Adame animation
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+95
-1
@@ -2,6 +2,7 @@
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_image.h>
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#include <SDL2/SDL_mixer.h>
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#include <SDL2/SDL_mixer.h>
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#include <SDL2/SDL_surface.h>
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#include <SDL2/SDL_surface.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <time.h>
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#include <time.h>
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#include "scaller.h"
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#include "scaller.h"
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@@ -35,8 +36,19 @@ static int victimHeight;
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#define VICTIME_COUNT 4
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#define VICTIME_COUNT 4
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#define VICTIME_SIZE 0.5f
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RenderId_t victims[VICTIME_COUNT];
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RenderId_t victims[VICTIME_COUNT];
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#define ADAME_KEYFRAMES 7
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RenderId_t adame[ADAME_KEYFRAMES];
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float adame_accu = 0;
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int adame_id;
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bool kicked = false;
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#define ADAME_SPEED 1.f/250
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#define ADAME_SIZE 2.5f
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#define ADAME_Y round(CAMERA_HEIGHT * 0.30f)
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#define ADAME_X round(CAMERA_WIDTH * 0.01f)
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static void playMusic(){
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static void playMusic(){
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music = Mix_LoadMUS("./assets/music/jojo arab.mp3");
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music = Mix_LoadMUS("./assets/music/jojo arab.mp3");
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if(music == NULL) {
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if(music == NULL) {
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@@ -120,9 +132,74 @@ int game_staticRender(void){
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scaller(person4.surface, 0.5f, &person4.width, &person4.height);
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scaller(person4.surface, 0.5f, &person4.width, &person4.height);
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victims[3] = scene_addRenderObject(&gameScene, person4, 0, CAMERA_HEIGHT * 2);
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victims[3] = scene_addRenderObject(&gameScene, person4, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame1 = IMG_Load("./assets/img/adame_1.png");
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RenderObject_t adameObject1 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject1.name, "adameObject1");
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adameObject1.z = 9;
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adameObject1.surface = adame1;
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adameObject1.width = 0.25f;
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scaller(adameObject1.surface, ADAME_SIZE, &adameObject1.width, &adameObject1.height);
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adame[0] = scene_addRenderObject(&gameScene, adameObject1, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame2 = IMG_Load("./assets/img/adame_2.png");
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RenderObject_t adameObject2 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject2.name, "adameObject2");
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adameObject2.z = 9;
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adameObject2.surface = adame2;
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adameObject2.width = 0.25f;
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scaller(adameObject2.surface, ADAME_SIZE, &adameObject2.width, &adameObject2.height);
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adame[1] = scene_addRenderObject(&gameScene, adameObject2, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame3 = IMG_Load("./assets/img/adame_3.png");
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RenderObject_t adameObject3 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject3.name, "adameObject3");
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adameObject3.z = 9;
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adameObject3.surface = adame3;
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adameObject3.width = 0.25f;
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scaller(adameObject3.surface, ADAME_SIZE, &adameObject3.width, &adameObject3.height);
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adame[2] = scene_addRenderObject(&gameScene, adameObject3, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame4 = IMG_Load("./assets/img/adame_4.png");
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RenderObject_t adameObject4 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject4.name, "adameObject4");
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adameObject4.z = 9;
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adameObject4.surface = adame4;
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adameObject4.width = 0.25f;
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scaller(adameObject4.surface, ADAME_SIZE, &adameObject4.width, &adameObject4.height);
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adame[3] = scene_addRenderObject(&gameScene, adameObject4, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame5 = IMG_Load("./assets/img/adame_5.png");
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RenderObject_t adameObject5 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject5.name, "adameObject5");
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adameObject5.z = 9;
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adameObject5.surface = adame5;
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adameObject5.width = 0.25f;
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scaller(adameObject5.surface, ADAME_SIZE, &adameObject5.width, &adameObject5.height);
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adame[4] = scene_addRenderObject(&gameScene, adameObject5, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame6 = IMG_Load("./assets/img/adame_6.png");
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RenderObject_t adameObject6 = EMPTY_RENDER_OBJECT;
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strcpy(adameObject6.name, "adameObject6");
