raylib/games/koala_seasons/screens/screen_gameplay.c
noshbar 1d548eaa4b 3 minor sample game cleanups:
* changed bitwise & to logical &&
* removed redundant state check
* moved a strcpy inside a NULL check to prevent a crash.
  NOTE: nothing sensible will happen as a result, but no crash at least.
2018-10-10 22:05:13 +02:00

3938 lines
168 KiB
C

/**********************************************************************************************
*
* raylib - Koala Seasons game
*
* Gameplay Screen Functions Definitions (Init, Update, Draw, Unload)
*
* Copyright (c) 2014-2016 Ramon Santamaria (@raysan5)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
#include "raylib.h"
#include "screens.h"
#include <time.h>
#include <stdio.h>
#include <math.h>
#include "atlas01.h"
#include "atlas02.h"
//#define DEBUG
// DONE: Review MAX_* limits, don't waste memory!!!
#define MAX_ENEMIES 16
#define MAX_BAMBOO 16
#define MAX_LEAVES 14
#define MAX_FIRE 10
#define MAX_FIRE_FLAMES 20
#define MAX_ICE 10
#define MAX_RESIN 10
#define MAX_WIND 10
#define MAX_PARTICLES 128
#define MAX_PARTICLES_RAY 8
#define MAX_PARTICLES_SPEED 64
#define MAX_PARTICLES_STORM 512
#define SPEED 3*TIME_FACTOR // Speed of koala, trees, enemies, ...
#define JUMP 15*TIME_FACTOR // Jump speed
#define FLYINGMOV 10*TIME_FACTOR // Up and Down speed when final form
#define GRAVITY 1*TIME_FACTOR // Gravity when grabbed to tree
#define ICEGRAVITY 4*TIME_FACTOR // Gravity when grabbed to an icy tree
#define KICKSPEED 3*TIME_FACTOR // Gravity when kicking
#define SEASONCHANGE 1200 // Frames duration per season
#define SEASONTRANSITION SEASONCHANGE/6 // Season transition time
//SPAWNCHANCE - Chance of spawning things everytime a tree spawns
#define ICESPAWNCHANCE 30 // Chance of spawning ice everytime a tree spawns
#define RESINSPAWNCHANCE 30 // Chance of spawning resin everytime a tree spawns
#define FIRESPAWNCHANCE 30 // Chance of spawning fire everytime a tree spawns
#define WINDSPAWNCHANCE 30 // Chance of spawning wind everytime a tree spawns
//ENEMYSPAWNCHANCE - Chance of spawning enemies everytime a tree spawns
#define DINGOSPAWNCHANCE 30 // Chance of spawning dingos everytime a tree spawns
#define OWLSPAWNCHANCE 30 // Chance of spawning owls everytime a tree spawns
#define SNAKESPAWNCHANCE 30 // Chance of spawning snakes everytime a tree spawns
#define BEE_SPAWNCHANCE 10 // Chance of spawning bees everytime a tree spawns
#define EAGLE_SPAWNCHANCE 5 // Chance of spawning eagles everytime a tree spawns
#define EAGLE_TIME_DELAY 600
//SCORE - Score increase everytime an enemy is killed
#define DINGOSCORE 100 // Score increase everytime a dingo is killed
#define OWLSCORE 100 // Score increase everytime an owl is killed
#define SNAKESCORE 100 // Score increase everytime a snake is killed
#define BEESCORE 300 // Score increase everytime a bee is killed
#define EAGLESCORE 300 // Score increase everytime an eagle is killed
#define LEAVESTOTRANSFORM 100 // Number of leaves recquired for the transformation
#define MAXTIMESPAWN 85 // Maximum time for tree spawn
#define MINTIMESPAWN 35 // Minimum time for tree spawn
#define STARTINGMONTH 0 // Starting month (0 = January (summer))
#define PROGRESION_START 3600 // Time to start the progresion
#define PROGRESION_DURATION 12000 // Maximum time
#define PROGRESOIN_MAX_SPAWNCHANCE 30 // Maximum spawn chance increase
#define PROGRESION_MAX_SPEED 0.5 // Maximum speed modification by progresion
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
typedef enum { WINTER, SPRING, SUMMER, FALL, TRANSITION} SeasonState;
typedef enum { JUMPING, KICK, FINALFORM, GRABED, ONWIND } KoalaState;
typedef struct {
Vector2 position;
Vector2 speed;
float rotation;
float size;
Color color;
float alpha;
float rotPhy;
bool active;
} Particle;
typedef struct {
Vector2 position;
Vector2 speed;
float rotation;
Vector2 size;
Color color;
float alpha;
bool active;
} ParticleSpeed;
typedef struct {
Vector2 position;
Color color;
float alpha;
float size;
float rotation;
bool active; // NOTE: Use it to activate/deactive particles
bool fading;
float delayCounter;
} ParticleRay;
typedef struct {
Vector2 position;
bool active;
int spawnTime;
int maxTime;
Particle particles[MAX_PARTICLES];
} ParticleSystem;
// DONE: Rename for coherence: ParticleSystemStorm
typedef struct {
Vector2 position;
bool active;
int spawnTime;
int maxTime;
Particle particles[MAX_PARTICLES_STORM];
} ParticleSystemStorm;
typedef struct {
Vector2 position;
bool active;
float alpha;
float scale;
int score;
} PopUpScore;
typedef struct {
Vector2 position;
bool active;
int spawnTime;
int maxTime;
ParticleSpeed particle[MAX_PARTICLES_SPEED];
} ParticleSystemSpeed;
typedef struct {
Vector2 position;
bool active;
int spawnTime;
int maxTime;
ParticleRay particles[MAX_PARTICLES_RAY];
} ParticleSystemRay;
//----------------------------------------------------------------------------------
// Global Variables Definition (local to this module)
//----------------------------------------------------------------------------------
static float gravity;
static SeasonState season;
static KoalaState state;
// Gameplay screen global variables
static int framesCounter;
static int finishScreen;
static int grabCounter;
static int velocity;
static int speed;
static int bambooTimer;
static int bambooSpawnTime;
static int colorTimer;
static int jumpSpeed;
static int power;
static int maxPower;
static int transCount;
static int posArray[2];
static int posArrayDingo[2];
static int enemyVel[MAX_ENEMIES];
static int beeVelocity;
static int fireSpeed;
static int windCounter;
static int seasonTimer;
