/*********************************************************************************** * * KING GAME JAM - GRAY TEAM * * * * * This game has been created using raylib (www.raylib.com) * raylib is licensed under an unmodified zlib/libpng license (View raylib.h for details) * * Copyright (c) 2014 Ramon Santamaria (@raysan5) * ************************************************************************************/ #include "raylib.h" #include "player.h" #define PLAYER_ANIM_FRAMES 4 #define PLAYER_ANIM_SEQ 6 //---------------------------------------------------------------------------------- // Module Variables Definition //---------------------------------------------------------------------------------- // Player mouse moving variables static bool movingAnim; static int moveDirection; static int nextMovePoint; // Mouse pointer variables static Vector2 pointerPosition; static bool pointerAnim; static float pointerAlpha; static int framesCounter; static bool outControl = false; static int animTimer = 0; static Texture2D texLife; static void DrawLifes(void); // player initialitaction definition void InitPlayer(void) { // NOTE: Some player variables are only initialized once player.texture = LoadTexture("resources/textures/skully.png"); player.position = (Vector2){ 350, 400 }; player.numLifes = 4; ResetPlayer(); framesCounter = 0; texLife = LoadTexture("resources/textures/skully_icon.png"); } // player update definition void UpdatePlayer(void) { if (!outControl) { if ((IsKeyDown(KEY_LEFT)) || (IsKeyDown(KEY_RIGHT))) { moveDirection = -1; movingAnim = false; } if ((IsKeyDown(KEY_RIGHT)) || (moveDirection == 0)) { player.currentSeq = WALK_RIGHT; framesCounter++; if (framesCounter > 15) { player.currentFrame++; framesCounter = 0; if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; } player.position.x += 4; } else if ((IsKeyDown(KEY_LEFT)) || (moveDirection == 1)) { player.currentSeq = WALK_LEFT; framesCounter++; if (framesCounter > 15) { player.currentFrame++; framesCounter = 0; if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; } player.position.x -= 4; } else player.currentFrame = 0; } else { framesCounter++; animTimer++; if (framesCounter > 10) { player.currentFrame++; framesCounter = 0; if (player.currentFrame > PLAYER_ANIM_FRAMES - 1) player.currentFrame = 0; // We can adjust animation playing time depending on sequence switch (player.currentSeq) { case SCARE_RIGHT: { if (animTimer > 180) { animTimer = 0; outControl = false; player.currentSeq = WALK_LEFT; } } break; case SCARE_LEFT: { if (animTimer > 240) { animTimer = 0; outControl = false; player.currentSeq = WALK_RIGHT; } } break; case SEARCH: case FIND_KEY: { if (animTimer > 240) { animTimer = 0; outControl = false; player.currentSeq = WALK_RIGHT; } } break; } } } if (player.position.x < 30) player.position.x = 30; else if (player.position.x > (GetScreenWidth() - 200)) player.position.x = GetScreenWidth() - 200; if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) { pointerPosition = GetMousePosition(); pointerAnim = true; pointerAlpha = 1.0f; nextMovePoint = (int)pointerPosition.x; movingAnim = true; } if (movingAnim) { if (nextMovePoint > (player.position.x + (player.frameRec.width/2) + 5)) moveDirection = 0; // Move Left else if (nextMovePoint < (player.position.x + (player.frameRec.width/2) - 5)) moveDirection = 1; // Move Right else { moveDirection = -1; movingAnim = 0; } } player.frameRec.x = player.currentFrame*player.texture.width/PLAYER_ANIM_FRAMES; player.frameRec.y = (player.currentSeq - 1)*player.texture.height/PLAYER_ANIM_SEQ; // Update player bounds player.bounds = (Rectangle){ player.position.x + 50, player.position.y - 60, 100, 300 }; // Mouse pointer alpha animation if (pointerAnim) { pointerAlpha -= 0.1f; if (pointerAlpha <= 0.0f) { pointerAlpha = 0.0f; pointerAnim = false; } } } // void DrawPlayer(void) { DrawTextureRec(player.texture, player.frameRec, player.position, WHITE); // Draw mouse pointer on click if (pointerAnim) DrawCircleV(pointerPosition, 20, Fade(RED, pointerAlpha)); DrawLifes(); } void UnloadPlayer(void) { UnloadTexture(player.texture); UnloadTexture(texLife); } void ResetPlayer(void) { // Reset player variables player.frameRec = (Rectangle){ 0, 0, player.texture.width/PLAYER_ANIM_FRAMES, player.texture.height/PLAYER_ANIM_SEQ }; player.currentFrame = 0; player.currentSeq = WALK_RIGHT; player.key = false; player.dead = false; // Reset player position if (player.position.x < 400) player.position.x = GetScreenWidth() - 350; if (player.position.x > (GetScreenWidth() - 400)) player.position.x = 350; // Reset moving variables movingAnim = false; moveDirection = -1; nextMovePoint = 0; framesCounter = 0; outControl = false; animTimer = 0; // Reset pointer pointerAlpha = 0.0f; pointerAnim = false; } void ScarePlayer(void) { player.currentFrame = 0; if (moveDirection == 0) player.currentSeq = SCARE_RIGHT; else if (moveDirection == 1) player.currentSeq = SCARE_LEFT; else player.currentSeq = SCARE_RIGHT; player.numLifes--; if (player.numLifes <= 0) player.dead = true; outControl = true; } void SearchKeyPlayer(void) { moveDirection = -1; movingAnim = 0; player.currentFrame = 0; player.currentSeq = SEARCH; outControl = true; } void FindKeyPlayer(void) { player.currentFrame = 0; player.currentSeq = FIND_KEY; player.key = true; outControl = true; } static void DrawLifes(void) { if (player.numLifes != 0) { Vector2 position = { 20, GetScreenHeight() - texLife.height - 20 }; for(int i = 0; i < player.numLifes; i++) { DrawTexture(texLife, position.x + i*texLife.width, position.y, Fade(RAYWHITE, 0.7f)); } } }