Added a new Struct for Images
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049612b1c8
commit
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125
SynGame.c
125
SynGame.c
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@ -41,6 +41,12 @@ 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 size;
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ALLEGRO_BITMAP *bitmap;
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} Image;
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typedef struct
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{
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Vector2D position;
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@ -81,7 +87,7 @@ struct
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unsigned int killedEnemyCount;
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unsigned int score;
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ALLEGRO_BITMAP *playerImage;
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Image image;
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} player;
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void SpawnEnemies();
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@ -93,8 +99,8 @@ void CheckEnemies();
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void MoveEnemies();
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void LimitEnemies();
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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 objectscreenSizeMultiplier);
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void DrawObject(Vector2D position, Image *image, int flag);
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void DrawSizedObject(Vector2D position, Image *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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@ -121,12 +127,14 @@ float VectorMagnitude(Vector2D vector);
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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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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap);
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char InitializeGameWindow();
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char InitializeGame();
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char DealDamage(char *health);
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Image InitImage(const char *path);
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Vector2D NormalizeVector(Vector2D vector);
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ALLEGRO_KEYBOARD_STATE keyboardState;
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@ -135,19 +143,19 @@ ALLEGRO_COLOR backgroundColor;
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ALLEGRO_DISPLAY *display = NULL;
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ALLEGRO_EVENT_QUEUE *event_queue = NULL;
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ALLEGRO_TIMER *timer = NULL;
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ALLEGRO_BITMAP *gameOverImage = NULL;
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Image gameOverImage;
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ALLEGRO_SAMPLE *BGM = NULL;
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ALLEGRO_SAMPLE *shootSound = NULL;
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ALLEGRO_SAMPLE_ID shootSoundID;
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ALLEGRO_BITMAP *enemyImage = NULL;
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ALLEGRO_BITMAP *enemyBulletImage = NULL;
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Image enemyImage;
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Image enemyBulletImage;
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ALLEGRO_SAMPLE *enemyDieSound = NULL;
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ALLEGRO_SAMPLE_ID enemyDieSoundID;
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ALLEGRO_BITMAP *numberTable = NULL;
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Image numberTable;
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const char *playerImagePath = "Images/Player.png";
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const char *enemyImagePath = "Images/Enemy.png";
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@ -318,20 +326,25 @@ byte isVectorExceedingLimits(Vector2D vector, Vector2D limits)
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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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byte CheckCollision(Vector2D *firstPos, Vector2D *secondPos, Image *firstMap, Image *secondMap)
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{
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Vector2D firstImageSize;
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Vector2D secondImageSize;
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// Vector2D firstMap -> size;
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// Vector2D secondMap -> size;
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byte result;
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float minDistance;
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float distance;
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firstImageSize.x = (float)al_get_bitmap_width(firstMap);
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firstImageSize.y = (float)al_get_bitmap_height(firstMap);
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secondImageSize.x = (float)al_get_bitmap_width(secondMap);
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secondImageSize.y = (float)al_get_bitmap_height(secondMap);
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// firstMap -> size.x = (float)al_get_bitmap_width(firstMap);
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// firstMap -> size.y = (float)al_get_bitmap_height(firstMap);
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// secondMap -> size.x = (float)al_get_bitmap_width(secondMap);
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// secondMap -> size.y = (float)al_get_bitmap_height(secondMap);
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minDistance = 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 = firstMap -> size.x > firstMap -> size.y ?
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firstMap -> size.y :
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firstMap -> size.x;
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minDistance += secondMap -> size.x > secondMap -> size.y ?
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secondMap -> size.y :
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secondMap -> size.x;
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minDistance *= screenSizeMultiplier * 0.5f;
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@ -427,9 +440,9 @@ char InitializeGame()
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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(playerImagePath);
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player.image = InitImage(playerImagePath);
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if(player.playerImage == NULL ||
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if(player.image.bitmap == NULL ||
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shootSound == NULL ||
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enemyDieSound == NULL)
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return 0;
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@ -452,13 +465,22 @@ void InitializeEnemies()
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enemies.enemyLimit = initialEnemyLimit;
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enemies.enemyCount = 0;
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enemies.enemyArray = (Enemy *) malloc(sizeof(Enemy) * enemies.enemyCount);
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enemyImage = al_load_bitmap(enemyImagePath);
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numberTable = al_load_bitmap(numbersImagePath);
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enemyBulletImage = al_load_bitmap(bulletImagePath);
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gameOverImage = al_load_bitmap(gameOverImagePath);
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enemyImage = InitImage(enemyImagePath);
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numberTable = InitImage(numbersImagePath);
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enemyBulletImage = InitImage(bulletImagePath);
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gameOverImage = InitImage(gameOverImagePath);
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SpawnEnemies();
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}
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Image InitImage(const char *path)
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{
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Image result;
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result.bitmap = al_load_bitmap(path);
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result.size.x = al_get_bitmap_width(result.bitmap);
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result.size.y = al_get_bitmap_height(result.bitmap);
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return result;
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}
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void SpawnEnemies()
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{
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Vector2D enemySpawnVector;
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@ -576,13 +598,17 @@ void LimitEnemies()
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}
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}
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void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag)
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void DrawObject(Vector2D position, Image *image, int flag)
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{
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Vector2D InstantiateSize;
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InstantiateSize = image -> size;
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/*
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InstantiateSize.x = (float)al_get_bitmap_width(image);
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InstantiateSize.y = (float)al_get_bitmap_height(image);
