2019-09-10 11:14:36 +03:00
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/*
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2019-09-26 23:20:37 +03:00
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Author: Asrın "Syntriax" Doğan
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Start: 05.09.2019
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Mail: asrindogan99@gmail.com
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Simple Shoot 'Em Up game.
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Keys:
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Move Up - Up Arrow
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Move Right - Right Arrow
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Move Down - Down Arrow
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Move Left - Left Arrow
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Shoot - Space
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Restart - R
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Exit - Escape(ESC)
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2019-09-10 11:14:36 +03:00
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*/
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2019-09-13 17:55:44 +03:00
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2019-09-10 11:14:36 +03:00
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#include <stdio.h>
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2019-09-10 12:45:06 +03:00
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#include <stdlib.h>
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2019-09-10 11:14:36 +03:00
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#include <math.h>
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2019-09-10 12:50:01 +03:00
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#include "allegro\include\allegro5\allegro.h"
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#include "allegro\include\allegro5\allegro_audio.h"
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#include "allegro\include\allegro5\allegro_acodec.h"
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#include "allegro\include\allegro5\allegro_image.h"
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#include "allegro\include\allegro5\allegro_primitives.h"
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2019-09-26 23:44:57 +03:00
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2019-09-13 17:55:44 +03:00
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#define playerSpeed 0.75
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#define enemySpeed 0.1
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2019-09-10 11:52:00 +03:00
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#define initialPlayerHealth 4
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2019-09-13 17:55:44 +03:00
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#define bulletSpeed 2.5
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2019-09-10 11:52:00 +03:00
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#define numberImageSize 5
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2019-09-10 22:22:22 +03:00
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#define scoreDigitLimit 11
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2019-09-13 17:55:44 +03:00
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#define timerDigitLimit 4
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2019-09-10 11:14:36 +03:00
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#define initialEnemyLimit 3
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2019-09-10 22:22:22 +03:00
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#define sampleCount 3
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2019-09-13 17:55:44 +03:00
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#define colon 10
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#define numbersLength 11
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2019-09-10 11:14:36 +03:00
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typedef struct
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{
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2019-09-26 23:20:37 +03:00
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float x;
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float y;
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2019-09-10 11:14:36 +03:00
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} Vector2D;
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2019-09-26 21:10:50 +03:00
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typedef struct
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{
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2019-09-26 23:20:37 +03:00
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Vector2D originalSize;
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Vector2D size;
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ALLEGRO_BITMAP *bitmap;
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2019-09-26 21:10:50 +03:00
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} Image;
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2019-09-10 11:14:36 +03:00
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typedef struct
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{
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2019-09-26 23:20:37 +03:00
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Vector2D position;
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/* char health; */
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float moveSpeed;
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float fireCooldown;
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Vector2D velocity;
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2019-09-10 11:14:36 +03:00
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} Enemy;
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typedef struct
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{
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2019-09-26 23:20:37 +03:00
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char isEnemyBullet;
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Vector2D position;
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Vector2D velocity;
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2019-09-10 11:14:36 +03:00
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} Bullet;
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2019-09-10 22:22:22 +03:00
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struct
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{
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2019-09-26 23:20:37 +03:00
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int enemyLimit;
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int enemyCount;
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Enemy *enemyArray;
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2019-09-10 22:22:22 +03:00
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} enemies;
