Script Optimization and Organization
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149
SynGame.c
149
SynGame.c
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@ -43,6 +43,7 @@ typedef struct
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typedef struct
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{
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Vector2D originalSize;
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Vector2D size;
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ALLEGRO_BITMAP *bitmap;
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} Image;
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@ -140,14 +141,15 @@ Vector2D NormalizeVector(Vector2D vector);
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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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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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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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Image gameOverImage;
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ALLEGRO_SAMPLE *BGM = NULL;
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ALLEGRO_SAMPLE *shootSound = NULL;
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ALLEGRO_SAMPLE *shootSound = NULL;
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ALLEGRO_SAMPLE_ID shootSoundID;
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Image enemyImage;
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@ -157,36 +159,45 @@ ALLEGRO_SAMPLE_ID enemyDieSoundID;
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Image numberTable;
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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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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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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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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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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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int isFullscreen = 1;
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int settingsWidth = 1600;
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int settingsHeight = 900;
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const Vector2D referenceScreenDimensions = {160, 90};
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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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float screenSizeMultiplier;
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float timeSinceStart;
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const float FPS = 60;
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double deltaTime;
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unsigned int enemyRespawnCounter = 0;
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unsigned int highScore = 0;
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int enemyLimiter = 12;
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Vector2D input;
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byte isRestart = 0;
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byte isRunning = 1;
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byte isGameOver = 0;
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@ -288,6 +299,20 @@ int main(int argc, char **argv)
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return 0;
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}
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Image InitImage(const char *path)
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{
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Image result;
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result.bitmap = al_load_bitmap(path);
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result.originalSize.x = al_get_bitmap_width(result.bitmap);
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result.originalSize.y = al_get_bitmap_height(result.bitmap);
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result.size.x = result.originalSize.x * screenSizeMultiplier;
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result.size.y = result.originalSize.y * screenSizeMultiplier;
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return result;
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}
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Vector2D NormalizeVector(Vector2D vector)
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{
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Vector2D normalizedVector;
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@ -324,19 +349,13 @@ byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
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/*
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Gets the shortest dimensions of both images, sums these dimension and divides by 2 to get minimum accepted distance.
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And compares the distance between those objects to the minimum distancce to check if they're colliding.
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It's the most optimized way I can think of for a game like this.
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*/
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It's the most simple and optimized way I can think of for a game like this.
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*/
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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap)
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{
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// Vector2D firstMap -> size;
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// Vector2D secondMap -> size;
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byte result;
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float minDistance;
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float distance;
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// firstMap -> size.x = (float)al_get_bitmap_width(firstMap);
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// firstMap -> size.y = (float)al_get_bitmap_height(firstMap);
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// secondMap -> size.x = (float)al_get_bitmap_width(secondMap);
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// secondMap -> size.y = (float)al_get_bitmap_height(secondMap);
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minDistance = firstMap -> size.x > firstMap -> size.y ?
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firstMap -> size.y :
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@ -346,7 +365,7 @@ byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Im
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secondMap -> size.y :
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secondMap -> size.x;
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minDistance *= screenSizeMultiplier * 0.5f;
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minDistance *= 0.5f;
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distance = VectorDistanceBetween(*firstPos, *secondPos);
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@ -384,9 +403,10 @@ char InitializeGameWindow()
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}
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screenDimensions = (Vector2D){x, y};
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scorePosition = (Vector2D){x * (float)0.05, y * (float)0.05};
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highScorePosition = (Vector2D){x * (float)0.95, y * (float)0.05};
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timerPosition = (Vector2D){x * (float)0.5 , y * (float)0.95};
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scorePosition = (Vector2D){x * (float)0.05, y * (float)0.05}; /* Upper Left Position */
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highScorePosition = (Vector2D){x * (float)0.95, y * (float)0.05}; /* Upper Right Position */
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timerPosition = (Vector2D){x * (float)0.5 , y * (float)0.95}; /* Bottom Center Position */
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screenSizeMultiplier = screenDimensions.x / referenceScreenDimensions.x;
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display = al_create_display(screenDimensions.x, screenDimensions.y);
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@ -465,20 +485,13 @@ void InitializeEnemies()
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enemies.enemyLimit = initialEnemyLimit;
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enemies.enemyCount = 0;
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enemies.enemyArray = (Enemy *) malloc(sizeof(Enemy) * enemies.enemyCount);
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enemyImage = InitImage(enemyImagePath);
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numberTable = InitImage(numbersImagePath);
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enemyBulletImage = InitImage(bulletImagePath);
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gameOverImage = InitImage(gameOverImagePath);
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SpawnEnemies();
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}
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Image InitImage(const char *path)
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{
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Image result;
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result.bitmap = al_load_bitmap(path);
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result.size.x = al_get_bitmap_width(result.bitmap);
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result.size.y = al_get_bitmap_height(result.bitmap);
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return result;
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enemyImage = InitImage(enemyImagePath);
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numberTable = InitImage(numbersImagePath);
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enemyBulletImage = InitImage(bulletImagePath);
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gameOverImage = InitImage(gameOverImagePath);
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SpawnEnemies();
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}
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void SpawnEnemies()
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@ -523,11 +536,10 @@ void SpawnEnemies()
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void CheckBullets()
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{
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int i = 0;
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int j = 0;
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int i;
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int j;
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for (; i < bullets.bulletCount; i++)
