Additions and Readme Update
- Added a Background Music - Added Limitations to the player's positions so they can't exceed screen limits - Added Controls to Readme file - Fixed Score position and increased digit count
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@ -1,6 +1,15 @@
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# SynGame
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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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Exe without console window
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gcc SynGame.c -o SynGame.exe "allegro\lib\liballegro-5.0.10-md.a" "allegro\lib\liballegro_audio-5.0.10-md.a" "allegro\lib\liballegro_acodec-5.0.10-md.a" "allegro\lib\liballegro_image-5.0.10-md.a" "allegro\lib\liballegro_dialog-5.0.10-md.a" "allegro\lib\liballegro_primitives-5.0.10-md.a" --machine-windows
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SynGame.c
144
SynGame.c
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@ -15,9 +15,10 @@
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#define initialPlayerHealth 4
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#define bulletSpeed 25
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#define numberImageSize 5
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#define scoreDigitLimit 10
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#define scoreDigitLimit 11
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#define enemyLimiter 8
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#define initialEnemyLimit 3
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#define sampleCount 3
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typedef struct
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{
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@ -25,6 +26,35 @@ typedef struct
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float y;
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} Vector2D;
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typedef struct
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{
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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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} Enemy;
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typedef struct
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{
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char isEnemyBullet;
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Vector2D position;
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Vector2D velocity;
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} Bullet;
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struct
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{
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int enemyLimit;
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int enemyCount;
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Enemy *enemyArray;
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} enemies;
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struct
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{
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int bulletCount;
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Bullet *bulletArray;
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} bullets;
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struct
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{
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Vector2D position;
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@ -39,35 +69,6 @@ struct
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ALLEGRO_BITMAP *playerImage;
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} player;
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typedef struct
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{
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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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} Enemy;
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struct
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{
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int enemyLimit;
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int enemyCount;
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Enemy *enemyArray;
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} enemies;
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typedef struct
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{
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char isEnemyBullet;
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Vector2D position;
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Vector2D velocity;
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} Bullet;
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struct
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{
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int bulletCount;
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Bullet *bulletArray;
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} bullets;
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void SpawnEnemies();
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void CheckBullets();
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void RemoveBulletAtIndex(int index);
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@ -86,6 +87,7 @@ void GetHighScore();
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void DrawNumber(Vector2D position, int number);
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void Inputs();
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void PlayerMovement();
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void ClampPlayerPositionToScreen();
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void BulletMovement();
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void ShootSoundEffect();
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void DieSoundEffect();
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@ -111,6 +113,8 @@ ALLEGRO_TIMER *timer = NULL;
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ALLEGRO_COLOR backgroundColor;
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ALLEGRO_BITMAP *gameOverImage;
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ALLEGRO_SAMPLE *BGM;
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ALLEGRO_SAMPLE *shootSound;
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ALLEGRO_SAMPLE_ID shootSoundID;
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@ -136,7 +140,6 @@ unsigned int highScore = 0;
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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 isGameStarted = 0;
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byte isGameOver = 0;
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void Update()
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@ -176,9 +179,11 @@ void Update()
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timeFromStart += deltaTime;
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player.score = (int)(timeFromStart * timeFromStart) * (player.killedEnemyCount + 1);
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/* To limit enemies on the screen */
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if(enemies.enemyLimit != enemyLimiter)
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{
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enemies.enemyLimit = initialEnemyLimit + (int)(timeFromStart / 10);
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if(enemies.enemyCount > enemyLimiter)
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enemies.enemyLimit = enemyLimiter;
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}
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@ -211,6 +216,7 @@ int main(int argc, char **argv)
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{
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if(InitializeGameWindow() == 0)
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return 0;
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do
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{
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if(InitializeGame() == 0)
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@ -270,6 +276,11 @@ byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
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return result;
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}
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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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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, ALLEGRO_BITMAP *firstMap, ALLEGRO_BITMAP *secondMap)
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{
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Vector2D firstImageSize;
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@ -285,8 +296,7 @@ byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, ALLEGRO_BITMAP *fir
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minDistance = firstImageSize.x > firstImageSize.y ? firstImageSize.y : firstImageSize.x;
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minDistance += secondImageSize.x > secondImageSize.y ? secondImageSize.y : secondImageSize.x;
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minDistance /= 2;
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minDistance *= sizeMultiplier;
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minDistance *= sizeMultiplier * 0.5f;
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distance = VectorDistance(*firstPos, *secondPos);
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@ -304,7 +314,7 @@ char InitializeGameWindow()
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!al_init_image_addon() ||
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!al_install_audio() ||
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!al_init_acodec_addon() ||
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!al_reserve_samples(1))
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!al_reserve_samples(sampleCount))
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return 0;
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al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