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2019-09-10 11:14:36 +03:00
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struct
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{
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2019-09-26 23:20:37 +03:00
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int bulletCount;
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Bullet *bulletArray;
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2019-09-10 11:14:36 +03:00
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} bullets;
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2019-09-10 22:22:22 +03:00
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struct
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{
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2019-09-26 23:20:37 +03:00
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Vector2D position;
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char health;
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float moveSpeed;
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byte lookDirection;
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int shootPerSecond;
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float shootCooldown;
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unsigned int killedEnemyCount;
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unsigned int score;
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Image image;
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2019-09-10 22:22:22 +03:00
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} player;
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2019-09-26 23:44:57 +03:00
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char InitializeGameWindow();
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char InitializeGame();
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char InitializeEnemies();
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char DealDamage(char *health);
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void Update();
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2019-09-10 11:14:36 +03:00
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void SpawnEnemies();
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void CheckBullets();
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void RemoveBulletAtIndex(int index);
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void RemoveEnemyAtIndex(int index);
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void CheckEnemies();
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void MoveEnemies();
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2019-09-26 20:12:04 +03:00
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void LimitEnemies();
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2019-09-26 21:10:50 +03:00
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void DrawObject(Vector2D position, Image *image, int flag);
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2019-09-26 23:44:57 +03:00
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void DrawNumber(Vector2D position, int number);
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2019-09-26 21:10:50 +03:00
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void DrawSizedObject(Vector2D position, Image *image, int flag, float objectscreenSizeMultiplier);
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2019-09-10 11:14:36 +03:00
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void DrawScreen();
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void DrawScore();
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2019-09-10 12:45:06 +03:00
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void DrawHighScore();
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2019-09-13 17:55:44 +03:00
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void DrawTimer();
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2019-09-10 12:45:06 +03:00
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void CheckHighScore();
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void GetHighScore();
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2019-09-13 17:55:44 +03:00
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void GetSettings();
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2019-09-26 20:12:04 +03:00
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void CalculateScore();
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2019-09-10 11:14:36 +03:00
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void Inputs();
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void PlayerMovement();
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2019-09-13 17:55:44 +03:00
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void ClampPlayerPositionToScreenDimensions();
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2019-09-10 11:14:36 +03:00
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void ShootSoundEffect();
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void DieSoundEffect();
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2019-09-26 23:44:57 +03:00
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void PlayerShootCheck();
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2019-09-10 11:14:36 +03:00
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void PlayerShoot();
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void EnemyShoot();
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2019-09-26 23:44:57 +03:00
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void BulletMovement();
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2019-09-10 11:14:36 +03:00
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void BulletCollisions();
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2019-09-26 23:44:57 +03:00
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void DestroyGame();
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2019-09-10 11:14:36 +03:00
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void DestroyGameWindow();
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2019-09-26 20:12:04 +03:00
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2019-09-10 11:14:36 +03:00
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byte isVectorExceedingLimits(Vector2D vector, Vector2D limits);
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2019-09-26 21:10:50 +03:00
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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap);
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2019-09-26 20:12:04 +03:00
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2019-09-26 23:44:57 +03:00
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float VectorMagnitude(Vector2D vector);
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float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond);
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2019-09-26 21:10:50 +03:00
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2019-09-10 11:14:36 +03:00