static int seasonChange;
static int resinCountjump;
static int resinCountdrag;
static int resinCount;
static int currentMonth;
static int monthTimer;
static int monthChange;
static int initMonth;
static int fireCounter[MAX_FIRE];
static int fireOffset;
static int beeMov;
static int killCounter;
static int leafType[MAX_LEAVES];
static int posArrayLeaf[3];
static int transAniCounter;
static int globalFrameCounter;
static int startCounter;
static int animCounter;
static int startNum = 3;
static int finalFormEnd;
static int randomMessage;
static int parallaxBackOffset;
static int parallaxFrontOffset;
// Animation Variables
static int thisFrame = 1;
static int currentFrame = 0;
static int thisFrameWind = 1;
static int currentFrameWind = 0;
static int thisFrameBee = 1;
static int thisFrameSnake = 1;
static int thisFrameDingo = 1;
static int thisFrameOwl = 1;
static int thisFrameEagle = 1;
static int curFrameEagle;
static int curFrameBee = 0;
static int curFrameSnake = 0;
static int curFrameDingo = 0;
static int curFrameOwl = 0;
static int curFrame;
static int curFrame1;
static int curFrame2;
static int curFrame3;
static int transitionFramesCounter;
static int thisFrameKoala;
static int curFrameKoala;
static int fogSpeed;
static int fogPosition;
static int progresionDelay;
static int progresionFramesCounter;
static int initLeaves;
static int eagleDelay;
// Stage data variables
static int jumpCounter;
static int resinCounter;
static int tornadoCounter;
static int dashCounter;
static int superKoalaCounter;
// Global data variables
static int snakeKillCounter;
static int dingoKillCounter;
static int owlKillCounter;
static int beeKillCounter;
static int eagleKillCounter;
static int globalKillCounter;
static int deathsCounter;
static float scrollFront;
static float scrollMiddle;
static float scrollBack;
static float scrollSpeed;
static float rightAlpha = 0.5;
static float leftAlpha = 0.5;
static float speedMod;
static float groundPos;
static float transRotation;
static float clockRotation;
static float clockSpeedRotation;
static float numberAlpha;
static float numberScale;
static float fogAlpha;
static float speedIncrease;
static float speedProgresion;
static float progresionSpawnChance;
static float UIfade;
static float filterAlpha;
static float leafGUIglowFade;
static float leafGUIpulseFade;
static float leafGUIpulseScale;
static float clockInitRotation;
static float clockFinalRotation;
// Game text strings
const char textFinalForm[32] = "THIS ISN'T EVEN MY FINAL FORM!";
const char textSpring1[32] = "FLOWER POWER!";
const char textSummer1[32] = "PREPARE FOR THE SUMMER!";
const char textFall1[32] = "HERE COMES THE FALL!";
const char textWinter1[32] = "WINTER IS COMING!";
const char textSpring2[32] = "POLLEN IS IN THE AIR";
const char textSummer2[32] = "HAPPY NEW YEAR!";
const char textFall2[32] = "IT'S RAINING RAIN";
const char textWinter2[32] = "LET IT SNOW!";
static bool snakeActive[MAX_ENEMIES];
static bool dingoActive[MAX_ENEMIES];
static bool owlActive[MAX_ENEMIES];
static bool branchActive[MAX_ENEMIES];
static bool bambooActive[MAX_BAMBOO];
static bool leafActive[MAX_LEAVES];
static bool fireActive[MAX_FIRE];
static bool iceActive[MAX_ICE];
static bool windActive[MAX_WIND];
static bool resinActive[MAX_RESIN];
static bool isHitSnake[MAX_ENEMIES];
static bool isHitDingo[MAX_ENEMIES];
static bool isHitOwl[MAX_ENEMIES];
static bool isHitBee;
static bool isHitEagle;
static bool onFire[MAX_FIRE];
static bool onIce;
static bool onResin;
static bool playerActive;
static bool play;
static bool transforming;
static bool onWind;
static bool glowing;
static bool beeActive;
static bool eagleActive;
static bool eagleAlert;
static bool alertActive;
static bool alertBeeActive;
static bool coolDown;
static bool leafSide[MAX_LEAVES];
static bool transBackAnim;
static bool fog;
static bool leafGUIglow;
static Rectangle player = {0, 0, 0, 0};
static Rectangle leftButton = {0, 0, 0, 0};
static Rectangle rightButton = {0, 0, 0, 0};
static Rectangle powerButton = {0, 0, 0, 0};
static Rectangle fire[MAX_FIRE];
//static Rectangle flames[MAX_FLAMES];
static Rectangle ice[MAX_ICE];
static Rectangle resin[MAX_RESIN];
static Rectangle wind[MAX_WIND];
static Rectangle bamboo[MAX_BAMBOO];
static Rectangle snake[MAX_ENEMIES];
static Rectangle dingo[MAX_ENEMIES];
static Rectangle owl[MAX_ENEMIES];
static Rectangle leaf[MAX_LEAVES]; // DONE: Review name!
static Rectangle powerBar;
static Rectangle backBar;
static Rectangle fireAnimation;
static Rectangle windAnimation;
static Rectangle beeAnimation;
static Rectangle snakeAnimation;
static Rectangle dingoAnimation;
static Rectangle owlAnimation;
static Rectangle bee;
static Rectangle eagle;
static Rectangle eagleAnimation;
static Rectangle koalaAnimationIddle;
static Rectangle koalaAnimationJump;
static Rectangle koalaAnimationFly;
static Rectangle koalaAnimationTransform;
static Rectangle alertRectangle;
static Rectangle beeAlertRectangle;
static time_t rawtime;
static struct tm *ptm;
static Color finalColor;
static Color finalColor2;
static Color flyColor;
static Color counterColor;
static Color color00, color01, color02, color03;
static Color initcolor00, initcolor01, initcolor02, initcolor03;
static Color finalcolor00, finalcolor01, finalcolor02, finalcolor03;
static Vector2 zero;
static Vector2 firePos;
static Vector2 branchPos[MAX_ENEMIES];
static Vector2 textSize;
static Vector2 clockPosition;
static Particle enemyHit[MAX_ENEMIES];
static ParticleSystem leafParticles[MAX_LEAVES]; // DONE: Review!!! Creating 40 ParticleSystem!!! -> 40*128 = 5120 Particles! Maybe better create a struct Leaf?