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@ -350,6 +360,10 @@ char InitializeGameWindow()
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backgroundColor.a = 0;
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backgroundColor.a = 0;
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backgroundColor.a = 0;
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/* BGM is an exception since I don't want to it to restart itself every restart */
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BGM = al_load_sample("Sounds/Background.wav");
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al_play_sample(BGM, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_LOOP, NULL);
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}
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char InitializeGame()
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@ -374,10 +388,10 @@ char InitializeGame()
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enemyDieSound == NULL)
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return 0;
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/* Game Initialization */
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isRunning = 1;
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isRestart = 0;
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isGameOver = 0;
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isGameStarted = 0;
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timeFromStart = 0;
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player.killedEnemyCount = 0;
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return 1;
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@ -385,7 +399,6 @@ char InitializeGame()
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void InitializeEnemies()
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{
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int i = 0;
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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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void SpawnEnemies()
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{
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if(enemyRespawnCounter > 10000)
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enemyRespawnCounter = 0;
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Vector2D enemySpawnVector;
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Vector2D enemyvelocity;
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Vector2D enemyVelocity;
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Enemy *enemy;
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float speed;
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int randomNumber;
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if(enemyRespawnCounter > 10000)
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enemyRespawnCounter = 0;
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while (enemies.enemyCount < enemies.enemyLimit)
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{
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/* enemyRespawnCounter is just for making the value of rand() more randomized */
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srand(time(0) + enemyRespawnCounter);
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enemies.enemyCount++;
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randomNumber = rand() * enemies.enemyCount;
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enemies.enemyCount++;
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enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
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enemyvelocity.x = (float)(randomNumber % 20000) / 10000;
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enemyvelocity.y = (float)(randomNumber % 2000) / 1000;
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enemyvelocity.x *= randomNumber % 2 == 0 ? -1 : 1;
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enemyvelocity.y *= randomNumber % 4 >= 2 ? -1 : 1;
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/* Randomizing the velocity */
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enemyVelocity.x = (float)(randomNumber % 20000) / 10000;
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enemyVelocity.y = (float)(randomNumber % 2000) / 1000;
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enemyVelocity.x *= randomNumber % 2 == 0 ? -1 : 1;
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enemyVelocity.y *= randomNumber % 4 >= 2 ? -1 : 1;
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speed = (float)(randomNumber % 500 / 100 + 2);
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enemy = (enemies.enemyArray + enemies.enemyCount - 1);
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enemy -> velocity = NormalizeVector(enemyvelocity);
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enemy -> velocity = NormalizeVector(enemyVelocity);
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enemy -> moveSpeed = speed;
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enemySpawnVector.x = enemyvelocity.x > 0 ? 0 : screenDimensions.x;
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enemySpawnVector.y = enemyvelocity.y > 0 ? 0 : screenDimensions.y;
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enemySpawnVector.x = enemyVelocity.x > 0 ? 0 : screenDimensions.x;
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enemySpawnVector.y = enemyVelocity.y > 0 ? 0 : screenDimensions.y;
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enemy -> position = enemySpawnVector;
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enemy -> fireCooldown = 01.0 / (rand() % 5) + 2.0;
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enemies.enemyCount--;
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enemies.enemyArray = (Enemy *) realloc(enemies.enemyArray, sizeof(Enemy) * enemies.enemyCount);
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printf("New Enemy Count = %d\n", enemies.enemyCount);
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DieSoundEffect();
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}
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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;
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int i = scoreDigitLimit - 1;
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/*while (processedScore >= 1 && i > 0)*/
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while (i > 0)
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/* while (processedScore >= 1 && i > 0) */
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while (i >= 0)
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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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Vector2D spawnPosition;
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int i = 0;
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/*while (processedScore >= 1 && i > 0)*/
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/* while (processedScore >= 1 && i > 0) */
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while (i < scoreDigitLimit)
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{
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spawnPosition = highScorePosition;
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{
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player.position.x += input.x * player.moveSpeed;
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player.position.y += input.y * player.moveSpeed;
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ClampPlayerPositionToScreen();
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}
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void ClampPlayerPositionToScreen()
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{
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if(player.position.x < 0)
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player.position.x = 0;
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else if(player.position.x > screenDimensions.x)
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player.position.x = screenDimensions.x;
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if(player.position.y < 0)
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player.position.y = 0;
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else if(player.position.y > screenDimensions.y)
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player.position.y = screenDimensions.y;
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}
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char DealDamage(char *health)
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void ShootSoundEffect()
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{
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printf("ShootSoundEffect();\n");
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al_stop_sample(&shootSoundID);
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/* al_stop_sample(&shootSoundID); */
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al_play_sample(shootSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &shootSoundID);
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}
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void DieSoundEffect()
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{
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printf("DieSoundEffect();\n");
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al_stop_sample(&enemyDieSoundID);
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/* al_stop_sample(&enemyDieSoundID); */
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al_play_sample(enemyDieSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &enemyDieSoundID);
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}
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void DestroyGameWindow()
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{
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/* BGM is an exception since I don't want to it to restart itself every restart */
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al_destroy_sample(BGM);
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al_destroy_display(display);
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al_uninstall_keyboard();
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}
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