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Vector2D NormalizeVector(Vector2D vector);
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2019-09-26 23:44:57 +03:00
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Image InitImage(const char *path);
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2019-09-10 11:14:36 +03:00
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ALLEGRO_KEYBOARD_STATE keyboardState;
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ALLEGRO_DISPLAY_MODE disp_data;
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ALLEGRO_COLOR backgroundColor;
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2019-09-26 23:44:57 +03:00
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2019-09-26 23:20:37 +03:00
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ALLEGRO_DISPLAY *display = NULL;
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ALLEGRO_EVENT_QUEUE *event_queue = NULL;
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ALLEGRO_TIMER *timer = NULL;
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2019-09-26 21:49:53 +03:00
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2019-09-26 21:10:50 +03:00
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Image gameOverImage;
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2019-09-10 11:14:36 +03:00
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2019-09-13 17:55:44 +03:00
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ALLEGRO_SAMPLE *BGM = NULL;
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2019-09-10 22:22:22 +03:00
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2019-09-26 21:49:53 +03:00
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ALLEGRO_SAMPLE *shootSound = NULL;
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2019-09-10 11:14:36 +03:00
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ALLEGRO_SAMPLE_ID shootSoundID;
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2019-09-26 21:10:50 +03:00
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Image enemyImage;
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Image enemyBulletImage;
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2019-09-26 23:44:57 +03:00
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ALLEGRO_SAMPLE *enemyDieSound = NULL;
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2019-09-10 11:14:36 +03:00
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ALLEGRO_SAMPLE_ID enemyDieSoundID;
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2019-09-26 21:10:50 +03:00
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Image numberTable;
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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const char *playerImagePath = "Images/Player.png";
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const char *enemyImagePath = "Images/Enemy.png";
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const char *bulletImagePath = "Images/Bullet.png";
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const char *gameOverImagePath = "Images/GameOver.png";
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const char *numbersImagePath = "Images/Numbers.png";
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2019-09-26 20:20:13 +03:00
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2019-09-26 23:20:37 +03:00
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const char *dieSoundPath = "Sounds/Die.wav";
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const char *bgmSoundPath = "Sounds/Background.wav";
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const char *shootSoundPath = "Sounds/Shoot.wav";
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2019-09-26 20:20:13 +03:00
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2019-09-26 23:44:57 +03:00
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const char *displayName = "Syn Game";
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const char *savePath = "Save.syn";
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const char *settingsPath = "Settings.syn";
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const char *settingsFormat = "%d\n%d\n%d";
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2019-09-26 21:49:53 +03:00
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2019-09-13 17:55:44 +03:00
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int isFullscreen = 1;
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int settingsWidth = 1600;
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int settingsHeight = 900;
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2019-09-26 21:49:53 +03:00
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2019-09-10 11:14:36 +03:00
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const Vector2D referenceScreenDimensions = {160, 90};
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2019-09-26 23:20:37 +03:00
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Vector2D screenDimensions = {0, 0};
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Vector2D scorePosition = {0, 0};
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Vector2D highScorePosition = {0, 0};
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Vector2D timerPosition = {0, 0};
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2019-09-26 21:49:53 +03:00
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2019-09-13 17:55:44 +03:00
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float screenSizeMultiplier;
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float timeSinceStart;
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2019-09-26 21:49:53 +03:00
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2019-09-10 11:14:36 +03:00
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const float FPS = 60;
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2019-09-26 21:49:53 +03:00
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2019-09-10 11:14:36 +03:00
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double deltaTime;
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2019-09-26 21:49:53 +03:00
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2019-09-10 11:14:36 +03:00
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unsigned int enemyRespawnCounter = 0;
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2019-09-10 12:45:06 +03:00
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unsigned int highScore = 0;
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2019-09-26 21:49:53 +03:00
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2019-09-13 18:03:21 +03:00
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int enemyLimiter = 12;
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2019-09-26 21:49:53 +03:00
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2019-09-10 11:14:36 +03:00
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Vector2D input;
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2019-09-26 21:49:53 +03:00
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2019-09-26 23:20:37 +03:00