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al_draw_scaled_bitmap(image,
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InstantiateSize.x = image -> size.x;
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InstantiateSize.y = image -> size.y;
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*/
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al_draw_scaled_bitmap(image -> bitmap,
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0, 0, InstantiateSize.x, InstantiateSize.y,
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position.x - InstantiateSize.x / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier,
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InstantiateSize.x * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, flag);
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@ -595,24 +621,21 @@ void DrawObject(Vector2D position, ALLEGRO_BITMAP *image, int flag)
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*/
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void DrawNumber(Vector2D position, int number)
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{
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Vector2D InstantiateSize;
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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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Vector2D InstantiateSize = numberTable.size;
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al_draw_scaled_bitmap(numberTable,
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al_draw_scaled_bitmap(numberTable.bitmap,
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numberImageSize * number, 0, numberImageSize, InstantiateSize.y,
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position.x - numberImageSize / 2 * screenSizeMultiplier, position.y - InstantiateSize.y / 2 * screenSizeMultiplier,
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numberImageSize * screenSizeMultiplier, InstantiateSize.y * screenSizeMultiplier, 0);
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}
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void DrawSizedObject(Vector2D position, ALLEGRO_BITMAP *image, int flag, float objectscreenSizeMultiplier)
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void DrawSizedObject(Vector2D position, Image *image, int flag, float objectscreenSizeMultiplier)
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{
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Vector2D InstantiateSize;
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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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InstantiateSize = image -> size;
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al_draw_scaled_bitmap(image,
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al_draw_scaled_bitmap(image -> bitmap,
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0, 0, InstantiateSize.x, InstantiateSize.y,
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position.x - InstantiateSize.x / 2 * sizeFactor, position.y - InstantiateSize.y / 2 * sizeFactor,
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InstantiateSize.x * sizeFactor, InstantiateSize.y * sizeFactor, flag);
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@ -625,17 +648,17 @@ void DrawScreen()
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/* Enemy Draw */
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for (i = 0; i < enemies.enemyCount; i++)
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DrawObject((enemies.enemyArray + i) -> position, enemyImage, (enemies.enemyArray + i) -> velocity.x > 0 ? ALLEGRO_FLIP_HORIZONTAL : 0 );
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DrawObject((enemies.enemyArray + i) -> position, &enemyImage, (enemies.enemyArray + i) -> velocity.x > 0 ? ALLEGRO_FLIP_HORIZONTAL : 0 );
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/* Bullet Draw */
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for (i = 0; i < bullets.bulletCount; i++)
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DrawObject((bullets.bulletArray + i) -> position, enemyBulletImage, 0);
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DrawObject((bullets.bulletArray + i) -> position, &enemyBulletImage, 0);
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/* Player Draw */
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if(!isGameOver)
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DrawObject(player.position, player.playerImage, player.lookDirection == 1 ? ALLEGRO_FLIP_HORIZONTAL : 0);
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DrawObject(player.position, &player.image, player.lookDirection == 1 ? ALLEGRO_FLIP_HORIZONTAL : 0);
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else
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DrawObject(halfScreen, gameOverImage, 0);
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DrawObject(halfScreen, &gameOverImage, 0);
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DrawScore();
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DrawHighScore();
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@ -883,7 +906,7 @@ void PlayerShoot()
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{
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Vector2D shootDir;
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Bullet *newBullet;
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float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * screenSizeMultiplier);
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0 * screenSizeMultiplier);
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if(player.lookDirection != 1)
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offset = -offset;
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@ -913,7 +936,7 @@ void EnemyShoot()
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Enemy *enemy;
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Bullet *bullet;
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int i;
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float offset = (al_get_bitmap_width(player.playerImage) + al_get_bitmap_width(enemyBulletImage) * 2.0 * screenSizeMultiplier);
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float offset = (player.image.size.x + enemyBulletImage.size.x * 2.0 * screenSizeMultiplier);
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for (i = 0; i < enemies.enemyCount; i++)
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{
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@ -964,8 +987,8 @@ void BulletCollisions()
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if(bullet -> isEnemyBullet == 1 && CheckCollision(
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&bullet -> position,
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&player.position,
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enemyBulletImage,
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player.playerImage
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&enemyBulletImage,
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&player.image
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))
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{
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RemoveBulletAtIndex(bulletCounter);
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@ -979,8 +1002,8 @@ void BulletCollisions()
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if(bullet -> isEnemyBullet == 0 && CheckCollision(
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&bullet -> position,
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&enemy -> position,
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enemyBulletImage,
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enemyImage
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&enemyBulletImage,
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&enemyImage
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))
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{
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printf("Enemy-Bullet|EnemyRemove\n");
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@ -998,8 +1021,8 @@ void BulletCollisions()
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if(CheckCollision(
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&enemy -> position,
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&player.position,
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enemyImage,
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player.playerImage
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&enemyImage,
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&player.image
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))
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{
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RemoveEnemyAtIndex(enemyCounter);
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@ -1015,13 +1038,13 @@ void BulletCollisions()
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void DestroyGame()
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{
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CheckHighScore();
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al_destroy_bitmap(enemyImage);
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al_destroy_bitmap(enemyBulletImage);
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al_destroy_bitmap(gameOverImage);
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al_destroy_bitmap(numberTable);
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al_destroy_bitmap(enemyImage.bitmap);
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al_destroy_bitmap(enemyBulletImage.bitmap);
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al_destroy_bitmap(gameOverImage.bitmap);
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al_destroy_bitmap(numberTable.bitmap);
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al_destroy_bitmap(player.image.bitmap);
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al_destroy_sample(shootSound);
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al_destroy_sample(enemyDieSound);
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al_destroy_bitmap(player.playerImage);
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free(enemies.enemyArray);
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}
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