static ParticleSystem snowParticle;
static ParticleSystem backSnowParticle;
static ParticleSystem dandelionParticle;
static ParticleSystem dandelionBackParticle;
static ParticleSystem planetreeParticle;
static ParticleSystem backPlanetreeParticle;
static ParticleSystem flowerParticle;
static ParticleSystem backFlowerParticle;
static ParticleSystem rainParticle;
static ParticleSystem backRainParticle;
static ParticleSystemStorm rainStormParticle;
static ParticleSystemStorm snowStormParticle;
static ParticleSystemRay rayParticles;
static ParticleSystemRay backRayParticles;
static ParticleSystemSpeed speedFX;
static PopUpScore popupScore[MAX_ENEMIES];
static PopUpScore popupLeaves[MAX_LEAVES];
static PopUpScore popupBee;
static PopUpScore popupEagle;
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
static void BambooSpawn(void);
static void SnakeSpawn(int chance);
static void DingoSpawn(int chance);
static void OwlSpawn(int chance);
static void BeeSpawn(int chance);
static void EagleSpawn(int chance);
static void FireSpawn(int chance);
static void IceSpawn(int chance);
static void ResinSpawn(int chance);
static void WindSpawn(int chance);
static void LeafSpawn(void);
static void DrawParallaxFront(void);
static void DrawParallaxMiddle(void);
static void DrawParallaxBack(void);
static float LinearEaseIn(float t, float b, float c, float d);
static Color ColorTransition(Color initialColor, Color finalColor, int framesCounter);
static bool CheckArrayValue(int *array, int arrayLength, int value);
static void Reset(void);
//----------------------------------------------------------------------------------
// Gameplay Screen Functions Definition
//----------------------------------------------------------------------------------
// Gameplay Screen Initialization logic
void InitGameplayScreen(void)
{
// Get current time at the moment of running game
time(&rawtime);
ptm = gmtime(&rawtime);
currentMonth = ptm->tm_mon;
initMonth = ptm->tm_mon;
years = 1900 + ptm->tm_year;
Reset();
}
// Gameplay Screen Update logic
void UpdateGameplayScreen(void)
{
//if ((IsKeyPressed(KEY_SPACE) || IsMouseButtonPressed(0)) && playerActive) play = true;
if (play == false && playerActive)
{
startCounter+= 1*TIME_FACTOR;
if (startCounter > 20 && startCounter < 110)
{
animCounter+=1*TIME_FACTOR;
numberAlpha -= 0.033f*TIME_FACTOR;
numberScale -= 0.0825f*TIME_FACTOR;
if (animCounter <= 30) startNum = 3;
else if (animCounter > 30 && animCounter <= 60) startNum = 2;
else startNum = 1;
}
else if (startCounter >= 110) play = true;
if (numberAlpha <= 0) numberAlpha = 1;
if (numberScale <= 0) numberScale = 2.5f;
textSize = MeasureTextEx(font, FormatText("%01i", startNum), font.baseSize*numberScale, 2);
}
if (playerActive) finishScreen = 0;
if (play && playerActive)
{
seasonTimer += speedMod*TIME_FACTOR;
monthTimer += speedMod*TIME_FACTOR;
eagleDelay += speedMod*TIME_FACTOR;
globalFrameCounter++;
if (monthTimer >= monthChange)
{
if (currentMonth == 10)
{
clockInitRotation = 225;
clockFinalRotation = clockInitRotation + 90;
rainChance = GetRandomValue(0, 100);
clockSpeedRotation = 0;
seasons++;
}
else if (currentMonth == 1)
{
clockInitRotation = 315;
clockFinalRotation = clockInitRotation + 90;
rainChance = GetRandomValue(0, 100);
clockSpeedRotation = 0;
seasons++;
}
else if (currentMonth == 4)
{
clockInitRotation = 45;
clockFinalRotation = clockInitRotation + 90;
rainChance = GetRandomValue(0, 100);
clockSpeedRotation = 0;
seasons++;
}
else if (currentMonth == 7)
{
clockInitRotation = 135;
clockFinalRotation = clockInitRotation + 90;
rainChance = GetRandomValue(0, 100);
clockSpeedRotation = 0;
seasons++;
}
currentMonth++;
monthTimer = 0;
//EagleSpawn();
}
if (currentMonth > 11)
{
currentMonth = 0;
years++;
}
if ((currentMonth == 11) || (currentMonth == 0) || ((currentMonth == 1) && (monthTimer <= SEASONTRANSITION)))
{
dandelionParticle.active = true;
dandelionBackParticle.active = true;
rayParticles.active = true;
backRayParticles.active = true;
transitionFramesCounter = 0;
randomMessage = GetRandomValue(0, 10);
fog = false;
initcolor00 = color00; // Summer Color
initcolor01 = color01;
initcolor02 = color02;
initcolor03 = color03;
finalcolor00 = (Color){242, 113, 62, 255}; // Fall Autum
finalcolor01 = (Color){190, 135, 114, 255};
finalcolor02 = (Color){144, 130, 101, 255};
finalcolor03 = (Color){214, 133, 58, 255};
season = SUMMER;
currentSeason = 0;
}
else if ((currentMonth == 2) || (currentMonth == 3) || ((currentMonth == 4) && (monthTimer <= SEASONTRANSITION)))
{
if ((rainChance <= 40) && (rainChance > 24))
{
//rainParticle.active = true;
rainStormParticle.active = true;
backRainParticle.active = false;
fog = true;
}
else if (rainChance <= 24)
{
//rainParticle.active = true;
rainStormParticle.active = true;
backRainParticle.active = false;
fog = true;
}
else
{
planetreeParticle.active = true;
backPlanetreeParticle.active = true;
fog = false;
}
transitionFramesCounter = 0;
randomMessage = GetRandomValue(0, 10);
initcolor00 = color00; // Fall Color
initcolor01 = color01;
initcolor02 = color02;
initcolor03 = color03;
finalcolor00 = (Color){130, 130, 181, 255}; // Winter Autum
finalcolor01 = (Color){145, 145, 166, 255};
finalcolor02 = (Color){104, 142, 144, 255};