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byte isRestart = 0;
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byte isRunning = 1;
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2019-09-10 11:14:36 +03:00
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byte isGameOver = 0;
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void Update()
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{
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2019-09-26 23:20:37 +03:00
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al_get_keyboard_state(&keyboardState);
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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if(al_key_down(&keyboardState, ALLEGRO_KEY_ESCAPE))
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isRunning = 0;
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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al_clear_to_color(backgroundColor);
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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if(!isGameOver)
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{
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printf("Inputs();\n");
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Inputs();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("PlayerMovement();\n");
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PlayerMovement();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("EnemyShoot();\n");
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EnemyShoot();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("BulletCollisions();\n");
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BulletCollisions();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("PlayerShootCheck();\n");
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PlayerShootCheck();
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2019-09-26 20:12:04 +03:00
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2019-09-26 23:20:37 +03:00
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printf("LimitEnemies();\n");
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LimitEnemies();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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timeSinceStart += deltaTime;
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("CalculateScore();\n");
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CalculateScore();
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}
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else if(al_key_down(&keyboardState, ALLEGRO_KEY_R))
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isRestart = 1;
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("CheckEnemies();\n");
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CheckEnemies();
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printf("MoveEnemies();\n");
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MoveEnemies();
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printf("CheckBullets();\n");
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CheckBullets();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("BulletMovement();\n");
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BulletMovement();
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2019-09-10 11:14:36 +03:00
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2019-09-26 23:20:37 +03:00
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printf("DrawScreen();\n");
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DrawScreen();
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al_flip_display();
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2019-09-10 11:14:36 +03:00
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}
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int main(int argc, char **argv)
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{
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2019-09-26 23:20:37 +03:00
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if(InitializeGameWindow() == 0)
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{
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DestroyGameWindow();
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|
|
getchar();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
do
|
|
|
|
|
{
|
|
|
|
|
if(InitializeGame() == 0)
|
|
|
|
|
{
|
|
|
|
|
DestroyGame();
|
|
|
|
|
getchar();
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
while (isRunning && !isRestart)
|
|
|
|
|
{
|
|
|
|
|
ALLEGRO_EVENT ev;
|
|
|
|
|
al_wait_for_event(event_queue, &ev);
|
|
|
|
|
|
|
|
|
|
if(ev.type == ALLEGRO_EVENT_DISPLAY_CLOSE)
|
|
|
|
|
isRunning = 0;
|
|
|
|
|
|
|
|
|
|
if(ev.type == ALLEGRO_EVENT_TIMER)
|
|
|
|
|
Update();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DestroyGame();
|
|
|
|
|
}
|
|
|
|
|
while (isRestart);
|
|
|
|
|
|
|
|
|
|
DestroyGameWindow();
|
|
|
|
|
|
|
|
|
|
getchar();
|
|
|
|
|
return 0;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 21:49:53 +03:00
|
|
|
|
Image InitImage(const char *path)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Image result;
|
|
|
|
|
result.bitmap = al_load_bitmap(path);
|
2019-09-26 21:49:53 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
result.originalSize.x = al_get_bitmap_width(result.bitmap);
|
|
|
|
|
result.originalSize.y = al_get_bitmap_height(result.bitmap);
|
2019-09-26 21:49:53 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
result.size.x = result.originalSize.x * screenSizeMultiplier;
|
|
|
|
|
result.size.y = result.originalSize.y * screenSizeMultiplier;
|
|
|
|
|
|
|
|
|
|
return result;
|
2019-09-26 21:49:53 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 11:14:36 +03:00
|
|
|
|
Vector2D NormalizeVector(Vector2D vector)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D normalizedVector;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
float magnitude;
|
|
|
|
|
|
|
|
|
|
magnitude = sqrt(vector.x * vector.x + vector.y * vector.y);
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
if(vector.x == 0.0 && vector.y == 0.0)
|
|
|
|
|
return vector;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
normalizedVector.x = vector.x / magnitude;
|
|
|
|
|
normalizedVector.y = vector.y / magnitude;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
return normalizedVector;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
float VectorMagnitude(Vector2D vector)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
return sqrt(vector.x * vector.x + vector.y * vector.y);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-13 17:55:44 +03:00
|
|
|
|
float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond)
|
2019-09-10 11:14:36 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D difference;
|
|
|
|
|
difference.x = abs(vectorFirst.x - vectorSecond.x);
|
|
|
|
|
difference.y = abs(vectorFirst.y - vectorSecond.y);
|
|
|
|
|
return VectorMagnitude(difference);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
byte result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0;
|
|
|
|
|
return result;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 22:22:22 +03:00