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adameObject6.z = 9;
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adameObject6.surface = adame6;
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adameObject6.width = 0.25f;
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scaller(adameObject6.surface, ADAME_SIZE, &adameObject6.width, &adameObject6.height);
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adame[5] = scene_addRenderObject(&gameScene, adameObject6, 0, CAMERA_HEIGHT * 2);
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SDL_Surface* adame7 = IMG_Load("./assets/img/adame_7.png");
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RenderObject_t person7 = EMPTY_RENDER_OBJECT;
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strcpy(person7.name, "person7");
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person7.z = 9;
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person7.surface = adame7;
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person7.width = 0.25f;
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scaller(person7.surface, ADAME_SIZE, &person7.width, &person7.height);
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adame[6] = scene_addRenderObject(&gameScene, person7, 0, CAMERA_HEIGHT * 2);
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adame_id = 0;
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victimHeight = person1.height;
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victimHeight = person1.height;
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personId = victims[rand() % 4];
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personId = victims[rand() % 4];
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scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
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scoreText = EMPTY_RENDER_OBJECT;
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scoreText = EMPTY_RENDER_OBJECT;
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strcpy(scoreText.name, "scoreText");
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strcpy(scoreText.name, "scoreText");
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@@ -144,9 +221,25 @@ int game_render([[maybe_unused]] float delta){
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deltaAccu += delta;
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deltaAccu += delta;
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if(!kicked && isSpaceKeypressed) {
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adame_accu += delta;
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printf("%f\n", adame_accu);
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if(adame_accu >= ADAME_SPEED) {
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scene_moveRenderObject(&gameScene, adame[adame_id], 0, CAMERA_HEIGHT * 2);
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if(adame_id == 6) {
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scene_moveRenderObject(&gameScene, adame[0], ADAME_X, ADAME_Y);
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adame_id = 0;
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kicked = true;
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} else {
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adame_id++;
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scene_moveRenderObject(&gameScene, adame[adame_id], ADAME_X, ADAME_Y);
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adame_accu = 0;
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}
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}
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}
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// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
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// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
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if(!crashed && isSpaceKeypressed){
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if(!crashed && kicked){
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const float distance = personVelocityX * delta;
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const float distance = personVelocityX * delta;
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personPositionX += distance;
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personPositionX += distance;
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gameScene.x = personPositionX - startPersonPositionX;
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gameScene.x = personPositionX - startPersonPositionX;
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@@ -194,6 +287,7 @@ void game_handleSpaceKeyInput(void){
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scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
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scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
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scene_moveRenderObject(&gameScene, personId, 0, CAMERA_HEIGHT * 2);
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scene_moveRenderObject(&gameScene, personId, 0, CAMERA_HEIGHT * 2);
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personId = victims[rand() % 4];
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personId = victims[rand() % 4];
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kicked=false;
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}
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}
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else{
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else{
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isSpaceKeypressed = true;
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isSpaceKeypressed = true;
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@@ -18,7 +18,6 @@ void scene_render(const Scene_t * scene) {
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MonitorSize_t monitorSize = renderer_getMonitorSize();
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MonitorSize_t monitorSize = renderer_getMonitorSize();
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for(int i = 0; i < scene->objectCount; i++) {
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for(int i = 0; i < scene->objectCount; i++) {
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printf("Rendering %d, %s\n", scene->objects[i].id, scene->objects[i].renderObj.name);
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const SceneObject_t * object = &scene->objects[i];
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const SceneObject_t * object = &scene->objects[i];
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float x = (object->x - scene->x) / CAMERA_WIDTH;
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float x = (object->x - scene->x) / CAMERA_WIDTH;
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float y = (object->y - scene->y) / CAMERA_HEIGHT;
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float y = (object->y - scene->y) / CAMERA_HEIGHT;
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