finalcolor03 = (Color){57, 140, 173, 255};
season = FALL;
currentSeason = 1;
}
else if ((currentMonth == 5) || (currentMonth == 6) || ((currentMonth == 7) && (monthTimer <= SEASONTRANSITION)))
{
if (rainChance <= 40)
{
//rainParticle.active = true;
snowStormParticle.active = true;
backSnowParticle.active = true;
fog = true;
}
else
{
snowParticle.active = true;
backSnowParticle.active = true;
fog = false;
}
transitionFramesCounter = 0;
randomMessage = GetRandomValue(0, 10);
initcolor00 = color00; // Winter Color
initcolor01 = color01;
initcolor02 = color02;
initcolor03 = color03;
finalcolor00 = (Color){196, 176, 49, 255}; // Spring Autum
finalcolor01 = (Color){178, 163, 67, 255};
finalcolor02 = (Color){133, 143, 90, 255};
finalcolor03 = (Color){133, 156, 42, 255};
season = WINTER;
currentSeason = 2;
}
else if ((currentMonth == 8) || (currentMonth == 9) || ((currentMonth == 10) && (monthTimer <= SEASONTRANSITION)))
{
flowerParticle.active = true;
backFlowerParticle.active = true;
transitionFramesCounter = 0;
randomMessage = GetRandomValue(0, 9);
fog = false;
initcolor00 = color00; // Spring Color
initcolor01 = color01;
initcolor02 = color02;
initcolor03 = color03;
finalcolor00 = (Color){129, 172, 86, 255}; // Summer Autum
finalcolor01 = (Color){145, 165, 125, 255};
finalcolor02 = (Color){161, 130, 73, 255};
finalcolor03 = (Color){198, 103, 51, 255};
season = SPRING;
currentSeason = 3;
}
else
{
flowerParticle.active = false;
backFlowerParticle.active = false;
snowParticle.active = false;
backSnowParticle.active = false;
planetreeParticle.active = false;
backPlanetreeParticle.active = false;
dandelionParticle.active = false;
dandelionBackParticle.active = false;
rainParticle.active = false;
rainStormParticle.active = false;
backRainParticle.active = false;
rayParticles.active = false;
backRayParticles.active = false;
snowStormParticle.active = false;
fog = false;
transitionFramesCounter += speedMod*TIME_FACTOR;
if(transitionFramesCounter <= SEASONTRANSITION)
{
color00 = ColorTransition(initcolor00, finalcolor00, transitionFramesCounter);
color01 = ColorTransition(initcolor01, finalcolor01, transitionFramesCounter);
color02 = ColorTransition(initcolor02, finalcolor02, transitionFramesCounter);
color03 = ColorTransition(initcolor03, finalcolor03, transitionFramesCounter);
}
season = TRANSITION;
}
// Update scrolling values
if (!transforming)
{
scrollFront -= scrollSpeed;
scrollMiddle -= (scrollSpeed*0.75f);
scrollBack -= scrollSpeed/2;
fogPosition -= fogSpeed;
groundPos -= speed;
clockRotation += clockSpeedRotation;
}
player.y += gravity;
bambooTimer += (speedMod*TIME_FACTOR);
speed = SPEED*speedMod;
if (player.x >= GetScreenWidth()*0.6 && state != FINALFORM)
{
speedIncrease = (player.x - GetScreenWidth()*0.6f)/GetScreenWidth();
}
else if (player.x < GetScreenWidth()*0.6 && state != FINALFORM)
{
speedIncrease = 0;
}
if (state != FINALFORM) speedMod = 1.2 + speedIncrease + speedProgresion;
progresionDelay++;
if (progresionDelay >= PROGRESION_START)
{
progresionFramesCounter++;
if (progresionFramesCounter < PROGRESION_DURATION)
{
speedProgresion = LinearEaseIn((float)progresionFramesCounter, 0.0f, (float)PROGRESION_MAX_SPEED, (float)PROGRESION_DURATION);
progresionSpawnChance = LinearEaseIn((float)progresionFramesCounter, 0.0f, (float)PROGRESOIN_MAX_SPAWNCHANCE, (float)PROGRESION_DURATION);
}
}
if (scrollFront <= -GetScreenWidth()) scrollFront = 0;
if (scrollMiddle <= -GetScreenWidth()) scrollMiddle = 0;
if (scrollBack <= -GetScreenWidth()) scrollBack = 0;
if (groundPos <= -GetScreenWidth()) groundPos = 0;
if (fogPosition <= -GetScreenWidth()) fogPosition = 0;
if (fogAlpha > 0 && !fog) fogAlpha -= 0.03f*speedMod;
else if (fog && fogAlpha < 1) fogAlpha += 0.03f*speedMod;
if (filterAlpha > 0 && !fog) filterAlpha -= 0.02f*speedMod;
else if (fog && filterAlpha < 0.15f) filterAlpha += 0.02f*speedMod;
//if (state != FINALFORM) clockSpeedRotation = (float)((90/(float)seasonChange)*speedMod)*1.75;
clockSpeedRotation += speedMod*TIME_FACTOR;
if (clockSpeedRotation <= (SEASONCHANGE)) clockRotation = (float)LinearEaseIn((float)clockSpeedRotation, clockInitRotation, 90.0f, (float)(SEASONCHANGE));
else clockRotation = clockFinalRotation;
if (CheckCollisionCircleRec(clockPosition, gameplay_gui_seasonsclock_disc.width, player))
{
if (UIfade > 0.4f) UIfade -= 0.01f*TIME_FACTOR;
}
else
{
if (UIfade < 1) UIfade += 0.01f*TIME_FACTOR;
}
//----------------------------------------------------------------------------------
// Animations
//----------------------------------------------------------------------------------
// Wind Animation
thisFrameWind += 1*TIME_FACTOR;
if (thisFrameWind >= 12)
{
currentFrameWind++;
thisFrameWind = 0;
}
if (currentFrameWind > 3) currentFrameWind = 0;
windAnimation.x = gameplay_props_whirlwind_spritesheet.x + windAnimation.width*currentFrameWind;
// Fire Animation
thisFrame += 1*TIME_FACTOR;
if (thisFrame >= 8)
{
curFrame++;
curFrame1++;
curFrame2++;
curFrame3++;
thisFrame = 0;
}
if (curFrame > 3) curFrame = 0;
if (curFrame1 > 3) curFrame1 = 0;
if (curFrame2 > 3) curFrame2 = 0;
if (curFrame3 > 3) curFrame3 = 0;
if (!transforming)
{
// Eagle Animation
curFrameEagle += 1*TIME_FACTOR;
