This commit is contained in:
Marc
2023-01-22 16:59:08 +01:00
parent 7e5fb1c83a
commit 1bea67f658
5 changed files with 251 additions and 235 deletions
+249 -234
View File
@@ -6,11 +6,13 @@
#include <stdio.h>
#include <stdlib.h>
#include <time.h>
#include <limits.h>
#include "scaller.h"
#include "scene.h"
#include "text.h"
#include "input.h"
#define SLIDER_SPEED 1.f/5000
#define GRAVITY 10000.f
static Mix_Music * music;
@@ -64,292 +66,305 @@ static float strengthBarSliderDistance = 0.f;
static RenderId_t strengthBarSliderId;
static bool increaseStrengthBarSlider = true;
#define STEROIDS_POSITION CAMERA_WIDTH * 0.4f
#define SLIDER_SPEED (1.f/5000 / (adameStrength *0.5f))
void game_handleFKeyInput(void);
RenderId_t steroidText;
static void playMusic(){
music = Mix_LoadMUS("./assets/music/jojo arab.mp3");
music = Mix_LoadMUS("./assets/music/game.wav");
if(music == NULL) {
fprintf(stderr, "Jojo arab not found!\n");
fprintf(stderr, "Game audio not found!\n");
exit(1);
}
// if(Mix_PlayMusic(music, 0) != 0){
// printf("Music sound could not be played!\n"
// "SDL_Error: %s\n", Mix_GetError());
// Mix_FreeMusic(music);
// running = false;
// }
if(Mix_PlayMusic(music, 0) != 0){
printf("Music sound could not be played!\n"
"SDL_Error: %s\n", Mix_GetError());
Mix_FreeMusic(music);
running = false;
}
}
int game_staticRender(void){
playMusic();
srand(time(NULL));
input_listenKeyDown(SDL_SCANCODE_F, game_handleFKeyInput);
playMusic();
srand(time(NULL));
MonitorSize_t size = renderer_getMonitorSize();
float aspectRatio = (float)size.width / size.height;
MonitorSize_t size = renderer_getMonitorSize();
float aspectRatio = (float)size.width / size.height;
SDL_Surface* gameBackgroundSurface = IMG_Load("./assets/img/game_bg.png");
if(gameBackgroundSurface == NULL){
printf("cannot load background");
return -1;
}
SDL_Surface* gameBackgroundSurface = IMG_Load("./assets/img/game_bg.png");
if(gameBackgroundSurface == NULL){
printf("cannot load background");
return -1;
}
RenderObject_t gameBackground = EMPTY_RENDER_OBJECT;
strcpy(gameBackground.name, "gameBackground");
gameBackground.z = 0;
gameBackground.surface = gameBackgroundSurface;
scaller(gameBackground.surface, 1, &gameBackground.width, &gameBackground.height);
gameBackground.height = 1;
scene_addRenderObject(&gameScene, gameBackground, 0, 0);
RenderObject_t gameBackground = EMPTY_RENDER_OBJECT;
strcpy(gameBackground.name, "gameBackground");
gameBackground.z = 0;
gameBackground.surface = gameBackgroundSurface;
scaller(gameBackground.surface, 1, &gameBackground.width, &gameBackground.height);
gameBackground.height = 1;
scene_addRenderObject(&gameScene, gameBackground, 0, 0);
SDL_Surface* buildingSurface = IMG_Load("./assets/img/building.png");
RenderObject_t building = EMPTY_RENDER_OBJECT;
strcpy(building.name, "building");
building.z = 9;
building.surface = buildingSurface;
building.width = 0.25;
building.height = 1;
scene_addRenderObject(&gameScene, building, 0, 0);
SDL_Surface* buildingSurface = IMG_Load("./assets/img/building.png");
RenderObject_t building = EMPTY_RENDER_OBJECT;
strcpy(building.name, "building");
building.z = 9;
building.surface = buildingSurface;
building.width = 0.25;
building.height = 1;
scene_addRenderObject(&gameScene, building, 0, 0);
SDL_Surface* victim1 = IMG_Load("./assets/img/victim_1.png");
RenderObject_t person1 = EMPTY_RENDER_OBJECT;
strcpy(person1.name, "person1");
person1.z = 9;
person1.surface = victim1;
person1.width = 0.25f;
scaller(person1.surface, 0.5f, &person1.width, &person1.height);