|
|
|
|
/*
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Gets the shortest dimensions of both images, sums these dimension and divides by 2 to get minimum accepted distance.
|
|
|
|
|
And compares the distance between those objects to the minimum distancce to check if they're colliding.
|
|
|
|
|
It's the most simple and optimized way I can think of for a game like this.
|
2019-09-26 21:49:53 +03:00
|
|
|
|
*/
|
2019-09-26 21:10:50 +03:00
|
|
|
|
byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap)
|
2019-09-10 11:14:36 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
byte result;
|
|
|
|
|
float minDistance;
|
|
|
|
|
float distance;
|
|
|
|
|
|
|
|
|
|
minDistance = firstMap -> size.x > firstMap -> size.y ?
|
|
|
|
|
firstMap -> size.y :
|
|
|
|
|
firstMap -> size.x;
|
2019-09-26 21:10:50 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
minDistance += secondMap -> size.x > secondMap -> size.y ?
|
|
|
|
|
secondMap -> size.y :
|
|
|
|
|
secondMap -> size.x;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
minDistance *= 0.5f;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
distance = VectorDistanceBetween(*firstPos, *secondPos);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
result = distance <= minDistance;
|
|
|
|
|
return result;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char InitializeGameWindow()
|
|
|
|
|
{
|
2019-09-26 23:44:57 +03:00
|
|
|
|
float x;
|
|
|
|
|
float y;
|
|
|
|
|
x = 0.0f;
|
|
|
|
|
y = 0.0f;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
if(!al_init() ||
|
|
|
|
|
!al_init_primitives_addon() ||
|
|
|
|
|
!al_init_image_addon() ||
|
|
|
|
|
!al_install_audio() ||
|
|
|
|
|
!al_init_acodec_addon() ||
|
|
|
|
|
!al_reserve_samples(sampleCount))
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
GetSettings();
|
|
|
|
|
|
|
|
|
|
if(isFullscreen == 1)
|
|
|
|
|
{
|
|
|
|
|
al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
|
|
|
|
|
al_set_new_display_flags(ALLEGRO_FULLSCREEN);
|
|
|
|
|
|
|
|
|
|
x = disp_data.width;
|
|
|
|
|
y = disp_data.height;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
x = settingsWidth;
|
|
|
|
|
y = settingsHeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
screenDimensions = (Vector2D){x, y};
|
|
|
|
|
|
|
|
|
|
scorePosition = (Vector2D){x * (float)0.05, y * (float)0.05}; /* Upper Left Position */
|
|
|
|
|
highScorePosition = (Vector2D){x * (float)0.95, y * (float)0.05}; /* Upper Right Position */
|
|
|
|
|
timerPosition = (Vector2D){x * (float)0.5 , y * (float)0.95}; /* Bottom Center Position */
|
|
|
|
|
|
|
|
|
|
screenSizeMultiplier = screenDimensions.x / referenceScreenDimensions.x;
|
|
|
|
|
display = al_create_display(screenDimensions.x, screenDimensions.y);
|
|
|
|
|
|
|
|
|
|
if(display == NULL)
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
if(!al_install_keyboard())
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
deltaTime = 1.0 / FPS;
|
|
|
|
|
timer = al_create_timer(deltaTime);
|
|
|
|
|
event_queue = al_create_event_queue();
|
|
|
|
|
|
|
|
|
|
if(event_queue == NULL)
|
|
|
|
|
{
|
|
|
|
|
printf("Event Queue Error");
|
|
|
|
|
al_destroy_display(display);
|
|
|
|
|
al_destroy_timer(timer);
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
al_register_event_source(event_queue, al_get_keyboard_event_source());
|
|
|
|
|
al_register_event_source(event_queue, al_get_display_event_source(display));
|
|
|
|
|
al_register_event_source(event_queue, al_get_timer_event_source(timer));
|
|
|
|
|
|
|
|
|
|
al_start_timer(timer);
|
|
|
|
|
al_set_window_title(display, displayName);
|
|
|
|
|
|
|
|
|
|
backgroundColor.a = 1;
|
|
|
|
|
backgroundColor.r = .1;
|
|
|
|
|
backgroundColor.g = .1;
|
|
|
|
|
backgroundColor.b = .1;
|
|
|
|
|
|
|
|
|
|
/* BGM is an exception since I don't want to it to restart itself every restart */
|
|
|
|
|
BGM = al_load_sample(bgmSoundPath);
|
|
|
|
|
|
|
|
|
|
if(BGM == NULL)
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
al_play_sample(BGM, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
|
|
|
|
|
return 1;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char InitializeGame()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
shootSound = al_load_sample(shootSoundPath);
|
|
|
|
|
enemyDieSound = al_load_sample(dieSoundPath);
|
|
|
|
|
|
|
|
|
|
if(shootSound == NULL || enemyDieSound == NULL)
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
if(!InitializeEnemies())
|
|
|
|
|
return 0;
|
|
|
|
|
GetHighScore();
|
|
|
|
|
|
|
|
|
|
/* Player Initialization */
|
|
|
|
|
player.position.x = screenDimensions.x / 2;
|
|
|
|
|
player.position.y = screenDimensions.y / 2;
|
|
|
|
|
player.moveSpeed = playerSpeed * screenSizeMultiplier;
|
|
|
|
|
player.shootPerSecond = 10;
|
|
|
|
|
player.health = initialPlayerHealth;
|
|
|
|
|
player.image = InitImage(playerImagePath);
|
|
|
|
|
|
|
|
|
|
if(player.image.bitmap == NULL ||
|
|
|
|
|
shootSound == NULL ||
|
|
|
|
|
enemyDieSound == NULL)
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
bullets.bulletCount = 0;
|
|
|
|
|
bullets.bulletArray = (Bullet *) malloc(sizeof(Bullet) * bullets.bulletCount);
|
|
|
|
|
|
|
|
|
|
/* Game Initialization */
|
|
|
|
|
isRunning = 1;
|
|
|
|
|
isRestart = 0;
|
|
|
|
|
isGameOver = 0;
|
|
|
|
|
timeSinceStart = 0;
|
|
|
|
|
player.killedEnemyCount = 0;
|
|
|
|
|
return 1;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 21:58:03 +03:00
|
|
|
|
char InitializeEnemies()
|
2019-09-10 11:14:36 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
enemies.enemyLimit = initialEnemyLimit;
|
|
|
|
|
enemies.enemyCount = 0;
|
|
|
|
|
enemies.enemyArray = (Enemy *) malloc(sizeof(Enemy) * enemies.enemyCount);
|
|
|
|
|
|
|
|
|
|
enemyImage = InitImage(enemyImagePath);
|
|
|
|
|
numberTable = InitImage(numbersImagePath);
|
|
|
|
|
enemyBulletImage = InitImage(bulletImagePath);
|
|
|
|
|
gameOverImage = InitImage(gameOverImagePath);
|
|
|
|
|
|
|
|
|
|
if( enemyImage.bitmap == NULL ||
|
|
|
|
|
numberTable.bitmap == NULL ||
|
|
|
|
|
enemyBulletImage.bitmap == NULL ||
|
|
|
|
|
gameOverImage.bitmap == NULL )
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
SpawnEnemies();
|
|
|
|
|
return 1;
|
2019-09-26 21:10:50 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 23:44:57 +03:00
|
|
|
|
char DealDamage(char *health)
|
|
|
|
|
{
|
|
|
|
|
return --*health <= 0;
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 11:14:36 +03:00
|
|
|
|
void SpawnEnemies()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D enemySpawnVector;
|
|
|
|
|
Vector2D enemyVelocity;
|
|
|
|
|
Enemy *enemy;
|
|
|
|
|
float speed;
|
|
|
|
|
int randomNumber;
|
|
|
|
|
|
|
|
|
|
if(enemyRespawnCounter > 10000)
|
|
|
|
|
enemyRespawnCounter = 0;
|
|
|
|
|
|
|
|
|
|
while (enemies.enemyCount < enemies.enemyLimit)
|
|
|
|
|
{
|
|
|
|
|
/* enemyRespawnCounter is just for making the value of rand() more randomized */
|
|
|
|
|
srand(time(0) + enemyRespawnCounter);
|
|
|
|
|
randomNumber = rand();
|
|
|
|
|
enemies.enemyCount++;
|
|
|
|
|
enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
|
|
|
|
|
|
|
|
|
|
/* Randomizing the velocity */