if (curFrameEagle >= 6*TIME_FACTOR)
{
thisFrameEagle ++;
curFrameEagle = 0;
}
if (thisFrameEagle > 1) thisFrameEagle = 0;
eagleAnimation.x = gameplay_enemy_eagle.x + eagleAnimation.width*thisFrameEagle;
// Bee Animation
curFrameBee += 1*TIME_FACTOR;
if (curFrameBee >= 3*TIME_FACTOR)
{
thisFrameBee ++;
curFrameBee = 0;
}
if (thisFrameBee > 3) thisFrameBee = 0;
beeAnimation.x = gameplay_enemy_bee.x + beeAnimation.width*thisFrameBee;
// Snake Animation
thisFrameSnake += 1*TIME_FACTOR;
if (thisFrameSnake >= 24*TIME_FACTOR)
{
curFrameSnake ++;
thisFrameSnake = 0;
}
if (curFrameSnake > 1) curFrameSnake = 0;
snakeAnimation.x = gameplay_enemy_snake.x + snakeAnimation.width*curFrameSnake;
// Dingo Animation
curFrameDingo += 1*TIME_FACTOR;
if (curFrameDingo >= 24*TIME_FACTOR)
{
thisFrameDingo ++;
curFrameDingo = 0;
}
if (thisFrameDingo > 1) thisFrameDingo = 0;
dingoAnimation.x = gameplay_enemy_dingo.x + dingoAnimation.width*thisFrameDingo;
// Owl Animation
curFrameOwl += 1*TIME_FACTOR;
if (curFrameOwl >= 24*TIME_FACTOR)
{
thisFrameOwl ++;
curFrameOwl = 0;
}
if (thisFrameOwl > 1) thisFrameOwl = 0;
owlAnimation.x = gameplay_enemy_owl.x + owlAnimation.width*thisFrameOwl;
// Alert Animation
if (alertActive)
{
if (eagleAlert)
{
alertRectangle.x -= 100*TIME_FACTOR;
alertRectangle.width += 100*TIME_FACTOR;
alertRectangle.height += 5*TIME_FACTOR;
alertRectangle.y -= 5*TIME_FACTOR;
if (alertRectangle.height >= 100) eagleAlert = false;
}
else
{
alertRectangle.height -= 1*TIME_FACTOR;
alertRectangle.y += 1*TIME_FACTOR;
if (alertRectangle.height <= 0)
{
eagleAlert = true;
eagleActive = true;
alertActive = false;
}
}
}
// Eagle Logic
if (eagleActive == true && !isHitEagle)
{
eagle.x -= 10*speed*TIME_FACTOR;
if (CheckCollisionRecs(eagle, player) && (state != FINALFORM) && (state != KICK))
{
velocity = 8;
jumpSpeed = 2;
play = false;
playerActive = false;
killer = 6;
}
else if (CheckCollisionRecs(eagle, player) && (state == FINALFORM) && (state != KICK))
{
isHitEagle = true;
beeVelocity = 8;
killHistory[killCounter] = 5;
killCounter++;
score += EAGLESCORE;
eagleKillCounter++;
globalKillCounter++;
popupEagle.position = (Vector2){ eagle.x, eagle.y };
popupEagle.scale = 1.0f;
popupEagle.alpha = 1.0f;
popupEagle.score = EAGLESCORE;
popupEagle.active = true;
}
}
else if (isHitEagle)
{
if ((eagle.y + eagle.height) > GetScreenHeight())
{
eagleActive = false;
isHitEagle = false;
}
eagle.x += 2*TIME_FACTOR;
beeVelocity -= 1*TIME_FACTOR*TIME_FACTOR;
eagle.y -= beeVelocity*TIME_FACTOR;
}
if (eagle.x + eagle.width <= 0) eagleActive = false;
// Bee Alert Animation
if (alertBeeActive)
{
beeAlertRectangle.x -= 100*TIME_FACTOR;
beeAlertRectangle.width += 100*TIME_FACTOR;
beeAlertRectangle.height += 2.5*TIME_FACTOR;
beeAlertRectangle.y += 1.25*TIME_FACTOR;
if (beeAlertRectangle.height >= 100)
{
beeActive = true;
alertBeeActive = false;
}
}
// Bee Logic
if (beeActive == true && !isHitBee)
{
bee.x -= 3*speed;
beeMov = sin(2*PI/400*bee.x) * 5;
bee.y += beeMov*TIME_FACTOR;
if (CheckCollisionRecs(bee, player) && (state != FINALFORM) && (state != KICK))
{
velocity = 8;
jumpSpeed = 2;
play = false;
playerActive = false;
killer = 5;
}
else if (CheckCollisionRecs(bee, player) && (state == FINALFORM))
{
isHitBee = true;
beeVelocity = 8;
killHistory[killCounter] = 4;
killCounter++;
score += BEESCORE;
beeKillCounter++;
globalKillCounter++;
popupBee.position = (Vector2){ bee.x, bee.y };
popupBee.scale = 1.0f;
popupBee.alpha = 1.0f;
popupBee.score = BEESCORE;
popupBee.active = true;
}
}
else if (isHitBee)
{
if ((bee.y + bee.height) > GetScreenHeight())
{
beeActive = false;
isHitBee = false;
}
bee.x += 2*TIME_FACTOR;
beeVelocity -= 1*TIME_FACTOR*TIME_FACTOR;
bee.y -= beeVelocity*TIME_FACTOR;
}
if (bee.x + bee.width <= 0) beeActive = false;
}
// Power bar logic
powerBar.width = power;
if (power >= maxPower) power = maxPower;
if (currentLeaves >= LEAVESTOTRANSFORM && !coolDown)
{
flyColor = ORANGE;
if (leafGUIglow)
{
leafGUIglowFade += 0.01f*TIME_FACTOR;
if (leafGUIglowFade >= 1) leafGUIglow = false;
}
else
{
leafGUIglowFade -= 0.01f*TIME_FACTOR;
if (leafGUIglowFade <= 0) leafGUIglow = true;
}
leafGUIpulseFade -= 0.01f*TIME_FACTOR;
leafGUIpulseScale += 0.005F*TIME_FACTOR;
if (leafGUIpulseFade <= 0)
{
leafGUIpulseFade = 1;
leafGUIpulseScale = 1;
}
#if (defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB))
if ((IsGestureDetected(GESTURE_TAP) && CheckCollisionPointRec(GetTouchPosition(0), powerButton)) && (state != FINALFORM))
{
state = FINALFORM;
transforming = true;
//currentLeaves -= LEAVESTOTRANSFORM;
initLeaves = currentLeaves;
curFrameKoala = 0;
thisFrameKoala = 0;
superKoalaCounter++;
}
#elif (defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB))
if ((IsKeyPressed(KEY_ENTER) || (CheckCollisionPointRec(GetMousePosition(), powerButton) && IsMouseButtonPressed(0))) && (state != FINALFORM))
{
state = FINALFORM;
transforming = true;
//currentLeaves -= LEAVESTOTRANSFORM;
initLeaves = currentLeaves;
curFrameKoala = 0;
thisFrameKoala = 0;
superKoalaCounter++;
}
#endif
}
#if defined(DEBUG)
if (currentLeaves < LEAVESTOTRANSFORM && (IsKeyPressed(KEY_ENTER)))
{
currentLeaves += LEAVESTOTRANSFORM;
}
#endif
if (coolDown)
{
power += 20;
if (power >= maxPower) coolDown = false;
