diff --git a/assets/img/strengthBar.png b/assets/img/strengthBar.png new file mode 100644 index 0000000..e49473f Binary files /dev/null and b/assets/img/strengthBar.png differ diff --git a/src/game.c b/src/game.c index dd6549e..61911ea 100644 --- a/src/game.c +++ b/src/game.c @@ -1,4 +1,5 @@ #include "game.h" +#include #include #include #include @@ -9,7 +10,7 @@ #include "scene.h" #include "text.h" -#define SPEED 1.f/10000000000 +#define SLIDER_SPEED 1.f/5000 #define GRAVITY 10000.f static Mix_Music * music; @@ -24,7 +25,8 @@ static const float startPersonPositionY = CAMERA_HEIGHT * 0.4f; static float personPositionX = startPersonPositionX; static float personPositionY = startPersonPositionY; -static const float personVelocityX = 200; +static const float startPersonVelocityX = 200; +static float personVelocityX = 200; static float personVelocityY = 0; float jetons = 0.f; @@ -41,14 +43,31 @@ RenderId_t victims[VICTIME_COUNT]; #define ADAME_KEYFRAMES 7 RenderId_t adame[ADAME_KEYFRAMES]; -float adame_accu = 0; -int adame_id; -bool kicked = false; +static float adame_accu = 0; +static int adame_id; +static bool kicked = false; #define ADAME_SPEED 1.f/250 #define ADAME_SIZE 2.5f #define ADAME_Y round(CAMERA_HEIGHT * 0.30f) #define ADAME_X round(CAMERA_WIDTH * 0.01f) +static RenderObject_t strengthBar; +static RenderId_t strengthBarId; +static float strength = 0.f; +static bool increaseStrength = true; + + +static float adameStrength = 2.f; // this value is not const as it will be possible to improve the strenght of Adame. + +static RenderObject_t strengthBarSlider; +static float strengthBarSliderDistance = 0.f; +static RenderId_t strengthBarSliderId; +static bool increaseStrengthBarSlider = true; + + + + + static void playMusic(){ music = Mix_LoadMUS("./assets/music/jojo arab.mp3"); if(music == NULL) { @@ -208,23 +227,58 @@ int game_staticRender(void){ 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* 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; } int game_render([[maybe_unused]] float delta){ - //for(unsigned i = 0; i < menuObjectsSize; ++i){ - // scene_removeRenderObject(&gameScene, menuObjects[i]); - //} - // if(scoreTextId > 0) - // scene_removeRenderObject(&gameScene, scoreTextId); - - deltaAccu += delta; - if(!kicked && isSpaceKeypressed) { + 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); + } + + deltaAccu = 0; + } + + if(strength != 0 && !kicked && isSpaceKeypressed) { adame_accu += delta; printf("%f\n", adame_accu); - if(adame_accu >= ADAME_SPEED) { + 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); @@ -264,8 +318,6 @@ int game_render([[maybe_unused]] float delta){ scene_moveRenderObject(&gameScene, personId, personPositionX, personPositionY); - // scoreTextId = scene_addRenderObject(&gameScene, scoreText, gameScene.x + 2, 0); - return 0; } @@ -280,16 +332,24 @@ void game_handleSpaceKeyInput(void){ 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); + } } diff --git a/src/scene.c b/src/scene.c index 5139259..6237ef6 100644 --- a/src/scene.c +++ b/src/scene.c @@ -8,7 +8,7 @@ #include #include -const RenderObject_t EMPTY_RENDER_OBJECT = { 0, 0, 0, 0, NULL, "Undefined" }; +const RenderObject_t EMPTY_RENDER_OBJECT = { 0, 0.f, 0.f, 0.f, 0.f, 0.f, NULL, "Undefined" }; static int compartSort(const SceneObject_t * a, const SceneObject_t * b) { return a->renderObj.z - b->renderObj.z; @@ -30,7 +30,17 @@ void scene_render(const Scene_t * scene) { round(object->renderObj.height * monitorSize.height) }; - int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE); + int error; + + if(object->renderObj.angle_x == FLT_MIN || object->renderObj.angle_y == FLT_MIN){ + error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE); + } + else{ + SDL_Point center; + center.x = object->renderObj.angle_x * rect.w; + center.x = object->renderObj.angle_y * rect.h; + error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, ¢er, SDL_FLIP_NONE); + } if(error != 0) { fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError()); exit(1); diff --git a/src/scene.h b/src/scene.h index c9fc300..e7966ea 100644 --- a/src/scene.h +++ b/src/scene.h @@ -13,6 +13,7 @@ typedef struct RenderObject { int z; float width, height; //ratio between 0 & 1 of the monitor resolution float angle_degre; + float angle_x, angle_y; // position for the center of the rotation SDL_Surface * surface; char name[40]; } RenderObject_t;