victims[0] = scene_addRenderObject(&gameScene, person1, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim1 = IMG_Load("./assets/img/victim_1.png");
RenderObject_t person1 = EMPTY_RENDER_OBJECT;
strcpy(person1.name, "person1");
person1.z = 9;
person1.surface = victim1;
person1.width = 0.25f;
scaller(person1.surface, 0.5f, &person1.width, &person1.height);
victims[0] = scene_addRenderObject(&gameScene, person1, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim2 = IMG_Load("./assets/img/victim_2.png");
RenderObject_t person2 = EMPTY_RENDER_OBJECT;
strcpy(person2.name, "person2");
person2.z = 9;
person2.surface = victim2;
person2.width = 0.25f;
scaller(person2.surface, 0.5f, &person2.width, &person2.height);
victims[1] = scene_addRenderObject(&gameScene, person2, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim2 = IMG_Load("./assets/img/victim_2.png");
RenderObject_t person2 = EMPTY_RENDER_OBJECT;
strcpy(person2.name, "person2");
person2.z = 9;
person2.surface = victim2;
person2.width = 0.25f;
scaller(person2.surface, 0.5f, &person2.width, &person2.height);
victims[1] = scene_addRenderObject(&gameScene, person2, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim3 = IMG_Load("./assets/img/victim_3.png");
RenderObject_t person3 = EMPTY_RENDER_OBJECT;
strcpy(person3.name, "person3");
person3.z = 9;
person3.surface = victim3;
person3.width = 0.25f;
scaller(person3.surface, 0.5f, &person3.width, &person3.height);
victims[2] = scene_addRenderObject(&gameScene, person3, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim3 = IMG_Load("./assets/img/victim_3.png");
RenderObject_t person3 = EMPTY_RENDER_OBJECT;
strcpy(person3.name, "person3");
person3.z = 9;
person3.surface = victim3;
person3.width = 0.25f;
scaller(person3.surface, 0.5f, &person3.width, &person3.height);
victims[2] = scene_addRenderObject(&gameScene, person3, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim4 = IMG_Load("./assets/img/victim_4.png");
RenderObject_t person4 = EMPTY_RENDER_OBJECT;
strcpy(person4.name, "person4");
person4.z = 9;
person4.surface = victim4;
person4.width = 0.25f;
scaller(person4.surface, 0.5f, &person4.width, &person4.height);
victims[3] = scene_addRenderObject(&gameScene, person4, 0, CAMERA_HEIGHT * 2);
SDL_Surface* victim4 = IMG_Load("./assets/img/victim_4.png");
RenderObject_t person4 = EMPTY_RENDER_OBJECT;
strcpy(person4.name, "person4");
person4.z = 9;
person4.surface = victim4;
person4.width = 0.25f;
scaller(person4.surface, 0.5f, &person4.width, &person4.height);
victims[3] = scene_addRenderObject(&gameScene, person4, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame1 = IMG_Load("./assets/img/adame_1.png");
RenderObject_t adameObject1 = EMPTY_RENDER_OBJECT;
strcpy(adameObject1.name, "adameObject1");
adameObject1.z = 9;
adameObject1.surface = adame1;
adameObject1.width = 0.25f;
scaller(adameObject1.surface, ADAME_SIZE, &adameObject1.width, &adameObject1.height);
adame[0] = scene_addRenderObject(&gameScene, adameObject1, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame1 = IMG_Load("./assets/img/adame_1.png");
RenderObject_t adameObject1 = EMPTY_RENDER_OBJECT;
strcpy(adameObject1.name, "adameObject1");
adameObject1.z = 9;
adameObject1.surface = adame1;
adameObject1.width = 0.25f;
scaller(adameObject1.surface, ADAME_SIZE, &adameObject1.width, &adameObject1.height);
adame[0] = scene_addRenderObject(&gameScene, adameObject1, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame2 = IMG_Load("./assets/img/adame_2.png");
RenderObject_t adameObject2 = EMPTY_RENDER_OBJECT;
strcpy(adameObject2.name, "adameObject2");