}
colorTimer += 1*TIME_FACTOR;
if (colorTimer > 10)
{
finalColor.r = GetRandomValue(0, 255);
finalColor.g = GetRandomValue(0, 255);
finalColor.b = GetRandomValue(0, 255);
colorTimer = 0;
}
// Ice logic
for (int i = 0; i < MAX_ICE; i++)
{
if (!iceActive[i]) ice[i].x = -100;
if (ice[i].x <= - ice[i].width) iceActive[i] = false;
if (CheckCollisionRecs(ice[i], player) && (state == GRABED)) onIce = true;
}
// Resin logic
for (int i = 0; i < MAX_RESIN; i++)
{
if (!resinActive[i]) resin[i].x = -100;
if (resin[i].x <= -resin[i].width) resinActive[i] = false;
if (CheckCollisionRecs(resin[i], player) && resinCount >= 30*TIME_FACTOR && state != FINALFORM)
{
if (!onResin)
{
PlaySound(fxHitResin);
resinCounter++;
}
onResin = true;
grabCounter = 10;
//gravity = 0;
state = GRABED;
}
}
// Wind logic
for (int i = 0; i < MAX_WIND; i++)
{
if (!windActive[i]) wind[i].x = -500;
else wind[i].x -= 9*speedMod*TIME_FACTOR;
if (wind[i].x <= - wind[i].width) windActive[i] = false;
if (CheckCollisionRecs(wind[i], player) && state != ONWIND && (windCounter >= 35) && state != FINALFORM)
{
state = ONWIND;
windCounter = 0;
velocity = JUMP;
grabCounter = 0;
jumpSpeed = 10;
rightAlpha = 1;
onIce = false;
onResin = false;
resinCountjump = 0;
resinCountdrag = 0;
tornadoCounter++;
}
}
// Fire logic
for (int i = 0; i < MAX_FIRE; i++)
{
//fire[i].x -= speed;
if (fireActive[i] == false) fire[i].x = -200;
if (fire[i].x <= (player.x + player.width) && !onFire[i])
{
onFire[i] = true;
}
if (onFire[i] && fire[i].y > -50 && !transforming)
{
fireCounter[i]++;
fire[i].y -= fireSpeed*TIME_FACTOR;
fireCounter[i] = 0;
//fire[i].height += fireSpeed;
}
if (fire[i].x <= -fire[i].width)
{
fireActive[i] = false;
onFire[i] = false;
}
if (CheckCollisionRecs(player, fire[i]))
{
if (state != FINALFORM)
{
velocity = 8;
jumpSpeed = 2;
play = false;
playerActive = false;
killer = 0;
}
}
for (int k = 0; k < MAX_ENEMIES; k++)
{
if (CheckCollisionRecs(fire[i], snake[k]) && !isHitSnake[k])
{
isHitSnake[k] = true;
enemyVel[k] = 8;
}
}
}
// Bamboo logic
for (int i = 0; i < MAX_BAMBOO; i++)
{
if (bambooActive[i])
{
bamboo[i].x -= speed;
if ((CheckCollisionRecs(player, bamboo[i])) && (state != FINALFORM))
{
if (grabCounter >= 10)
{
player.x = bamboo[i].x - 25;
state = GRABED;
}
}
if ((CheckCollisionRecs(player, bamboo[i])) && (state == FINALFORM))
{
if (power <= 1)
{
state = JUMPING;
velocity = JUMP;
jumpSpeed = 6;
scrollSpeed = 1.6f;
speedMod = 1.2f;
coolDown = true;
flyColor = GRAY;
speedFX.active = false;
}
}
for (int k = 0; k < MAX_ENEMIES; k++)
{
if ((CheckCollisionRecs(snake[k], bamboo[i])) && snakeActive[k] && !isHitSnake[k]) snake[k].x = bamboo[i].x - 15;
if ((CheckCollisionRecs(dingo[k], bamboo[i])) && dingoActive[k] && !isHitDingo[k]) dingo[k].x = bamboo[i].x - 15;
if ((CheckCollisionRecs(owl[k], bamboo[i])) && owlActive[k] && !isHitOwl[k]) owl[k].x = bamboo[i].x - 22;
if ((CheckCollisionRecs((Rectangle){branchPos[k].x, branchPos[k].y, gameplay_props_owl_branch.width, gameplay_props_owl_branch.height}, bamboo[i])) && branchActive[k]) branchPos[k].x = bamboo[i].x -24;
}
for (int j = 0; j < MAX_LEAVES; j++)
{
if ((CheckCollisionRecs(leaf[j], bamboo[i])) && leafActive[j])
{
if (leafSide[j])leaf[j].x = bamboo[i].x + 18;
else leaf[j].x = bamboo[i].x - 18;
}
//else leaf[j].x -= speed;
}
for (int z = 0; z < MAX_FIRE; z++)
{
if ((CheckCollisionRecs(fire[z], bamboo[i])) && fireActive[z]) fire[z].x = bamboo[i].x - 5;
//else fire[z].x -= speed;
}
for (int n = 0; n < MAX_ICE; n++)
{
if ((CheckCollisionRecs(ice[n], bamboo[i])) && iceActive[n]) ice[n].x = bamboo[i].x;
}
for (int m = 0; m < MAX_RESIN; m++)
{
if ((CheckCollisionRecs(resin[m], bamboo[i])) && resinActive[m]) resin[m].x = bamboo[i].x;
}
if (bamboo[i].x <= -(bamboo[i].width + 30))
{
bambooActive[i] = false;
}
}
}
// Enemy logic
for (int k = 0; k < MAX_ENEMIES; k++)
{
//if (snakeActive[k] && !isHitSnake[k])snake[k].x -= speed;
if (snake[k].x <= -snake[k].width) snakeActive[k] = false;
if (dingo[k].x <= -dingo[k].width) dingoActive[k] = false;
if (owl[k].x <= -owl[k].width) owlActive[k] = false;
if (branchPos[k].x <= -owl[k].width) branchActive[k] = false;
if (!snakeActive[k]) snake[k].x = -500;
if (!dingoActive[k]) dingo[k].x = -500;
if (!owlActive[k]) owl[k].x = -500;
if (CheckCollisionRecs(player, snake[k]) && (state != KICK) && !isHitSnake[k])
{
if (state != FINALFORM)
{
velocity = 8;
jumpSpeed = 2;
enemyVel[k] = 8;
play = false;
playerActive = false;
killer = 1;
}
else if (state == FINALFORM)
{
isHitSnake[k] = true;
enemyVel[k] = 8;
killHistory[killCounter] = 1;
killCounter++;
snakeKillCounter++;
globalKillCounter++;
score += SNAKESCORE;
PlaySound(fxDieSnake);
enemyHit[k].position = (Vector2){ snake[k].x, snake[k].y };
enemyHit[k].speed = (Vector2){ 0, 0 };
enemyHit[k].size = (float)GetRandomValue(0, 10)/30;
enemyHit[k].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[k].alpha = 1.0f;
enemyHit[k].active = true;
popupScore[k].position = (Vector2){ snake[k].x,snake[k].y };
popupScore[k].scale = 1.0f;
popupScore[k].alpha = 1.0f;
popupScore[k].score = SNAKESCORE;
popupScore[k].active = true;
}
}
if (CheckCollisionRecs(player, dingo[k]) && (state != KICK) && !isHitDingo[k])
{
if (state != FINALFORM)
{