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{
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for (i = 0; i < bullets.bulletCount; i++)
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if(isVectorExceedingLimits((bullets.bulletArray + i) -> position, screenDimensions))
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{
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for (j = i; j < bullets.bulletCount - 1; j++)
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@ -536,7 +548,6 @@ void CheckBullets()
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bullets.bulletCount--;
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bullets.bulletArray = (Bullet *) realloc(bullets.bulletArray, sizeof(Bullet) * bullets.bulletCount);
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}
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}
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}
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void RemoveBulletAtIndex(int index)
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@ -563,9 +574,9 @@ void RemoveEnemyAtIndex(int index)
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void CheckEnemies()
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{
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int i = 0;
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int i;
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for (; i < enemies.enemyCount; i++)
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for (i = 0; i < enemies.enemyCount; i++)
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if(isVectorExceedingLimits((enemies.enemyArray + i) -> position, screenDimensions))
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RemoveEnemyAtIndex(i);
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@ -574,11 +585,11 @@ void CheckEnemies()
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void MoveEnemies()
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{
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int i = 0;
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Vector2D velocity;
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float speed;
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int i;
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for (; i < enemies.enemyCount; i++)
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for (i = 0; i < enemies.enemyCount; i++)
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{
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speed = (enemies.enemyArray + i) -> moveSpeed;
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velocity = (enemies.enemyArray + i) -> velocity;
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@ -601,17 +612,14 @@ void LimitEnemies()
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void DrawObject(Vector2D position, Image *image, int flag)
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{
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Vector2D InstantiateSize;
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Vector2D originalSize;
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InstantiateSize = image -> size;
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/*
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InstantiateSize.x = (float)al_get_bitmap_width(image);
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InstantiateSize.y = (float)al_get_bitmap_height(image);
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InstantiateSize.x = image -> size.x;
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InstantiateSize.y = image -> size.y;
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*/
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originalSize = image -> originalSize;
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al_draw_scaled_bitmap(image -> bitmap,
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0, 0, InstantiateSize.x, InstantiateSize.y,
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position.x - InstantiateSize.x / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier,
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InstantiateSize.x * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, flag);
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0, 0, originalSize.x, originalSize.y,
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position.x - InstantiateSize.x / 2, position.y - InstantiateSize.y / 2,
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InstantiateSize.x, InstantiateSize.y, flag);
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}
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/*
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@ -621,12 +629,15 @@ void DrawObject(Vector2D position, Image *image, int flag)
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*/
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void DrawNumber(Vector2D position, int number)
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{
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Vector2D InstantiateSize = numberTable.size;
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Vector2D InstantiateSize;
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Vector2D originalSize;
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InstantiateSize = numberTable.size;
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originalSize = numberTable.originalSize;
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al_draw_scaled_bitmap(numberTable.bitmap,
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numberImageSize * number, 0, numberImageSize, InstantiateSize.y,
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position.x - numberImageSize / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier,
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numberImageSize * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, 0);
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numberImageSize * number, 0, numberImageSize, originalSize.y,
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position.x - numberImageSize / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2,
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numberImageSize * screenSizeMultiplier, InstantiateSize.y, 0);
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}
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void DrawSizedObject(Vector2D position, Image *image, int flag, float objectscreenSizeMultiplier)
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@ -670,10 +681,9 @@ void DrawScore()
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unsigned int processedScore = player.score;
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char digit;
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Vector2D spawnPosition;
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int i = scoreDigitLimit - 1;
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int i;
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/* while (processedScore >= 1 && i > 0) */
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while (i >= 0)
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for(i = scoreDigitLimit - 1; i >= 0; i--)
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{
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spawnPosition = scorePosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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@ -681,7 +691,6 @@ void DrawScore()
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digit = processedScore % 10;
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processedScore = (int)(processedScore / 10);
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DrawNumber(spawnPosition, digit);
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i--;
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}
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}
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@ -690,10 +699,9 @@ void DrawHighScore()
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unsigned int processedScore = highScore;
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char digit;
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Vector2D spawnPosition;
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int i = 0;
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int i;
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/* while (processedScore >= 1 && i > 0) */
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while (i < scoreDigitLimit)
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for(i = 0; i < scoreDigitLimit; i++)
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{
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spawnPosition = highScorePosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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@ -701,7 +709,6 @@ void DrawHighScore()
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digit = processedScore % 10;
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processedScore = (int)(processedScore / 10);
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DrawNumber(spawnPosition, digit);
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i++;
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}
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}
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@ -865,8 +872,8 @@ char DealDamage(char *health)
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void BulletMovement()
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{
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Bullet *bullet;
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int i = 0;
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for (; i < bullets.bulletCount; i++)
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int i;
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for (i = 0; i < bullets.bulletCount; i++)
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{
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bullet = (bullets.bulletArray + i);
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bullet -> position.x += bullet -> velocity.x;
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{
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Vector2D shootDir;
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Bullet *newBullet;
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0 * screenSizeMultiplier);
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0);
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if(player.lookDirection != 1)
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offset = -offset;
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@ -936,7 +943,7 @@ void EnemyShoot()
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Enemy *enemy;
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Bullet *bullet;
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int i;
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0 * screenSizeMultiplier);
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0);
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for (i = 0; i < enemies.enemyCount; i++)
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{
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