|
|
|
|
|
enemyVelocity.x = (float)(randomNumber % 20000) / 10000;
|
|
|
|
|
enemyVelocity.y = (float)(randomNumber % 2000) / 1000;
|
|
|
|
|
enemyVelocity.x *= randomNumber % 2 == 0 ? -1 : 1;
|
|
|
|
|
enemyVelocity.y *= randomNumber % 4 >= 2 ? -1 : 1;
|
|
|
|
|
|
|
|
|
|
speed = (float)(randomNumber % 500 / 100 + 2) * enemySpeed;
|
|
|
|
|
enemy = (enemies.enemyArray + enemies.enemyCount - 1);
|
|
|
|
|
enemy -> velocity = NormalizeVector(enemyVelocity);
|
|
|
|
|
enemy -> moveSpeed = speed * screenSizeMultiplier;
|
|
|
|
|
|
|
|
|
|
enemySpawnVector.x = enemyVelocity.x > 0 ? 0 : screenDimensions.x;
|
|
|
|
|
enemySpawnVector.y = enemyVelocity.y > 0 ? 0 : screenDimensions.y;
|
|
|
|
|
|
|
|
|
|
enemy -> position = enemySpawnVector;
|
|
|
|
|
enemy -> fireCooldown = 1.0 / (rand() % 5) + 2.0;
|
|
|
|
|
|
|
|
|
|
enemyRespawnCounter++;
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckBullets()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
int i;
|
|
|
|
|
int j;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < bullets.bulletCount; i++)
|
|
|
|
|
if(isVectorExceedingLimits((bullets.bulletArray + i) -> position, screenDimensions))
|
|
|
|
|
{
|
|
|
|
|
for (j = i; j < bullets.bulletCount - 1; j++)
|
|
|
|
|
*(bullets.bulletArray + j) = *(bullets.bulletArray + j + 1);
|
|
|
|
|
|
|
|
|
|
bullets.bulletCount--;
|
|
|
|
|
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RemoveBulletAtIndex(int index)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
printf("RemoveBulletAtIndex();\n");
|
|
|
|
|
for (; index < bullets.bulletCount - 1; index++)
|
|
|
|
|
*(bullets.bulletArray + index) = *(bullets.bulletArray + index + 1);
|
|
|
|
|
|
|
|
|
|
bullets.bulletCount--;
|
|
|
|
|
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void RemoveEnemyAtIndex(int index)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
printf("RemoveEnemyAtIndex();\n");
|
|
|
|
|
for (; index < enemies.enemyCount - 1; index++)
|
|
|
|
|
*(enemies.enemyArray + index) = *(enemies.enemyArray + index + 1);
|
|
|
|
|
|
|
|
|
|
enemies.enemyCount--;
|
|
|
|
|
enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
|
|
|
|
|
|
|
|
|
|
DieSoundEffect();
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void CheckEnemies()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
int i;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
for (i = 0; i < enemies.enemyCount; i++)
|
|
|
|
|
if(isVectorExceedingLimits((enemies.enemyArray + i) -> position, screenDimensions))
|
|
|
|
|
RemoveEnemyAtIndex(i);
|
|
|
|
|
|
|
|
|
|
SpawnEnemies();
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void MoveEnemies()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D velocity;
|
|
|
|
|
float speed;
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < enemies.enemyCount; i++)
|
|
|
|
|
{
|
|
|
|
|
speed = (enemies.enemyArray + i) -> moveSpeed;
|
|
|
|
|
velocity = (enemies.enemyArray + i) -> velocity;
|
|
|
|
|
(enemies.enemyArray + i) -> position.x += velocity.x * speed;
|
|
|
|
|
(enemies.enemyArray + i) -> position.y += velocity.y * speed;
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
2019-09-26 20:12:04 +03:00
|
|
|
|
|
|
|
|
|
void LimitEnemies()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
if(enemies.enemyLimit != enemyLimiter)
|
|
|
|
|
{
|
|
|
|
|
enemies.enemyLimit = initialEnemyLimit + (int)(timeSinceStart / 10);
|
|
|
|
|
|
|
|
|
|
if(enemies.enemyCount > enemyLimiter)
|
|
|
|
|
enemies.enemyLimit = enemyLimiter;
|
|
|
|
|
}
|
2019-09-26 20:12:04 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 21:10:50 +03:00
|
|
|
|
void DrawObject(Vector2D position, Image *image, int flag)
|
2019-09-10 11:14:36 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D InstantiateSize;
|
|
|
|
|
Vector2D originalSize;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
InstantiateSize = image -> size;
|
|
|
|
|
originalSize = image -> originalSize;
|
|
|
|
|
|
|
|
|
|
al_draw_scaled_bitmap(image -> bitmap,
|
|
|
|
|
0, 0, originalSize.x, originalSize.y,
|
|
|
|
|
position.x - InstantiateSize.x / 2, position.y - InstantiateSize.y / 2,
|
|
|
|
|
InstantiateSize.x, InstantiateSize.y, flag);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 20:12:04 +03:00
|
|
|
|
/*
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Allegra Fonts is not working so I use this for displaying numbers
|
|
|
|
|
Special Characters:
|
|
|
|
|
10 = :
|
2019-09-26 20:12:04 +03:00
|
|
|
|
*/
|
2019-09-10 11:14:36 +03:00
|
|
|
|
void DrawNumber(Vector2D position, int number)
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D InstantiateSize;
|
|
|
|
|
Vector2D originalSize;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
InstantiateSize = numberTable.size;
|
|
|
|
|
originalSize = numberTable.originalSize;
|
|
|
|
|
|
|
|
|
|
al_draw_scaled_bitmap(numberTable.bitmap,
|
|
|
|
|
numberImageSize * number, 0, numberImageSize, originalSize.y,
|
|
|
|
|
position.x - numberImageSize / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2,
|
|
|
|
|
numberImageSize * screenSizeMultiplier, InstantiateSize.y, 0);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 21:10:50 +03:00
|
|
|
|
void DrawSizedObject(Vector2D position, Image *image, int flag, float objectscreenSizeMultiplier)
|
2019-09-10 11:14:36 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D InstantiateSize;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
float sizeFactor;
|
|
|
|
|
|
|
|
|
|
sizeFactor = screenSizeMultiplier * objectscreenSizeMultiplier;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
InstantiateSize = image -> size;
|
|
|
|
|
|
|
|
|
|
al_draw_scaled_bitmap(image -> bitmap,
|
|
|
|
|
0, 0, InstantiateSize.x, InstantiateSize.y,
|
|
|
|
|
position.x - InstantiateSize.x / 2 * sizeFactor, position.y - InstantiateSize.y / 2 * sizeFactor,
|
|
|
|
|
InstantiateSize.x * sizeFactor, InstantiateSize.y * sizeFactor, flag);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawScreen()
|
|
|
|
|
{
|
2019-09-26 23:44:57 +03:00
|
|
|
|
int i;
|
|
|
|
|
Vector2D halfScreen;
|
|
|
|
|
halfScreen = (Vector2D){screenDimensions.x / 2, screenDimensions.y / 2};
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
/* Enemy Draw */
|
|
|
|
|
for (i = 0; i < enemies.enemyCount; i++)
|
|
|
|
|
DrawObject((enemies.enemyArray + i) -> position, &enemyImage, (enemies.enemyArray + i) -> velocity.x > 0 ? ALLEGRO_FLIP_HORIZONTAL : 0 );
|
|
|
|
|
|
|
|
|
|
/* Bullet Draw */
|
|
|
|
|
for (i = 0; i < bullets.bulletCount; i++)
|
|
|
|
|
DrawObject((bullets.bulletArray + i) -> position, &enemyBulletImage, 0);
|
|
|
|
|
|
|
|
|
|
/* Player Draw */
|
|
|
|
|
if(!isGameOver)
|
|
|
|
|
DrawObject(player.position, &player.image, player.lookDirection == 1 ? ALLEGRO_FLIP_HORIZONTAL : 0);
|
|
|
|
|
else
|
|
|
|
|
DrawObject(halfScreen, &gameOverImage, 0);
|
|
|
|
|
|
|
|
|
|
DrawScore();
|
|
|
|
|
DrawHighScore();
|
|
|
|
|
DrawTimer();
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DrawScore()
|
|
|
|
|
{
|
2019-09-26 23:44:57 +03:00
|
|
|
|
unsigned int processedScore;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
char digit;
|
|
|
|
|
Vector2D spawnPosition;
