diff --git a/SynGame.c b/SynGame.c index 4e33a41..e389543 100644 --- a/SynGame.c +++ b/SynGame.c @@ -1,18 +1,18 @@ /* - Author: Asrın "Syntriax" Doğan - Start: 05.09.2019 - Mail: asrindogan99@gmail.com + Author: Asrın "Syntriax" Doğan + Start: 05.09.2019 + Mail: asrindogan99@gmail.com - Simple Shoot 'Em Up game. + Simple Shoot 'Em Up game. - Keys: - Move Up - Up Arrow - Move Right - Right Arrow - Move Down - Down Arrow - Move Left - Left Arrow - Shoot - Space - Restart - R - Exit - Escape(ESC) + Keys: + Move Up - Up Arrow + Move Right - Right Arrow + Move Down - Down Arrow + Move Left - Left Arrow + Shoot - Space + Restart - R + Exit - Escape(ESC) */ #include @@ -37,58 +37,58 @@ typedef struct { - float x; - float y; + float x; + float y; } Vector2D; typedef struct { - Vector2D originalSize; - Vector2D size; - ALLEGRO_BITMAP *bitmap; + Vector2D originalSize; + Vector2D size; + ALLEGRO_BITMAP *bitmap; } Image; typedef struct { - Vector2D position; - /* char health; */ - float moveSpeed; - float fireCooldown; - Vector2D velocity; + Vector2D position; + /* char health; */ + float moveSpeed; + float fireCooldown; + Vector2D velocity; } Enemy; typedef struct { - char isEnemyBullet; - Vector2D position; - Vector2D velocity; + char isEnemyBullet; + Vector2D position; + Vector2D velocity; } Bullet; struct { - int enemyLimit; - int enemyCount; - Enemy *enemyArray; + int enemyLimit; + int enemyCount; + Enemy *enemyArray; } enemies; struct { - int bulletCount; - Bullet *bulletArray; + int bulletCount; + Bullet *bulletArray; } bullets; struct { - Vector2D position; - char health; - float moveSpeed; - byte lookDirection; - int shootPerSecond; - float shootCooldown; - unsigned int killedEnemyCount; - unsigned int score; + Vector2D position; + char health; + float moveSpeed; + byte lookDirection; + int shootPerSecond; + float shootCooldown; + unsigned int killedEnemyCount; + unsigned int score; - Image image; + Image image; } player; void SpawnEnemies(); @@ -141,9 +141,9 @@ Vector2D NormalizeVector(Vector2D vector); ALLEGRO_KEYBOARD_STATE keyboardState; ALLEGRO_DISPLAY_MODE disp_data; ALLEGRO_COLOR backgroundColor; -ALLEGRO_DISPLAY *display = NULL; -ALLEGRO_EVENT_QUEUE *event_queue = NULL; -ALLEGRO_TIMER *timer = NULL; +ALLEGRO_DISPLAY *display = NULL; +ALLEGRO_EVENT_QUEUE *event_queue = NULL; +ALLEGRO_TIMER *timer = NULL; Image gameOverImage; @@ -154,20 +154,20 @@ ALLEGRO_SAMPLE_ID shootSoundID; Image enemyImage; Image enemyBulletImage; -ALLEGRO_SAMPLE *enemyDieSound = NULL; +ALLEGRO_SAMPLE *enemyDieSound = NULL; ALLEGRO_SAMPLE_ID enemyDieSoundID; Image numberTable; -const char *playerImagePath = "Images/Player.png"; -const char *enemyImagePath = "Images/Enemy.png"; -const char *bulletImagePath = "Images/Bullet.png"; -const char *gameOverImagePath = "Images/GameOver.png"; -const char *numbersImagePath = "Images/Numbers.png"; +const char *playerImagePath = "Images/Player.png"; +const char *enemyImagePath = "Images/Enemy.png"; +const char *bulletImagePath = "Images/Bullet.png"; +const char *gameOverImagePath = "Images/GameOver.png"; +const char *numbersImagePath = "Images/Numbers.png"; -const char *dieSoundPath = "Sounds/Die.wav"; -const char *bgmSoundPath = "Sounds/Background.wav"; -const char *shootSoundPath = "Sounds/Shoot.wav"; +const char *dieSoundPath = "Sounds/Die.wav"; +const char *bgmSoundPath = "Sounds/Background.wav"; +const char *shootSoundPath = "Sounds/Shoot.wav"; const char *displayName = "Syn Game"; const char *savePath = "Save.syn"; @@ -179,10 +179,10 @@ int settingsWidth = 1600; int settingsHeight = 900; const Vector2D referenceScreenDimensions = {160, 90}; -Vector2D screenDimensions = {0, 0}; -Vector2D scorePosition = {0, 0}; -Vector2D highScorePosition = {0, 0}; -Vector2D timerPosition = {0, 0}; +Vector2D screenDimensions = {0, 0}; +Vector2D scorePosition = {0, 0}; +Vector2D highScorePosition = {0, 0}; +Vector2D timerPosition = {0, 0}; float screenSizeMultiplier; float timeSinceStart; @@ -198,883 +198,883 @@ int enemyLimiter = 12; Vector2D input; -byte isRestart = 0; -byte isRunning = 1; +byte isRestart = 0; +byte isRunning = 1; byte isGameOver = 0; void Update() { - al_get_keyboard_state(&keyboardState); + al_get_keyboard_state(&keyboardState); - if(al_key_down(&keyboardState, ALLEGRO_KEY_ESCAPE)) - isRunning = 0; + if(al_key_down(&keyboardState, ALLEGRO_KEY_ESCAPE)) + isRunning = 0; - al_clear_to_color(backgroundColor); + al_clear_to_color(backgroundColor); - if(!isGameOver) - { - printf("Inputs();\n"); - Inputs(); + if(!isGameOver) + { + printf("Inputs();\n"); + Inputs(); - printf("PlayerMovement();\n"); - PlayerMovement(); + printf("PlayerMovement();\n"); + PlayerMovement(); - printf("EnemyShoot();\n"); - EnemyShoot(); + printf("EnemyShoot();\n"); + EnemyShoot(); - printf("BulletCollisions();\n"); - BulletCollisions(); + printf("BulletCollisions();\n"); + BulletCollisions(); - printf("PlayerShootCheck();\n"); - PlayerShootCheck(); + printf("PlayerShootCheck();\n"); + PlayerShootCheck(); - printf("LimitEnemies();\n"); - LimitEnemies(); + printf("LimitEnemies();\n"); + LimitEnemies(); - timeSinceStart += deltaTime; + timeSinceStart += deltaTime; - printf("CalculateScore();\n"); - CalculateScore(); - } - else if(al_key_down(&keyboardState, ALLEGRO_KEY_R)) - isRestart = 1; - + printf("CalculateScore();\n"); + CalculateScore(); + } + else if(al_key_down(&keyboardState, ALLEGRO_KEY_R)) + isRestart = 1; + - printf("CheckEnemies();\n"); - CheckEnemies(); - - printf("MoveEnemies();\n"); - MoveEnemies(); - - printf("CheckBullets();\n"); - CheckBullets(); + printf("CheckEnemies();\n"); + CheckEnemies(); + + printf("MoveEnemies();\n"); + MoveEnemies(); + + printf("CheckBullets();\n"); + CheckBullets(); - printf("BulletMovement();\n"); - BulletMovement(); + printf("BulletMovement();\n"); + BulletMovement(); - printf("DrawScreen();\n"); - DrawScreen(); - - al_flip_display(); + printf("DrawScreen();\n"); + DrawScreen(); + + al_flip_display(); } int main(int argc, char **argv) { - if(InitializeGameWindow() == 0) - { - DestroyGameWindow(); - getchar(); - return 0; - } - - do - { - if(InitializeGame() == 0) - { - DestroyGame(); - getchar(); - return 0; - } + if(InitializeGameWindow() == 0) + { + DestroyGameWindow(); + getchar(); + return 0; + } + + do + { + if(InitializeGame() == 0) + { + DestroyGame(); + getchar(); + return 0; + } - while (isRunning && !isRestart) - { - ALLEGRO_EVENT ev; - al_wait_for_event(event_queue, &ev); + 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_DISPLAY_CLOSE) + isRunning = 0; - if(ev.type == ALLEGRO_EVENT_TIMER) - Update(); - } + if(ev.type == ALLEGRO_EVENT_TIMER) + Update(); + } - DestroyGame(); - } - while (isRestart); + DestroyGame(); + } + while (isRestart); - DestroyGameWindow(); - - getchar(); - return 0; + DestroyGameWindow(); + + getchar(); + return 0; } Image InitImage(const char *path) { - Image result; - result.bitmap = al_load_bitmap(path); + Image result; + result.bitmap = al_load_bitmap(path); - result.originalSize.x = al_get_bitmap_width(result.bitmap); - result.originalSize.y = al_get_bitmap_height(result.bitmap); + result.originalSize.x = al_get_bitmap_width(result.bitmap); + result.originalSize.y = al_get_bitmap_height(result.bitmap); - result.size.x = result.originalSize.x * screenSizeMultiplier; - result.size.y = result.originalSize.y * screenSizeMultiplier; - - return result; + result.size.x = result.originalSize.x * screenSizeMultiplier; + result.size.y = result.originalSize.y * screenSizeMultiplier; + + return result; } Vector2D NormalizeVector(Vector2D vector) { - Vector2D normalizedVector; - float magnitude = sqrt(vector.x * vector.x + vector.y * vector.y); - - if(vector.x == 0.0 && vector.y == 0.0) - return vector; + Vector2D normalizedVector; + float magnitude = sqrt(vector.x * vector.x + vector.y * vector.y); + + if(vector.x == 0.0 && vector.y == 0.0) + return vector; - normalizedVector.x = vector.x / magnitude; - normalizedVector.y = vector.y / magnitude; + normalizedVector.x = vector.x / magnitude; + normalizedVector.y = vector.y / magnitude; - return normalizedVector; + return normalizedVector; } float VectorMagnitude(Vector2D vector) { - return sqrt(vector.x * vector.x + vector.y * vector.y); + return sqrt(vector.x * vector.x + vector.y * vector.y); } float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond) { - Vector2D difference; - difference.x = abs(vectorFirst.x - vectorSecond.x); - difference.y = abs(vectorFirst.y - vectorSecond.y); - return VectorMagnitude(difference); + Vector2D difference; + difference.x = abs(vectorFirst.x - vectorSecond.x); + difference.y = abs(vectorFirst.y - vectorSecond.y); + return VectorMagnitude(difference); } byte isVectorExceedingLimits(Vector2D vector, Vector2D limits) { - byte result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0; - return result; + byte result = vector.x > limits.x || vector.x < 0 || vector.y > limits.y || vector.y < 0; + return result; } /* - 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. + 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. */ byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap) { - byte result; - float minDistance; - float distance; - - minDistance = firstMap -> size.x > firstMap -> size.y ? - firstMap -> size.y : - firstMap -> size.x; + byte result; + float minDistance; + float distance; + + minDistance = firstMap -> size.x > firstMap -> size.y ? + firstMap -> size.y : + firstMap -> size.x; - minDistance += secondMap -> size.x > secondMap -> size.y ? - secondMap -> size.y : - secondMap -> size.x; + minDistance += secondMap -> size.x > secondMap -> size.y ? + secondMap -> size.y : + secondMap -> size.x; - minDistance *= 0.5f; + minDistance *= 0.5f; - distance = VectorDistanceBetween(*firstPos, *secondPos); + distance = VectorDistanceBetween(*firstPos, *secondPos); - result = distance <= minDistance; - return result; + result = distance <= minDistance; + return result; } char InitializeGameWindow() { - float x = 0.0f; - float y = 0.0f; + float x = 0.0f; + float y = 0.0f; - if(!al_init() || - !al_init_primitives_addon() || - !al_init_image_addon() || - !al_install_audio() || - !al_init_acodec_addon() || - !al_reserve_samples(sampleCount)) - return 0; + 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(); + GetSettings(); - if(isFullscreen == 1) - { - al_get_display_mode(al_get_num_display_modes() - 1, &disp_data); - al_set_new_display_flags(ALLEGRO_FULLSCREEN); + 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; - } + x = disp_data.width; + y = disp_data.height; + } + else + { + x = settingsWidth; + y = settingsHeight; + } - screenDimensions = (Vector2D){x, y}; + 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 */ + 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; + screenSizeMultiplier = screenDimensions.x / referenceScreenDimensions.x; + display = al_create_display(screenDimensions.x, screenDimensions.y); + + if(display == NULL) + return 0; - if(!al_install_keyboard()) - return 0; + if(!al_install_keyboard()) + return 0; - deltaTime = 1.0 / FPS; - timer = al_create_timer(deltaTime); - event_queue = al_create_event_queue(); + 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); + 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; + 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; } char InitializeGame() { - shootSound = al_load_sample(shootSoundPath); - enemyDieSound = al_load_sample(dieSoundPath); + shootSound = al_load_sample(shootSoundPath); + enemyDieSound = al_load_sample(dieSoundPath); - if(shootSound == NULL || enemyDieSound == NULL) - return 0; - - if(!InitializeEnemies()) - return 0; - GetHighScore(); + 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; + /* 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); + + 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; + /* Game Initialization */ + isRunning = 1; + isRestart = 0; + isGameOver = 0; + timeSinceStart = 0; + player.killedEnemyCount = 0; + return 1; } char InitializeEnemies() { - enemies.enemyLimit = initialEnemyLimit; - enemies.enemyCount = 0; - enemies.enemyArray = (Enemy *) malloc(sizeof(Enemy) * enemies.enemyCount); + 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; + 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; + SpawnEnemies(); + return 1; } void SpawnEnemies() { - Vector2D