(dir);
UpdateSpriteRotation(&birds->sprite[i], rotation + 45.0f);
+89
View File
@@ -0,0 +1,89 @@
#include "appTypes.h"
#include "engine.h"
const TextureAsset enemiesTextureAssets[ENEMIES_TEX_COUNT] = {
{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}
};
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;
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
};
Rectangle cameraRec = GetCameraRectangle();
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};
}
return enemies;
}
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 + 45.0f);
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]);
}
}
-1
View File
@@ -15,7 +15,6 @@ Rectangle GetCameraRectangle(void)
float viewHeight = 0.0f;
float viewX = 0.0f;
float viewY = 0.0f;
printf("\n CameraZoom: %f \n", camera->zoom);
if (camera->zoom < 0.5f)
{
viewWidth = screenWidth;