adameObject2.z = 9;
adameObject2.surface = adame2;
adameObject2.width = 0.25f;
scaller(adameObject2.surface, ADAME_SIZE, &adameObject2.width, &adameObject2.height);
adame[1] = scene_addRenderObject(&gameScene, adameObject2, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame2 = IMG_Load("./assets/img/adame_2.png");
RenderObject_t adameObject2 = EMPTY_RENDER_OBJECT;
strcpy(adameObject2.name, "adameObject2");
adameObject2.z = 9;
adameObject2.surface = adame2;
adameObject2.width = 0.25f;
scaller(adameObject2.surface, ADAME_SIZE, &adameObject2.width, &adameObject2.height);
adame[1] = scene_addRenderObject(&gameScene, adameObject2, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame3 = IMG_Load("./assets/img/adame_3.png");
RenderObject_t adameObject3 = EMPTY_RENDER_OBJECT;
strcpy(adameObject3.name, "adameObject3");
adameObject3.z = 9;
adameObject3.surface = adame3;
adameObject3.width = 0.25f;
scaller(adameObject3.surface, ADAME_SIZE, &adameObject3.width, &adameObject3.height);
adame[2] = scene_addRenderObject(&gameScene, adameObject3, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame3 = IMG_Load("./assets/img/adame_3.png");
RenderObject_t adameObject3 = EMPTY_RENDER_OBJECT;
strcpy(adameObject3.name, "adameObject3");
adameObject3.z = 9;
adameObject3.surface = adame3;
adameObject3.width = 0.25f;
scaller(adameObject3.surface, ADAME_SIZE, &adameObject3.width, &adameObject3.height);
adame[2] = scene_addRenderObject(&gameScene, adameObject3, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame4 = IMG_Load("./assets/img/adame_4.png");
RenderObject_t adameObject4 = EMPTY_RENDER_OBJECT;
strcpy(adameObject4.name, "adameObject4");
adameObject4.z = 9;
adameObject4.surface = adame4;
adameObject4.width = 0.25f;
scaller(adameObject4.surface, ADAME_SIZE, &adameObject4.width, &adameObject4.height);
adame[3] = scene_addRenderObject(&gameScene, adameObject4, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame4 = IMG_Load("./assets/img/adame_4.png");
RenderObject_t adameObject4 = EMPTY_RENDER_OBJECT;
strcpy(adameObject4.name, "adameObject4");
adameObject4.z = 9;
adameObject4.surface = adame4;
adameObject4.width = 0.25f;
scaller(adameObject4.surface, ADAME_SIZE, &adameObject4.width, &adameObject4.height);
adame[3] = scene_addRenderObject(&gameScene, adameObject4, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame5 = IMG_Load("./assets/img/adame_5.png");
RenderObject_t adameObject5 = EMPTY_RENDER_OBJECT;
strcpy(adameObject5.name, "adameObject5");
adameObject5.z = 9;
adameObject5.surface = adame5;
adameObject5.width = 0.25f;
scaller(adameObject5.surface, ADAME_SIZE, &adameObject5.width, &adameObject5.height);
adame[4] = scene_addRenderObject(&gameScene, adameObject5, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame5 = IMG_Load("./assets/img/adame_5.png");
RenderObject_t adameObject5 = EMPTY_RENDER_OBJECT;
strcpy(adameObject5.name, "adameObject5");
adameObject5.z = 9;
adameObject5.surface = adame5;
adameObject5.width = 0.25f;
scaller(adameObject5.surface, ADAME_SIZE, &adameObject5.width, &adameObject5.height);
adame[4] = scene_addRenderObject(&gameScene, adameObject5, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame6 = IMG_Load("./assets/img/adame_6.png");
RenderObject_t adameObject6 = EMPTY_RENDER_OBJECT;
strcpy(adameObject6.name, "adameObject6");
adameObject6.z = 9;
adameObject6.surface = adame6;
adameObject6.width = 0.25f;
scaller(adameObject6.surface, ADAME_SIZE, &adameObject6.width, &adameObject6.height);
adame[5] = scene_addRenderObject(&gameScene, adameObject6, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame6 = IMG_Load("./assets/img/adame_6.png");