enemySpawnVector; - Vector2D enemyVelocity; - Enemy *enemy; - float speed; - int randomNumber; + Vector2D enemySpawnVector; + Vector2D enemyVelocity; + Enemy *enemy; + float speed; + int randomNumber; - if(enemyRespawnCounter > 10000) - enemyRespawnCounter = 0; + 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); + 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; + /* 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; + 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; + 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; + enemy -> position = enemySpawnVector; + enemy -> fireCooldown = 1.0 / (rand() % 5) + 2.0; - enemyRespawnCounter++; - } + enemyRespawnCounter++; + } } void CheckBullets() { - int i; - int j; + 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); - } + 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); + } } void RemoveBulletAtIndex(int index) { - 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); + 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); } void RemoveEnemyAtIndex(int index) { - 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); + 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(); + DieSoundEffect(); } void CheckEnemies() { - int i; + int i; - for (i = 0; i < enemies.enemyCount; i++) - if(isVectorExceedingLimits((enemies.enemyArray + i) -> position, screenDimensions)) - RemoveEnemyAtIndex(i); - - SpawnEnemies(); + for (i = 0; i < enemies.enemyCount; i++) + if(isVectorExceedingLimits((enemies.enemyArray + i) -> position, screenDimensions)) + RemoveEnemyAtIndex(i); + + SpawnEnemies(); } void MoveEnemies() { - Vector2D velocity; - float speed; - int i; + 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; - } + 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; + } } void LimitEnemies() { - if(enemies.enemyLimit != enemyLimiter) - { - enemies.enemyLimit = initialEnemyLimit + (int)(timeSinceStart / 10); - - if(enemies.enemyCount > enemyLimiter) - enemies.enemyLimit = enemyLimiter; - } + if(enemies.enemyLimit != enemyLimiter) + { + enemies.enemyLimit = initialEnemyLimit + (int)(timeSinceStart / 10); + + if(enemies.enemyCount > enemyLimiter) + enemies.enemyLimit = enemyLimiter; + } } void DrawObject(Vector2D position, Image *image, int flag) { - Vector2D InstantiateSize; - Vector2D originalSize; - InstantiateSize = image -> size; - originalSize = image -> originalSize; + Vector2D InstantiateSize; + Vector2D originalSize; + 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); + 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); } /* - Allegra Fonts is not working so I use this for displaying numbers - Special Characters: - 10 = : + Allegra Fonts is not working so I use this for displaying numbers + Special Characters: + 10 = : */ void DrawNumber(Vector2D position, int number) { - Vector2D InstantiateSize; - Vector2D originalSize; - InstantiateSize = numberTable.size; - originalSize = numberTable.originalSize; + Vector2D InstantiateSize; + Vector2D originalSize; + 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); + 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); } void DrawSizedObject(Vector2D position, Image *image, int flag, float objectscreenSizeMultiplier) { - Vector2D InstantiateSize; - float sizeFactor = screenSizeMultiplier * objectscreenSizeMultiplier; - 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); + Vector2D InstantiateSize; + float sizeFactor = screenSizeMultiplier * objectscreenSizeMultiplier; + 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); } void DrawScreen() { - int i = 0; - Vector2D halfScreen = {screenDimensions.x / 2, screenDimensions.y / 2}; + int i = 0; + Vector2D halfScreen = {screenDimensions.x / 2, screenDimensions.y / 2}; - /* 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); + /* 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(); + DrawScore(); + DrawHighScore(); + DrawTimer(); } void DrawScore() { - unsigned int processedScore = player.score; - char digit; - Vector2D spawnPosition; - int i; + unsigned int processedScore = player.score; + char digit; + Vector2D