velocity = 8;
jumpSpeed = 2;
play = false;
enemyVel[k] = 8;
playerActive = false;
killer = 2;
}
else if (state == FINALFORM)
{
isHitDingo[k] = true;
enemyVel[k] = 8;
killHistory[killCounter] = 2;
killCounter++;
score += DINGOSCORE;
dingoKillCounter++;
globalKillCounter++;
enemyHit[k].position = (Vector2){ dingo[k].x,dingo[k].y };
enemyHit[k].speed = (Vector2){ 0, 0 };
enemyHit[k].size = (float)GetRandomValue(5, 10)/30;
enemyHit[k].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[k].alpha = 1.0f;
enemyHit[k].active = true;
popupScore[k].position = (Vector2){ dingo[k].x,dingo[k].y };
popupScore[k].scale = 1.0f;
popupScore[k].alpha = 1.0f;
popupScore[k].score = DINGOSCORE;
popupScore[k].active = true;
}
}
if (CheckCollisionRecs(player, owl[k]) && (state != KICK) && !isHitOwl[k])
{
if (state != FINALFORM)
{
velocity = 8;
enemyVel[k] = 8;
jumpSpeed = 2;
play = false;
playerActive = false;
killer = 3;
}
else if (state == FINALFORM)
{
isHitOwl[k] = true;
enemyVel[k] = 8;
killHistory[killCounter] = 3;
killCounter++;
score += OWLSCORE;
owlKillCounter++;
globalKillCounter++;
enemyHit[k].position = (Vector2){ owl[k].x, owl[k].y };
enemyHit[k].speed = (Vector2){ owl[k].x, owl[k].y };
enemyHit[k].size = (float)GetRandomValue(5, 10)/30;
enemyHit[k].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[k].alpha = 1.0f;
enemyHit[k].active = true;
popupScore[k].position = (Vector2){ owl[k].x,owl[k].y };
popupScore[k].scale = 1.0f;
popupScore[k].alpha = 1.0f;
popupScore[k].score = OWLSCORE;
popupScore[k].active = true;
}
}
if (isHitSnake[k])
{
if ((snake[k].y + snake[k].height) > GetScreenHeight())
{
snakeActive[k] = false;
isHitSnake[k] = false;
}
snake[k].x += 2*TIME_FACTOR;
enemyVel[k] -= 1*TIME_FACTOR*TIME_FACTOR;
snake[k].y -= enemyVel[k]*TIME_FACTOR;
}
if (isHitDingo[k])
{
if ((dingo[k].y) > GetScreenHeight())
{
dingoActive[k] = false;
isHitDingo[k] = false;
}
dingo[k].x += 2*TIME_FACTOR;
enemyVel[k] -= 1*TIME_FACTOR*TIME_FACTOR;
dingo[k].y -= enemyVel[k]*TIME_FACTOR;
}
if (isHitOwl[k])
{
if ((owl[k].y) > GetScreenHeight())
{
owlActive[k] = false;
isHitOwl[k] = false;
}
owl[k].x += 2*TIME_FACTOR;
enemyVel[k] -= 1*TIME_FACTOR*TIME_FACTOR;
owl[k].y -= enemyVel[k];
}
}
// Leaves logic
for (int j = 0; j < MAX_LEAVES; j++)
{
//leaf[j].x -= speed;
leafParticles[j].position = (Vector2){ leaf[j].x, leaf[j].y};
if (leaf[j].x <= -leaf[j].width) leafActive[j] = false;
if (CheckCollisionRecs(player, leaf[j]) && leafActive[j])
{
//power += 20;
//printf("coin %c", coinType[j]);
// DONE: Review
popupLeaves[j].position = (Vector2){ leaf[j].x, leaf[j].y };
popupLeaves[j].scale = 1.0f;
popupLeaves[j].alpha = 1.0f;
popupLeaves[j].active = true;
PlaySound(fxEatLeaves);
if(leafType[j] == 0)
{
currentLeaves++;
popupLeaves[j].score = 1;
}
else if(leafType[j] == 1)
{
currentLeaves += 2;
popupLeaves[j].score = 2;
}
else if(leafType[j] == 2)
{
currentLeaves += 3;
popupLeaves[j].score = 3;
}
else if(leafType[j] == 3)
{
currentLeaves += 4;
popupLeaves[j].score = 4;
}
leafActive[j] = false;
leafParticles[j].active = true;
for (int h = 0; h < 32; h++)
{
leafParticles[j].particles[h].active = true;
leafParticles[j].particles[h].position = (Vector2){ leafParticles[j].position.x, leafParticles[j].position.y};
leafParticles[j].particles[h].speed = (Vector2){ (float)GetRandomValue(-400, 400)/100, (float)GetRandomValue(-400, 400)/100 };
leafParticles[j].particles[h].size = (float)GetRandomValue(4, 8)/10;
leafParticles[j].particles[h].rotation = GetRandomValue(-180, 180);
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
leafParticles[j].particles[h].alpha = 1.0f;
}
}
}
//----------------------------------------------------------------------------------
// Particles Logic
//----------------------------------------------------------------------------------
// Leaf particles logic
for (int i = 0; i < MAX_LEAVES; i++)
{
if (leafParticles[i].active == true)
{
for (int j = 0; j < 32; j++)
{
//enemyHit[i].speed.y -= 1;
leafParticles[i].particles[j].position.x += leafParticles[i].particles[j].speed.x*TIME_FACTOR;
leafParticles[i].particles[j].position.y += leafParticles[i].particles[j].speed.y;
//if (((enemyHitPosition.x + enemyHit[i].position.x + enemyHit[i].size) >= screenWidth) || ((enemyHitPosition.x + enemyHit[i].position.x - enemyHit[i].size) <= 0)) enemyHit[i].speed.x *= -1;
//if (((enemyHitPosition.y + enemyHit[i].position.y + enemyHit[i].size) >= screenHeight) || ((enemyHitPosition.y + enemyHit[i].position.y - enemyHit[i].size) <= 0)) enemyHit[i].speed.y *= -1;
leafParticles[i].particles[j].rotation += 6*TIME_FACTOR;
leafParticles[i].particles[j].alpha -= 0.03f*TIME_FACTOR;
leafParticles[i].particles[j].size -= 0.004*TIME_FACTOR;
if (leafParticles[i].particles[j].size <= 0) leafParticles[i].particles[j].size = 0.0f;
if (leafParticles[i].particles[j].alpha <= 0)
{
leafParticles[i].particles[j].alpha = 0.0f;
leafParticles[i].particles[j].active = false;
leafParticles[i].active = false;
}
}
}
if (popupLeaves[i].active)
{
//mouseTail[i].position.y += gravity;
popupLeaves[i].alpha -= 0.02f;
popupLeaves[i].scale += 0.1f;
popupLeaves[i].position.y -= 3.0f;
popupLeaves[i].position.x -= speed;
if (popupLeaves[i].alpha <= 0.0f) popupLeaves[i].active = false;
