Added Timer and Settings File
There's a timer at the bottom and you can change the resolution or fullscreen mode now
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Before Width: | Height: | Size: 258 B After Width: | Height: | Size: 3.4 KiB |
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@ -10,6 +10,12 @@ Shoot - Space
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Restart - R
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Exit - Escape(ESC)
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Settings.syn can be opened with a text editor.
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Format:
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First line: Screen Mode, 1 is Fullscreen, 0 is Windowed
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Second line: Screen Width, Windowed Mode Only
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Third line: Screen Height, Windowed Mode Only
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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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239
SynGame.c
239
SynGame.c
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@ -2,7 +2,19 @@
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Author: Asrın "Syntriax" Doğan
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Date: 10.09.2019
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Mail: asrindogan99@gmail.com
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Simple Shoot 'Em Up game.
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Keys:
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Move Up - Up Arrow
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Move Right - Right Arrow
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Move Down - Down Arrow
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Move Left - Left Arrow
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Shoot - Space
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Restart - R
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Exit - Escape(ESC)
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*/
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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@ -11,14 +23,18 @@
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#include "allegro\include\allegro5\allegro_acodec.h"
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#include "allegro\include\allegro5\allegro_image.h"
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#include "allegro\include\allegro5\allegro_primitives.h"
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#define playerSpeed 7.5
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#define playerSpeed 0.75
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#define enemySpeed 0.1
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#define initialPlayerHealth 4
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#define bulletSpeed 25
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#define bulletSpeed 2.5
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#define numberImageSize 5
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#define scoreDigitLimit 11
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#define timerDigitLimit 4
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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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#define colon 10
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#define numbersLength 11
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typedef struct
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{
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@ -78,16 +94,18 @@ void MoveEnemies();
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void InitializeEnemies();
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void DestroyGame();
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void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag);
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectSizeMultiplier);
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectscreenSizeMultiplier);
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void DrawScreen();
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void DrawScore();
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void DrawHighScore();
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void DrawTimer();
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void CheckHighScore();
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void GetHighScore();
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void GetSettings();
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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 ClampPlayerPositionToScreenDimensions();
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void BulletMovement();
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void ShootSoundEffect();
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void DieSoundEffect();
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@ -97,7 +115,7 @@ void BulletCollisions();
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void Update();
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void DestroyGameWindow();
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float VectorMagnitude(Vector2D vector);
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float VectorDistance(Vector2D vectorFirst, Vector2D vectorSecond);
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float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond);
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byte isVectorExceedingLimits(Vector2D vector, Vector2D limits);
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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, ALLEGRO_BITMAP *firstMap, ALLEGRO_BITMAP *secondMap);
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char InitializeGameWindow();
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@ -106,40 +124,46 @@ char DealDamage(char *health);
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Vector2D NormalizeVector(Vector2D vector);
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ALLEGRO_KEYBOARD_STATE keyboardState;
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ALLEGRO_DISPLAY *display;
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ALLEGRO_DISPLAY_MODE disp_data;
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ALLEGRO_EVENT_QUEUE *event_queue = NULL;
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ALLEGRO_TIMER *timer = NULL;
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ALLEGRO_COLOR backgroundColor;
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ALLEGRO_BITMAP *gameOverImage;
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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_BITMAP *gameOverImage = NULL;
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ALLEGRO_SAMPLE *BGM;
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ALLEGRO_SAMPLE *BGM = NULL;
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ALLEGRO_SAMPLE *shootSound;
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ALLEGRO_SAMPLE *shootSound = NULL;
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ALLEGRO_SAMPLE_ID shootSoundID;
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ALLEGRO_BITMAP *enemyImage;
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ALLEGRO_BITMAP *enemyBulletImage;
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ALLEGRO_SAMPLE *enemyDieSound;
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ALLEGRO_BITMAP *enemyImage = NULL;
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ALLEGRO_BITMAP *enemyBulletImage = NULL;
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ALLEGRO_SAMPLE *enemyDieSound = NULL;
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ALLEGRO_SAMPLE_ID enemyDieSoundID;
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ALLEGRO_BITMAP *numberTable;
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ALLEGRO_BITMAP *numberTable = NULL;
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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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float sizeMultiplier;
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float timeFromStart;
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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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Vector2D input;
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byte isRestart = 0;
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byte isRunning = 1;
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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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void Update()
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@ -176,13 +200,13 @@ void Update()
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else
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player.shootCooldown -= deltaTime;
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timeFromStart += deltaTime;
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player.score = (int)(timeFromStart * timeFromStart) * (player.killedEnemyCount + 1);