RenderObject_t adameObject6 = EMPTY_RENDER_OBJECT;
strcpy(adameObject6.name, "adameObject6");
adameObject6.z = 9;
adameObject6.surface = adame6;
adameObject6.width = 0.25f;
scaller(adameObject6.surface, ADAME_SIZE, &adameObject6.width, &adameObject6.height);
adame[5] = scene_addRenderObject(&gameScene, adameObject6, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame7 = IMG_Load("./assets/img/adame_7.png");
RenderObject_t person7 = EMPTY_RENDER_OBJECT;
strcpy(person7.name, "person7");
person7.z = 9;
person7.surface = adame7;
person7.width = 0.25f;
scaller(person7.surface, ADAME_SIZE, &person7.width, &person7.height);
adame[6] = scene_addRenderObject(&gameScene, person7, 0, CAMERA_HEIGHT * 2);
SDL_Surface* adame7 = IMG_Load("./assets/img/adame_7.png");
RenderObject_t person7 = EMPTY_RENDER_OBJECT;
strcpy(person7.name, "person7");
person7.z = 9;
person7.surface = adame7;
person7.width = 0.25f;
scaller(person7.surface, ADAME_SIZE, &person7.width, &person7.height);
adame[6] = scene_addRenderObject(&gameScene, person7, 0, CAMERA_HEIGHT * 2);
adame_id = 0;
victimHeight = person1.height;
personId = victims[rand() % 4];
scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
adame_id = 0;
victimHeight = person1.height;
personId = victims[rand() % 4];
scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
scoreText = EMPTY_RENDER_OBJECT;
strcpy(scoreText.name, "scoreText");
SDL_Color black = {0, 0, 0, 255};
text_renderText(&scoreText, 50, 0.5f, black, "./assets/fonts/Quinquefive.ttf", 40, "jetons: %d", (unsigned)jetons);
scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0);
scoreText = EMPTY_RENDER_OBJECT;
strcpy(scoreText.name, "scoreText");
SDL_Color black = {0, 0, 0, 255};
text_renderText(&scoreText, 50, 0.5f, black, "./assets/fonts/Quinquefive.ttf", 40, "jetons: %lu", (unsigned long)jetons);
scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0);
SDL_Surface* strengthBarSurface = IMG_Load("./assets/img/strengthBar.png");
strcpy(strengthBar.name, "strengthBar");
strengthBar.z = 100;
strengthBar.surface = strengthBarSurface;
strengthBar.width = 0.50f;
strengthBar.height = 0.025f;
strengthBarId = scene_addRenderObject(&gameScene, strengthBar, 0.30f * CAMERA_WIDTH, 0.9f * CAMERA_HEIGHT);
SDL_Surface* strengthBarSurface = IMG_Load("./assets/img/strengthBar.png");
strcpy(strengthBar.name, "strengthBar");
strengthBar.z = 100;
strengthBar.surface = strengthBarSurface;
strengthBar.width = 0.50f;
strengthBar.height = 0.025f;
strengthBarId = scene_addRenderObject(&gameScene, strengthBar, 0.30f * CAMERA_WIDTH, 0.9f * CAMERA_HEIGHT);
SDL_Surface* strengthBarSliderSurface = IMG_Load("./assets/img/building.png");
strcpy(strengthBarSlider.name, "strengthBarSlider");
strengthBarSlider.z = 101;
strengthBarSlider.surface = strengthBarSliderSurface;
strengthBarSlider.width = 0.005f;
strengthBarSlider.height = 0.05f;
strengthBarSliderId = scene_addRenderObject(&gameScene, strengthBarSlider, 0.30f * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
SDL_Surface* strengthBarSliderSurface = IMG_Load("./assets/img/building.png");
strcpy(strengthBarSlider.name, "strengthBarSlider");
strengthBarSlider.z = 101;
strengthBarSlider.surface = strengthBarSliderSurface;
strengthBarSlider.width = 0.005f;
strengthBarSlider.height = 0.05f;
strengthBarSliderId = scene_addRenderObject(&gameScene, strengthBarSlider, 0.30f * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
return 0;
text_renderText(&scoreText, 50, 1.f, black, "./assets/fonts/Quinquefive.ttf", 20, "Press F to buy steroids for 200J");