spawnPosition; + int i; - 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); - } + 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); + } } void DrawHighScore() { - unsigned int processedScore = highScore; - char digit; - Vector2D spawnPosition; - int i; + unsigned int processedScore = highScore; + char digit; + Vector2D spawnPosition; + int i; - 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); - } + 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); + } } void DrawTimer() { - int seconds = (int)timeSinceStart % 60; - int minutes = (timeSinceStart - seconds) / 60; - char digit; - Vector2D spawnPosition; - int i = -timerDigitLimit / 2; - spawnPosition = timerPosition; + int seconds = (int)timeSinceStart % 60; + int minutes = (timeSinceStart - seconds) / 60; + char digit; + Vector2D spawnPosition; + int i = -timerDigitLimit / 2; + spawnPosition = timerPosition; - 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++; - } + 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++; - } + /* 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++; + } } void CheckHighScore() { - FILE *saveFile; - printf("Checking Highscore = %d and Score = %d\n", highScore, player.score); - - if(player.score < highScore) - return; + 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; - } + saveFile = fopen(savePath, "wb"); + if(saveFile == NULL) + { + printf("!!!!Error Saving Highscore!!!!\n"); + return; + } - highScore = player.score; - fwrite(&highScore, sizeof(highScore), 1, saveFile); - fclose(saveFile); + highScore = player.score; + fwrite(&highScore, sizeof(highScore), 1, saveFile); + fclose(saveFile); } void GetHighScore() { - printf("Getting Highscore\n"); - FILE *saveFile = fopen(savePath, "rb"); - if(saveFile == NULL) - { - printf("!!!!Error Reading Highscore!!!!\n"); - highScore = 0; - return; - } + printf("Getting Highscore\n"); + FILE *saveFile = fopen(savePath, "rb"); + if(saveFile == NULL) + { + printf("!!!!Error Reading Highscore!!!!\n"); + highScore = 0; + return; + } - fread(&highScore, sizeof(highScore), 1, saveFile); - fclose(saveFile); + fread(&highScore, sizeof(highScore), 1, saveFile); + fclose(saveFile); } void GetSettings() { - printf("Getting Settings\n"); - FILE *settingsFile = fopen(settingsPath, "r"); - 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; - } + printf("Getting Settings\n"); + FILE *settingsFile = fopen(settingsPath, "r"); + 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); + fscanf(settingsFile, settingsFormat, &isFullscreen, &settingsWidth, &settingsHeight, &enemyLimiter); + fclose(settingsFile); } void CalculateScore() { - player.score = (int)(timeSinceStart * timeSinceStart) * (player.killedEnemyCount + 1); + player.score = (int)(timeSinceStart * timeSinceStart) * (player.killedEnemyCount + 1); } void Inputs() { - input.x = 0; - input.y = 0; + 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_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; - } + 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); + input = NormalizeVector(input); } void PlayerMovement() { - player.position.x += input.x * player.moveSpeed; - player.position.y += input.y * player.moveSpeed; + player.position.x += input.x * player.moveSpeed; + player.position.y += input.y * player.moveSpeed; - ClampPlayerPositionToScreenDimensions(); + ClampPlayerPositionToScreenDimensions(); } void ClampPlayerPositionToScreenDimensions() { - if(player.position.x < 0) - player.position.x = 0; - else if(player.position.x > screenDimensions.x) - player.position.x = screenDimensions.x; + 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; + if(player.position.y < 0) + player.position.y = 0; + else if(player.position.y > screenDimensions.y) + player.position.y = screenDimensions.y; } char DealDamage(char *health) { - return --*health <= 0; + return --*health <= 0; } 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; - } + 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; + } } void ShootSoundEffect() { - printf("ShootSoundEffect();\n"); - /* al_stop_sample(&shootSoundID); */ - al_play_sample(shootSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &shootSoundID); + printf("ShootSoundEffect();\n"); + /* al_stop_sample(&shootSoundID); */ + al_play_sample(shootSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &shootSoundID); } void DieSoundEffect() { - printf("DieSoundEffect();\n"); - /* al_stop_sample(&enemyDieSoundID); */ - al_play_sample(enemyDieSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &enemyDieSoundID); + printf("DieSoundEffect();\n"); + /* al_stop_sample(&enemyDieSoundID); */ + al_play_sample(enemyDieSound, 1.0, 0.0, 1.0, ALLEGRO_PLAYMODE_ONCE, &enemyDieSoundID); } void PlayerShootCheck() { - if(player.shootCooldown < 0.0f) - { - if(al_key_down(&keyboardState, ALLEGRO_KEY_SPACE)) - { - printf("PlayerShoot();\n"); - PlayerShoot(); - } - } - else - player.shootCooldown -= deltaTime; + if(player.shootCooldown < 0.0f) + { + if(al_key_down(&keyboardState, ALLEGRO_KEY_SPACE)) + { + printf("PlayerShoot();\n"); + PlayerShoot(); + } + } + else + player.shootCooldown -= deltaTime; } void PlayerShoot() { - Vector2D shootDir; - Bullet *newBullet; - float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0); - - if(player.lookDirection != 1) - offset = -offset; + Vector2D shootDir; + Bullet *newBullet; + float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0); + + 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; + 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); + 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; + newBullet = (bullets.bulletArray + bullets.bulletCount - 1); + newBullet -> position = player.position; + newBullet -> position.x += offset; + newBullet -> velocity = shootDir; + newBullet -> isEnemyBullet = 0; - ShootSoundEffect(); + ShootSoundEffect(); } void EnemyShoot() { - Vector2D shootDir; - Vector2D normalizedVec; - Enemy *enemy; - Bullet *bullet; - int i; - float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0); + Vector2D shootDir; + Vector2D normalizedVec; + Enemy *enemy; + Bullet *bullet; + int i; + float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0); - for (i = 0; i < enemies.enemyCount; i++) - { - srand(time(0) + enemyRespawnCounter++); - enemy = (enemies.enemyArray + i); + 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}; + 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(); - } - } + 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(); + } + } } void BulletCollisions() { - Bullet *bullet; - Enemy *enemy; - int bulletCounter = 0; - int enemyCounter = 0; - int i = 0; - printf("Enemy-Bullet\n"); - for (enemyCounter = 0; enemyCounter < enemies.enemyCount; enemyCounter++) - { - printf("Enemy-Bullet|enemyCounter\n"); - enemy = (enemies.enemyArray + enemyCounter); - 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--; + Bullet *bullet; + Enemy *enemy; + int bulletCounter = 0; + int enemyCounter = 0; + int i = 0; + printf("Enemy-Bullet\n"); + for (enemyCounter = 0; enemyCounter < enemies.enemyCount; enemyCounter++) + { + printf("Enemy-Bullet|enemyCounter\n"); + enemy = (enemies.enemyArray + enemyCounter); + 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--; + 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-Bullet|BulletRemove\n"); + RemoveBulletAtIndex(bulletCounter); + bulletCounter--; + player.killedEnemyCount++; + } + } - printf("Enemy-Player\n"); - if(CheckCollision( - &enemy -> position, - &player.position, - &enemyImage, - &player.image - )) - { - RemoveEnemyAtIndex(enemyCounter); - enemyCounter--; + printf("Enemy-Player\n"); + if(CheckCollision( + &enemy -> position, + &player.position, + &enemyImage, + &player.image + )) + { + RemoveEnemyAtIndex(enemyCounter); + enemyCounter--; - if(DealDamage(&player.health)) - isGameOver = 1; - } - } - + if(DealDamage(&player.health)) + isGameOver = 1; + } + } + } void DestroyGame() { - 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); + 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); } void DestroyGameWindow() { - /* 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(); + /* 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(); } \ No newline at end of file