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timeSinceStart += deltaTime;
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player.score = (int)(timeSinceStart * timeSinceStart) * (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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enemies.enemyLimit = initialEnemyLimit + (int)(timeSinceStart / 10);
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if(enemies.enemyCount > enemyLimiter)
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enemies.enemyLimit = enemyLimiter;
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@ -215,12 +239,20 @@ void Update()
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int main(int argc, char **argv)
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{
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if(InitializeGameWindow() == 0)
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{
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DestroyGameWindow();
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getchar();
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return 0;
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}
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do
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{
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if(InitializeGame() == 0)
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{
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DestroyGame();
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getchar();
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return 0;
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}
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while (isRunning && !isRestart)
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{
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@ -262,7 +294,7 @@ float VectorMagnitude(Vector2D vector)
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return sqrt(vector.x * vector.x + vector.y * vector.y);
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}
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float VectorDistance(Vector2D vectorFirst, Vector2D vectorSecond)
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float VectorDistanceBetween(Vector2D vectorFirst, Vector2D vectorSecond)
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{
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Vector2D difference;
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difference.x = abs(vectorFirst.x - vectorSecond.x);
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@ -296,9 +328,9 @@ 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 *= sizeMultiplier * 0.5f;
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minDistance *= screenSizeMultiplier * 0.5f;
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distance = VectorDistance(*firstPos, *secondPos);
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distance = VectorDistanceBetween(*firstPos, *secondPos);
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result = distance <= minDistance;
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return result;
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@ -317,18 +349,28 @@ char InitializeGameWindow()
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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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al_set_new_display_flags(ALLEGRO_FULLSCREEN);
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GetSettings();
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x = disp_data.width;
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y = disp_data.height;
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/* x = 1600; */
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/* y = 900; */
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if(isFullscreen == 1)
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{
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al_get_display_mode(al_get_num_display_modes() - 1, &disp_data);
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al_set_new_display_flags(ALLEGRO_FULLSCREEN);
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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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sizeMultiplier = screenDimensions.x / referenceScreenDimensions.x;
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x = disp_data.width;
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y = disp_data.height;
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}
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else
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{
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x = settingsWidth;
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y = settingsHeight;
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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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screenSizeMultiplier = screenDimensions.x / referenceScreenDimensions.x;
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display = al_create_display(screenDimensions.x, screenDimensions.y);
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if(display == NULL)
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char InitializeGame()
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{
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shootSound = al_load_sample("Sounds/Shoot.wav");
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enemyDieSound = al_load_sample("Sounds/Die.wav");
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shootSound = al_load_sample("Sounds/Shoot.wav");
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enemyDieSound = al_load_sample("Sounds/Die.wav");
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InitializeEnemies();
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GetHighScore();
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/* Player Initialization */
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player.position.x = screenDimensions.x / 2;
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player.position.y = screenDimensions.y / 2;
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player.moveSpeed = playerSpeed;
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player.moveSpeed = playerSpeed * screenSizeMultiplier;
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player.shootPerSecond = 10;
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player.health = initialPlayerHealth;
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player.playerImage = al_load_bitmap("Images/Player.png");
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bullets.bulletCount = 0;
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bullets.bulletArray = (Bullet *) malloc(sizeof(Bullet) * bullets.bulletCount);
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if(player.playerImage == NULL ||
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shootSound == NULL ||
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enemyDieSound == NULL)
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return 0;
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bullets.bulletCount = 0;
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bullets.bulletArray = (Bullet *) malloc(sizeof(Bullet) * bullets.bulletCount);
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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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timeFromStart = 0;
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timeSinceStart = 0;
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player.killedEnemyCount = 0;
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return 1;
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}
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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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speed = (float)(randomNumber % 500 / 100 + 2) * enemySpeed;
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enemy = (enemies.enemyArray + enemies.enemyCount - 1);
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enemy -> velocity = NormalizeVector(enemyVelocity);
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enemy -> moveSpeed = speed;
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enemy -> moveSpeed = speed * screenSizeMultiplier;
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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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@ -522,8 +567,8 @@ void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag)
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al_draw_scaled_bitmap(image,
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0, 0, InstantiateSize.x, InstantiateSize.y,
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position.x - InstantiateSize.x / 2 * sizeMultiplier, position.y - InstantiateSize.y / 2 * sizeMultiplier,
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InstantiateSize.x * sizeMultiplier, InstantiateSize.y * sizeMultiplier, flag);
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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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}