steroidText = scene_addRenderObject(&gameScene, scoreText, STEROIDS_POSITION, 0);
return 0;
}
int game_render([[maybe_unused]] float delta){
deltaAccu += delta;
int game_render(float delta){
deltaAccu += delta;
if(!isSpaceKeypressed && !crashed && deltaAccu >= SLIDER_SPEED){
// if(increaseStrength && strength >= 2.f)
// increaseStrength = false;
// else if(increaseStrength)
// strength += 0.1;
// else if(!increaseStrength && strength <= 0.f)
// increaseStrength = true;
// else
// strength -= 0.1;
if(increaseStrengthBarSlider && strengthBarSliderDistance >= 0.50f)
increaseStrengthBarSlider = false;
else if(increaseStrengthBarSlider){
strengthBarSliderDistance += 0.005f;
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0.30f * CAMERA_WIDTH + strengthBarSliderDistance * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
}
else if(!increaseStrengthBarSlider && strengthBarSliderDistance <= 0.0001f)
increaseStrengthBarSlider = true;
else{
strengthBarSliderDistance -= 0.005f;
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0.30f * CAMERA_WIDTH + strengthBarSliderDistance * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
}
if(!isSpaceKeypressed && !crashed && deltaAccu >= SLIDER_SPEED){
if(increaseStrengthBarSlider && strengthBarSliderDistance >= 0.50f)
increaseStrengthBarSlider = false;
else if(increaseStrengthBarSlider){
strengthBarSliderDistance += 0.005f;
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0.30f * CAMERA_WIDTH + strengthBarSliderDistance * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
}
else if(!increaseStrengthBarSlider && strengthBarSliderDistance <= 0.0001f)
increaseStrengthBarSlider = true;
else{
strengthBarSliderDistance -= 0.005f;
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0.30f * CAMERA_WIDTH + strengthBarSliderDistance * CAMERA_WIDTH, 0.89f * CAMERA_HEIGHT);
}
deltaAccu = 0;
}
deltaAccu = 0;
}
if(strength != 0 && !kicked && isSpaceKeypressed) {
adame_accu += delta;
printf("%f\n", adame_accu);
if(adame_accu >= ADAME_SPEED / strength) {
scene_moveRenderObject(&gameScene, adame[adame_id], 0, CAMERA_HEIGHT * 2);
if(adame_id == 6) {
scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
adame_id = 0;
kicked = true;
} else {
adame_id++;
scene_moveRenderObject(&gameScene, adame[adame_id], ADAME_X, ADAME_Y);
adame_accu = 0;
}
}
}
if(strength != 0 && !kicked && isSpaceKeypressed) {
adame_accu += delta;
printf("%f\n", adame_accu);
if(adame_accu >= ADAME_SPEED / strength) {
scene_moveRenderObject(&gameScene, adame[adame_id], 0, CAMERA_HEIGHT * 2);
if(adame_id == 6) {
scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
adame_id = 0;
kicked = true;
} else {
adame_id++;
scene_moveRenderObject(&gameScene, adame[adame_id], ADAME_X, ADAME_Y);
adame_accu = 0;
}
}
}
// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
if(!crashed && kicked){
const float distance = personVelocityX * delta;
personPositionX += distance;
gameScene.x = personPositionX - startPersonPositionX;
// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
if(!crashed && kicked){
const float distance = personVelocityX * delta;
personPositionX += distance;
gameScene.x = personPositionX - startPersonPositionX;
personVelocityY += GRAVITY * delta;
personVelocityY += GRAVITY * delta;
personPositionY += personVelocityY * delta;
jetons += distance;
scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
personPositionY += personVelocityY * delta;
jetons += distance;
if(jetons > (float)ULONG_MAX)
jetons = (float)ULONG_MAX;
scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
if(personPositionY + CAMERA_HEIGHT * victimHeight >= CAMERA_HEIGHT - 18){
crashed = true;
scene_removeRenderObject(&gameScene, scoreTextId);
SDL_Color black = {0, 0, 0, 255};
text_renderText(&scoreText, 50, 0.5f, black, "./assets/fonts/Quinquefive.ttf", 40, "jetons: %d", (unsigned)jetons);
scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0);
}
if(personPositionY + CAMERA_HEIGHT * victimHeight >= CAMERA_HEIGHT - 18){
crashed = true;
scene_removeRenderObject(&gameScene, scoreTextId);
SDL_Color black = {0, 0, 0, 255};
text_renderText(&scoreText, 50, 0.5f, black, "./assets/fonts/Quinquefive.ttf", 40, "jetons: %lu", (unsigned long)jetons);
scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0);
}
}
scene_moveRenderObject(&gameScene, steroidText, STEROIDS_POSITION + gameScene.x, 0);
scene_moveRenderObject(&gameScene, personId, personPositionX, personPositionY);
}
scene_moveRenderObject(&gameScene, personId, personPositionX, personPositionY);
return 0;
return 0;
}
void game_remove(void){
scene_free(&gameScene);
Mix_FreeMusic(music);
scene_free(&gameScene);
Mix_FreeMusic(music);
}
void game_handleFKeyInput(void) {
printf("coucou %f\n", jetons);
if(jetons > 200) {
jetons -= 200;
adameStrength += 0.5f;
scene_removeRenderObject(&gameScene, scoreTextId);
SDL_Color black = {0, 0, 0, 255};
text_renderText(&scoreText, 50, 0.5f, black, "./assets/fonts/Quinquefive.ttf", 40, "jetons: %lu", (unsigned long)jetons);
scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0);
}
}
void game_handleSpaceKeyInput(void){
if(crashed){
crashed = false;
personPositionX = startPersonPositionX;
personPositionY = startPersonPositionY;
personVelocityX = startPersonVelocityX;
personVelocityY = 0;
isSpaceKeypressed = false;
gameScene.x = 0;
gameScene.y = 0;
strengthBarSliderDistance = 0.f;
scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
scene_moveRenderObject(&gameScene, strengthBarId, 0.30f * CAMERA_WIDTH, 0.9 * CAMERA_HEIGHT);
scene_moveRenderObject(&gameScene, personId, 0, CAMERA_HEIGHT * 2);
personId = victims[rand() % 4];
kicked=false;
}
else{
isSpaceKeypressed = true;
strength = - 32 * powf(fabs(strengthBarSliderDistance - 0.5f/2), 2) + 2;
personVelocityX *= strength * adameStrength;
scene_moveRenderObject(&gameScene, strengthBarId, 0, CAMERA_HEIGHT * 2);
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0, CAMERA_HEIGHT * 2);
}
#ifdef DEBUG
if(isSpaceKeypressed == true && !crashed)return;
#endif
if(crashed){
crashed = false;
personPositionX = startPersonPositionX;
personPositionY = startPersonPositionY;
personVelocityX = startPersonVelocityX;
personVelocityY = 0;
isSpaceKeypressed = false;
gameScene.x = 0;
gameScene.y = 0;
strengthBarSliderDistance = 0.f;
scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
scene_moveRenderObject(&gameScene, strengthBarId, 0.30f * CAMERA_WIDTH, 0.9 * CAMERA_HEIGHT);
scene_moveRenderObject(&gameScene, personId, 0, CAMERA_HEIGHT * 2);
personId = victims[rand() % 4];
kicked=false;
}
else{
isSpaceKeypressed = true;
strength = - 32 * powf(fabs(strengthBarSliderDistance - 0.5f/2), 2) + 2;
personVelocityX *= strength * adameStrength;
scene_moveRenderObject(&gameScene, strengthBarId, 0, CAMERA_HEIGHT * 2);
scene_moveRenderObject(&gameScene, strengthBarSliderId, 0, CAMERA_HEIGHT * 2);
}
}
+1 -1
View File
@@ -1,5 +1,6 @@
#include "input.h"
#include <SDL2/SDL_scancode.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <stdbool.h>
@@ -81,4 +82,3 @@ void input_removeKeyUpListener(SDL_Scancode code, keyEvent_t handler) {
}
eventKeyUp_counts[code]--;
}