|
|
|
|
|
int i;
|
|
|
|
|
|
2019-09-26 23:44:57 +03:00
|
|
|
|
processedScore = player.score;
|
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
for(i = scoreDigitLimit - 1; i >= 0; i--)
|
|
|
|
|
{
|
|
|
|
|
spawnPosition = scorePosition;
|
|
|
|
|
/* numberImageSize + 1 is because 1 pixel space between digits */
|
|
|
|
|
spawnPosition.x += screenSizeMultiplier * (numberImageSize + 1) * i;
|
|
|
|
|
digit = processedScore % 10;
|
|
|
|
|
processedScore = (int)(processedScore / 10);
|
|
|
|
|
DrawNumber(spawnPosition, digit);
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 12:45:06 +03:00
|
|
|
|
void DrawHighScore()
|
|
|
|
|
{
|
2019-09-26 23:44:57 +03:00
|
|
|
|
unsigned int processedScore;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
char digit;
|
|
|
|
|
Vector2D spawnPosition;
|
|
|
|
|
int i;
|
|
|
|
|
|
2019-09-26 23:44:57 +03:00
|
|
|
|
processedScore = highScore;
|
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
for(i = 0; i < scoreDigitLimit; i++)
|
|
|
|
|
{
|
|
|
|
|
spawnPosition = highScorePosition;
|
|
|
|
|
/* numberImageSize + 1 is because 1 pixel space between digits */
|
|
|
|
|
spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
|
|
|
|
|
digit = processedScore % 10;
|
|
|
|
|
processedScore = (int)(processedScore / 10);
|
|
|
|
|
DrawNumber(spawnPosition, digit);
|
|
|
|
|
}
|
2019-09-10 12:45:06 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-13 17:55:44 +03:00
|
|
|
|
void DrawTimer()
|
|
|
|
|
{
|
2019-09-26 23:44:57 +03:00
|
|
|
|
int seconds;
|
|
|
|
|
int minutes;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
char digit;
|
|
|
|
|
Vector2D spawnPosition;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
seconds = (int)timeSinceStart % 60;
|
|
|
|
|
minutes = (timeSinceStart - seconds) / 60;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
spawnPosition = timerPosition;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
i = -timerDigitLimit / 2;
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
while (i < 0)
|
|
|
|
|
{
|
|
|
|
|
/* numberImageSize + 1 is because 1 pixel space between digits */
|
|
|
|
|
spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
|
|
|
|
|
|
|
|
|
|
digit = seconds % 10;
|
|
|
|
|
seconds = (int)(seconds / 10);
|
|
|
|
|
DrawNumber(spawnPosition, digit);
|
|
|
|
|
i++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* numberImageSize + 1 is because 1 pixel space between digits */
|
|
|
|
|
spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
|
|
|
|
|
DrawNumber(spawnPosition, colon);
|
|
|
|
|
i++;
|
|
|
|
|
|
|
|
|
|
while (i < (timerDigitLimit / 2) + 1)
|
|
|
|
|
{
|
|
|
|
|
/* numberImageSize + 1 is because 1 pixel space between digits */
|
|
|
|
|
spawnPosition.x = timerPosition.x - screenSizeMultiplier * (numberImageSize + 1) * i;
|
|
|
|
|
|
|
|
|
|
if(i == 0)
|
|
|
|
|
{
|
|
|
|
|
DrawNumber(spawnPosition, colon);
|
|
|
|
|
i++;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
digit = minutes % 10;
|
|
|
|
|
minutes = (int)(minutes / 10);
|
|
|
|
|
DrawNumber(spawnPosition, digit);
|
|
|
|
|
i++;
|
|
|
|
|
}
|
2019-09-13 17:55:44 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 12:45:06 +03:00
|
|
|
|
void CheckHighScore()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
FILE *saveFile;
|
|
|
|
|
printf("Checking Highscore = %d and Score = %d\n", highScore, player.score);
|
|
|
|
|
|
|
|
|
|
if(player.score < highScore)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
saveFile = fopen(savePath, "wb");
|
|
|
|
|
if(saveFile == NULL)
|
|
|
|
|
{
|
|
|
|
|
printf("!!!!Error Saving Highscore!!!!\n");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
highScore = player.score;
|
|
|
|
|
fwrite(&highScore, sizeof(highScore), 1, saveFile);
|
|
|
|
|
fclose(saveFile);
|
2019-09-10 12:45:06 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GetHighScore()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
FILE *saveFile = fopen(savePath, "rb");
|
2019-09-26 23:44:57 +03:00
|
|
|
|
printf("Getting Highscore\n");
|
2019-09-26 23:20:37 +03:00
|
|
|
|
if(saveFile == NULL)
|
|
|
|
|
{
|
|
|
|
|
printf("!!!!Error Reading Highscore!!!!\n");
|
|
|
|
|
highScore = 0;
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fread(&highScore, sizeof(highScore), 1, saveFile);
|
|
|
|
|
fclose(saveFile);
|
2019-09-13 17:55:44 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void GetSettings()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
FILE *settingsFile = fopen(settingsPath, "r");
|
2019-09-26 23:44:57 +03:00
|
|
|
|
printf("Getting Settings\n");
|
2019-09-26 23:20:37 +03:00
|
|
|
|
if(settingsFile == NULL)
|
|
|
|
|
{
|
|
|
|
|
printf("!!!!Error Reading Settings!!!!\n");
|
|
|
|
|
settingsFile = fopen(settingsPath, "w");
|
|
|
|
|
if(settingsFile == NULL)
|
|
|
|
|
printf("!!!!Error Creating Settings!!!!\n");
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
fprintf(settingsFile, settingsFormat, isFullscreen, settingsWidth, settingsHeight, enemyLimiter);
|
|
|
|
|
fclose(settingsFile);
|
|
|
|
|
}
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
fscanf(settingsFile, settingsFormat, &isFullscreen, &settingsWidth, &settingsHeight, &enemyLimiter);
|
|
|
|
|
fclose(settingsFile);
|
2019-09-10 12:45:06 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 20:12:04 +03:00
|
|
|
|
void CalculateScore()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
player.score = (int)(timeSinceStart * timeSinceStart) * (player.killedEnemyCount + 1);
|
2019-09-26 20:12:04 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 11:14:36 +03:00
|
|
|
|
void Inputs()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
input.x = 0;
|
|
|
|
|
input.y = 0;
|
|
|
|
|
|
|
|
|
|
if(al_key_down(&keyboardState, ALLEGRO_KEY_UP))
|
|
|
|
|
input.y = -1;
|
|
|
|
|
else if(al_key_down(&keyboardState, ALLEGRO_KEY_DOWN))
|
|
|
|
|
input.y = 1;
|
|
|
|
|
|
|
|
|
|
if(al_key_down(&keyboardState, ALLEGRO_KEY_RIGHT))
|
|
|
|
|
{
|
|
|
|
|
input.x = 1;
|
|
|
|
|
player.lookDirection = input.x;
|
|
|
|
|
}
|
|
|
|
|
else if(al_key_down(&keyboardState, ALLEGRO_KEY_LEFT))
|
|
|
|
|
{
|
|
|
|
|
input.x = -1;
|
|
|
|
|
player.lookDirection = input.x;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
input = NormalizeVector(input);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void PlayerMovement()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
player.position.x += input.x * player.moveSpeed;
|
|
|
|
|
player.position.y += input.y * player.moveSpeed;
|
2019-09-10 22:22:22 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
ClampPlayerPositionToScreenDimensions();
|
2019-09-10 22:22:22 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-13 17:55:44 +03:00
|
|
|
|
void ClampPlayerPositionToScreenDimensions()
|
2019-09-10 22:22:22 +03:00
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
if(player.position.x < 0)
|
|
|
|
|
player.position.x = 0;
|
|
|
|
|
else if(player.position.x > screenDimensions.x)
|
|
|
|
|
player.position.x = screenDimensions.x;
|
|
|
|
|
|
|
|
|
|
if(player.position.y < 0)
|
|
|
|
|
player.position.y = 0;
|
|
|
|
|
else if(player.position.y > screenDimensions.y)
|