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void DrawNumber(Vector2D position, int number)
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@ -532,18 +577,18 @@ void DrawNumber(Vector2D position, int number)
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float numberFactor;
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InstantiateSize.x = (float)al_get_bitmap_width(numberTable);
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InstantiateSize.y = (float)al_get_bitmap_height(numberTable);
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numberFactor = InstantiateSize.x / 10.0;
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numberFactor = InstantiateSize.x / numbersLength;
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al_draw_scaled_bitmap(numberTable,
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numberFactor * number, 0, numberFactor, InstantiateSize.y,
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position.x - numberFactor / 2 * sizeMultiplier, position.y - InstantiateSize.y / 2 * sizeMultiplier,
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numberFactor * sizeMultiplier, InstantiateSize.y * sizeMultiplier, 0);
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position.x - numberFactor / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier,
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numberFactor * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, 0);
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}
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectSizeMultiplier)
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectscreenSizeMultiplier)
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{
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Vector2D InstantiateSize;
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float sizeFactor = sizeMultiplier * objectSizeMultiplier;
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float sizeFactor = screenSizeMultiplier * objectscreenSizeMultiplier;
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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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DrawScore();
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DrawHighScore();
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DrawTimer();
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}
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void DrawScore()
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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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spawnPosition.x += sizeMultiplier * (numberImageSize + 1) * i;
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spawnPosition.x += screenSizeMultiplier * (numberImageSize + 1) * i;
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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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{
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spawnPosition = highScorePosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= sizeMultiplier * (numberImageSize + 1) * i;
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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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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}
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}
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void DrawTimer()
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{
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int seconds = (int)timeSinceStart % 60;
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int minutes = (timeSinceStart - seconds) / 60;
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char digit;
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Vector2D spawnPosition;
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int i = -timerDigitLimit / 2;
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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 = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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digit = seconds % 10;
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seconds = (int)(seconds / 10);
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DrawNumber(spawnPosition, digit);
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i++;
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}
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spawnPosition = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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DrawNumber(spawnPosition, colon);
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i++;
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while (i < (timerDigitLimit / 2) + 1)
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{
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spawnPosition = timerPosition;
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/* numberImageSize + 1 is because 1 pixel space between digits */
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spawnPosition.x -= screenSizeMultiplier * (numberImageSize + 1) * i;
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if(i == 0)
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{
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DrawNumber(spawnPosition, colon);
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i++;
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continue;
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}
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digit = minutes % 10;
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minutes = (int)(minutes / 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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void CheckHighScore()
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{
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FILE *saveFile;
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@ -649,7 +744,28 @@ void GetHighScore()
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fread(&highScore, sizeof(highScore), 1, saveFile);
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fclose(saveFile);
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printf("Get Highscore = %d\n", highScore);
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}
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void GetSettings()
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{
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printf("Getting Settings\n");
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FILE *settingsFile = fopen(settingsPath, "r");
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if(settingsFile == NULL)
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{
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printf("!!!!Error Reading Settings!!!!\n");
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settingsFile = fopen(settingsPath, "w");
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if(settingsFile == NULL)
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printf("!!!!Error Creating Settings!!!!\n");
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else
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{
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fprintf(settingsFile, settingsFormat, isFullscreen, settingsWidth, settingsHeight);
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fclose(settingsFile);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
fscanf(settingsFile, settingsFormat, &isFullscreen, &settingsWidth, &settingsHeight);
|
||||
fclose(settingsFile);
|
||||
}
|
||||
|
||||
void Inputs()
|
||||
|
@ -682,10 +798,10 @@ void PlayerMovement()
|
|||
player.position.x += input.x * player.moveSpeed;
|
||||
player.position.y += input.y * player.moveSpeed;
|
||||
|
||||
ClampPlayerPositionToScreen();
|
||||
ClampPlayerPositionToScreenDimensions();
|
||||
}
|
||||
|
||||
void ClampPlayerPositionToScreen()
|
||||
void ClampPlayerPositionToScreenDimensions()
|
||||
{
|
||||
if(player.position.x < 0)
|
||||
player.position.x = 0;
|
||||
|
@ -733,12 +849,13 @@ void PlayerShoot()
|
|||
{
|
||||
Vector2D shootDir;
|
||||
Bullet *newBullet;
|
||||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * sizeMultiplier);
|
||||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * screenSizeMultiplier);
|
||||
|
||||
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;
|
||||
|
@ -760,7 +877,7 @@ void EnemyShoot()
|
|||
Enemy *enemy;
|
||||
Bullet *bullet;
|
||||
int i;
|
||||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * sizeMultiplier);
|
||||
float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * screenSizeMultiplier);
|
||||
|
||||
for (i = 0; i < enemies.enemyCount; i++)
|
||||
{
|
||||
|
@ -774,7 +891,7 @@ void EnemyShoot()
|
|||
|
||||
shootDir = NormalizeVector(shootDir);
|
||||
normalizedVec = shootDir;
|
||||
shootDir = (Vector2D){shootDir.x * bulletSpeed, shootDir.y * bulletSpeed};
|
||||
shootDir = (Vector2D){shootDir.x * bulletSpeed * screenSizeMultiplier, shootDir.y * bulletSpeed * screenSizeMultiplier};
|
||||
|
||||
enemy -> fireCooldown = 1.0 / (rand() % 5) + 2.0;
|
||||
bullets.bulletCount++;
|
||||
|
|
Loading…
Reference in New Issue