Files
GameJam-polytech/src/game.c
T
2023-01-22 16:10:21 +01:00

218 lines
7.3 KiB
C

#include "game.h"
#include <math.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_mixer.h>
#include <SDL2/SDL_surface.h>
#include "scaller.h"
#include "scene.h"
#include "text.h"
#define SLIDER_SPEED 1.f/500
#define GRAVITY 10000.f
static Mix_Music * music;
Scene_t gameScene;
static bool isSpaceKeypressed = false;
static float deltaAccu = 0;
static bool crashed = false;
static const float startPersonPositionX = CAMERA_WIDTH * 0.23f;
static const float startPersonPositionY = CAMERA_HEIGHT * 0.4f;
static float personPositionX = startPersonPositionX;
static float personPositionY = startPersonPositionY;
static const float startPersonVelocityX = 200;
static float personVelocityX = 200;
static float personVelocityY = 0;
float jetons = 0.f;
static RenderObject_t person;
static RenderId_t personId;
RenderObject_t scoreText;
static RenderId_t scoreTextId = -1;
static RenderObject_t strengthBar;
static RenderId_t strengthBarId;
static float strength = 0.f;
static bool increaseStrength = true;
static float adameStrength = 1.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) {
fprintf(stderr, "Prout 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;
// }
}
int game_staticRender(void){
playMusic();
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;
}
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* personSurface = IMG_Load("./assets/img/person.png");
strcpy(person.name, "person");
person.z = 9;
person.surface = personSurface;
person.width = 0.25f;
scaller(person.surface, 0.05f, &person.width, &person.height);
personId = scene_addRenderObject(&gameScene, person, personPositionX, personPositionY);
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);
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){
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);
}
deltaAccu = 0;
}
// if(!crashed && deltaAccu >= SPEED && isSpaceKeypressed){
if(!crashed && isSpaceKeypressed){
const float distance = personVelocityX * delta;
personPositionX += distance;
gameScene.x = personPositionX - startPersonPositionX;
personVelocityY += GRAVITY * delta;
personPositionY += personVelocityY * delta;
jetons += distance;
scene_moveRenderObject(&gameScene, scoreTextId, gameScene.x + 2, 0);
if(personPositionY + CAMERA_HEIGHT * person.height >= CAMERA_HEIGHT - 2){
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);
}
}
scene_moveRenderObject(&gameScene, personId, personPositionX, personPositionY);
return 0;
}
void game_remove(void){
scene_free(&gameScene);
Mix_FreeMusic(music);
}
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, 0.9f * CAMERA_HEIGHT);
}
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);
}
}