|
|
|
|
player.position.y = screenDimensions.y;
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ShootSoundEffect()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
printf("ShootSoundEffect();\n");
|
|
|
|
|
/* al_stop_sample(&shootSoundID); */
|
|
|
|
|
al_play_sample(shootSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &shootSoundID);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DieSoundEffect()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
printf("DieSoundEffect();\n");
|
|
|
|
|
/* al_stop_sample(&enemyDieSoundID); */
|
|
|
|
|
al_play_sample(enemyDieSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &enemyDieSoundID);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-26 20:12:04 +03:00
|
|
|
|
void PlayerShootCheck()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
if(player.shootCooldown < 0.0f)
|
|
|
|
|
{
|
|
|
|
|
if(al_key_down(&keyboardState, ALLEGRO_KEY_SPACE))
|
|
|
|
|
{
|
|
|
|
|
printf("PlayerShoot();\n");
|
|
|
|
|
PlayerShoot();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
player.shootCooldown -= deltaTime;
|
2019-09-26 20:12:04 +03:00
|
|
|
|
}
|
|
|
|
|
|
2019-09-10 11:14:36 +03:00
|
|
|
|
void PlayerShoot()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D shootDir;
|
|
|
|
|
Bullet *newBullet;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
float offset;
|
|
|
|
|
|
|
|
|
|
offset = (player.image.size.x + enemyBulletImage.size.x * 2.0);
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
if(player.lookDirection != 1)
|
|
|
|
|
offset = -offset;
|
|
|
|
|
|
|
|
|
|
shootDir.x = player.lookDirection == 1 ? bulletSpeed : -bulletSpeed;
|
|
|
|
|
shootDir.x *= screenSizeMultiplier;
|
|
|
|
|
shootDir.y = 0;
|
|
|
|
|
|
|
|
|
|
player.shootCooldown = 1 / (float)player.shootPerSecond;
|
|
|
|
|
|
|
|
|
|
bullets.bulletCount++;
|
|
|
|
|
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
|
|
|
|
|
|
|
|
|
newBullet = (bullets.bulletArray + bullets.bulletCount - 1);
|
|
|
|
|
newBullet -> position = player.position;
|
|
|
|
|
newBullet -> position.x += offset;
|
|
|
|
|
newBullet -> velocity = shootDir;
|
|
|
|
|
newBullet -> isEnemyBullet = 0;
|
|
|
|
|
|
|
|
|
|
ShootSoundEffect();
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void EnemyShoot()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Vector2D shootDir;
|
|
|
|
|
Vector2D normalizedVec;
|
|
|
|
|
Enemy *enemy;
|
|
|
|
|
Bullet *bullet;
|
|
|
|
|
int i;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
float offset;
|
|
|
|
|
|
|
|
|
|
offset = (player.image.size.x + enemyBulletImage.size.x * 2.0);
|
2019-09-26 23:20:37 +03:00
|
|
|
|
|
|
|
|
|
for (i = 0; i < enemies.enemyCount; i++)
|
|
|
|
|
{
|
|
|
|
|
srand(time(0) + enemyRespawnCounter++);
|
|
|
|
|
enemy = (enemies.enemyArray + i);
|
|
|
|
|
|
|
|
|
|
if(enemy -> fireCooldown > 0.0)
|
|
|
|
|
enemy -> fireCooldown -= deltaTime;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
shootDir = (Vector2D){player.position.x - enemy -> position.x , player.position.y - enemy -> position.y};
|
|
|
|
|
|
|
|
|
|
shootDir = NormalizeVector(shootDir);
|
|
|
|
|
normalizedVec = shootDir;
|
|
|
|
|
shootDir = (Vector2D){shootDir.x * bulletSpeed * screenSizeMultiplier, shootDir.y * bulletSpeed * screenSizeMultiplier};
|
|
|
|
|
|
|
|
|
|
enemy -> fireCooldown = 1.0 / (rand() % 5) + 2.0;
|
|
|
|
|
bullets.bulletCount++;
|
|
|
|
|
bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
|
|
|
|
|
bullet = (bullets.bulletArray + bullets.bulletCount - 1);
|
|
|
|
|
bullet -> position = enemy -> position;
|
|
|
|
|
bullet -> position.x += normalizedVec.x * offset;
|
|
|
|
|
bullet -> position.y += normalizedVec.y * offset;
|
|
|
|
|
bullet -> velocity = shootDir;
|
|
|
|
|
bullet -> isEnemyBullet = 1;
|
|
|
|
|
ShootSoundEffect();
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BulletCollisions()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
Bullet *bullet;
|
|
|
|
|
Enemy *enemy;
|
2019-09-26 23:44:57 +03:00
|
|
|
|
int bulletCounter;
|
|
|
|
|
int enemyCounter;
|
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
printf("Enemy-Bullet\n");
|
|
|
|
|
for (enemyCounter = 0; enemyCounter < enemies.enemyCount; enemyCounter++)
|
|
|
|
|
{
|
|
|
|
|
printf("Enemy-Bullet|enemyCounter\n");
|
|
|
|
|
enemy = (enemies.enemyArray + enemyCounter);
|
2019-09-26 23:44:57 +03:00
|
|
|
|
|
2019-09-26 23:20:37 +03:00
|
|
|
|
for (bulletCounter = 0; bulletCounter < bullets.bulletCount; bulletCounter++)
|
|
|
|
|
{
|
|
|
|
|
bullet = (bullets.bulletArray + bulletCounter);
|
|
|
|
|
printf("Player-Bullet\n");
|
|
|
|
|
if(bullet -> isEnemyBullet == 1 && CheckCollision(
|
|
|
|
|
&bullet -> position,
|
|
|
|
|
&player.position,
|
|
|
|
|
&enemyBulletImage,
|
|
|
|
|
&player.image
|
|
|
|
|
))
|
|
|
|
|
{
|
|
|
|
|
RemoveBulletAtIndex(bulletCounter);
|
|
|
|
|
bulletCounter--;
|
|
|
|
|
|
|
|
|
|
if(DealDamage(&player.health))
|
|
|
|
|
isGameOver = 1;
|
|
|
|
|
continue;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(bullet -> isEnemyBullet == 0 && CheckCollision(
|
|
|
|
|
&bullet -> position,
|
|
|
|
|
&enemy -> position,
|
|
|
|
|
&enemyBulletImage,
|
|
|
|
|
&enemyImage
|
|
|
|
|
))
|
|
|
|
|
{
|
|
|
|
|
printf("Enemy-Bullet|EnemyRemove\n");
|
|
|
|
|
RemoveEnemyAtIndex(enemyCounter);
|
|
|
|
|
enemyCounter--;
|
|
|
|
|
|
|
|
|
|
printf("Enemy-Bullet|BulletRemove\n");
|
|
|
|
|
RemoveBulletAtIndex(bulletCounter);
|
|
|
|
|
bulletCounter--;
|
|
|
|
|
player.killedEnemyCount++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
printf("Enemy-Player\n");
|
|
|
|
|
if(CheckCollision(
|
|
|
|
|
&enemy -> position,
|
|
|
|
|
&player.position,
|
|
|
|
|
&enemyImage,
|
|
|
|
|
&player.image
|
|
|
|
|
))
|
|
|
|
|
{
|
|
|
|
|
RemoveEnemyAtIndex(enemyCounter);
|
|
|
|
|
enemyCounter--;
|
|
|
|
|
|
|
|
|
|
if(DealDamage(&player.health))
|
|
|
|
|
isGameOver = 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-09-26 23:44:57 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BulletMovement()
|
|
|
|
|
{
|
|
|
|
|
Bullet *bullet;
|
|
|
|
|
int i;
|
|
|
|
|
for (i = 0; i < bullets.bulletCount; i++)
|
|
|
|
|
{
|
|
|
|
|
bullet = (bullets.bulletArray + i);
|
|
|
|
|
bullet -> position.x += bullet -> velocity.x;
|
|
|
|
|
bullet -> position.y += bullet -> velocity.y;
|
|
|
|
|
}
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DestroyGame()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
CheckHighScore();
|
|
|
|
|
al_destroy_bitmap(enemyImage.bitmap);
|
|
|
|
|
al_destroy_bitmap(enemyBulletImage.bitmap);
|
|
|
|
|
al_destroy_bitmap(gameOverImage.bitmap);
|
|
|
|
|
al_destroy_bitmap(numberTable.bitmap);
|
|
|
|
|
al_destroy_bitmap(player.image.bitmap);
|
|
|
|
|
al_destroy_sample(shootSound);
|
|
|
|
|
al_destroy_sample(enemyDieSound);
|
|
|
|
|
free(enemies.enemyArray);
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void DestroyGameWindow()
|
|
|
|
|
{
|
2019-09-26 23:20:37 +03:00
|
|
|
|
/* BGM is an exception since I don't want to it to restart itself every restart */
|
|
|
|
|
al_destroy_sample(BGM);
|
|
|
|
|
al_destroy_display(display);
|
|
|
|
|
al_uninstall_keyboard();
|
2019-09-10 11:14:36 +03:00
|
|
|
|
}
|