}
}
// Enemy Particles
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (enemyHit[i].active)
{
//mouseTail[i].position.y += gravity;
enemyHit[i].alpha -= 0.1f*TIME_FACTOR;
enemyHit[i].size += 0.1f*TIME_FACTOR;
if (enemyHit[i].alpha <= 0.0f) enemyHit[i].active = false;
}
if (popupScore[i].active)
{
//mouseTail[i].position.y += gravity;
popupScore[i].alpha -= 0.02f;
popupScore[i].scale += 0.2f;
popupScore[i].position.y -= 4.0f;
popupScore[i].position.x -= speed;
if (popupScore[i].alpha <= 0.0f) popupScore[i].active = false;
}
}
if (popupBee.active)
{
//mouseTail[i].position.y += gravity;
popupBee.alpha -= 0.02f;
popupBee.scale += 0.2f;
popupBee.position.y -= 4.0f;
popupBee.position.x -= speed;
if (popupBee.alpha <= 0.0f) popupBee.active = false;
}
if (popupEagle.active)
{
//mouseTail[i].position.y += gravity;
popupEagle.alpha -= 0.02f;
popupEagle.scale += 0.2f;
popupEagle.position.y -= 4.0f;
popupEagle.position.x -= speed;
if (popupEagle.alpha <= 0.0f) popupEagle.active = false;
}
if (state != FINALFORM)
{
// Snow Particle
if (snowParticle.active)
{
snowParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!snowParticle.particles[i].active && (snowParticle.spawnTime >= snowParticle.maxTime))
{
snowParticle.particles[i].active = true;
snowParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
snowParticle.spawnTime = 0;
snowParticle.maxTime = GetRandomValue(5, 20);
}
}
}
if (backSnowParticle.active)
{
snowParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!backSnowParticle.particles[i].active && (backSnowParticle.spawnTime >= backSnowParticle.maxTime))
{
backSnowParticle.particles[i].active = true;
backSnowParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
backSnowParticle.spawnTime = 0;
backSnowParticle.maxTime = GetRandomValue(3, 10);
}
}
}
// Autumn leaves particles
if (planetreeParticle.active)
{
planetreeParticle.spawnTime += 1*TIME_FACTOR;
backPlanetreeParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!planetreeParticle.particles[i].active && (planetreeParticle.spawnTime >= planetreeParticle.maxTime))
{
planetreeParticle.particles[i].active = true;
planetreeParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
planetreeParticle.spawnTime = 0;
planetreeParticle.maxTime = GetRandomValue(5, 20);
}
if (!backPlanetreeParticle.particles[i].active && (backPlanetreeParticle.spawnTime >= backPlanetreeParticle.maxTime))
{
backPlanetreeParticle.particles[i].active = true;
backPlanetreeParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
backPlanetreeParticle.spawnTime = 0;
backPlanetreeParticle.maxTime = GetRandomValue(3, 10);
}
}
}
// Dandelion particle
if (dandelionParticle.active)
{
dandelionParticle.spawnTime += 1*TIME_FACTOR;
dandelionBackParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!dandelionParticle.particles[i].active && (dandelionParticle.spawnTime >= dandelionParticle.maxTime))
{
dandelionParticle.particles[i].active = true;
dandelionParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
dandelionParticle.spawnTime = 0;
dandelionParticle.maxTime = GetRandomValue(5, 20);
}
if (!dandelionBackParticle.particles[i].active && (dandelionBackParticle.spawnTime >= dandelionBackParticle.maxTime))
{
dandelionBackParticle.particles[i].active = true;
dandelionBackParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
dandelionBackParticle.spawnTime = 0;
dandelionBackParticle.maxTime = GetRandomValue(3, 10);
}
}
}
// Flower Particle
if (flowerParticle.active)
{
flowerParticle.spawnTime += 1*TIME_FACTOR;
backFlowerParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!flowerParticle.particles[i].active && (flowerParticle.spawnTime >= flowerParticle.maxTime))
{
flowerParticle.particles[i].active = true;
flowerParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
flowerParticle.spawnTime = 0;
flowerParticle.maxTime = GetRandomValue(5, 20);
}
if (!backFlowerParticle.particles[i].active && (backFlowerParticle.spawnTime >= backFlowerParticle.maxTime))
{
backFlowerParticle.particles[i].active = true;
backFlowerParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
backFlowerParticle.spawnTime = 0;
backFlowerParticle.maxTime = GetRandomValue(3, 10);
}
}
}
// Rain Particle
if (rainParticle.active)
{
rainParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!rainParticle.particles[i].active && (rainParticle.spawnTime >= rainParticle.maxTime))
{
rainParticle.particles[i].active = true;
rainParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
rainParticle.spawnTime = 0;
rainParticle.maxTime = GetRandomValue(1, 8);
}
}
}
// BackRain Particles
if (backRainParticle.active)
{
backRainParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (!backRainParticle.particles[i].active && (backRainParticle.spawnTime >= backRainParticle.maxTime))
{
backRainParticle.particles[i].active = true;
backRainParticle.particles[i].position = (Vector2){ GetRandomValue(0, GetScreenWidth() + 200), -10 };
backRainParticle.spawnTime = 0;
backRainParticle.maxTime = GetRandomValue(1, 8);
}
}
}
// Storm Particles
if (rainStormParticle.active)
{
rainStormParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (!rainStormParticle.particles[i].active && (rainStormParticle.spawnTime >= rainStormParticle.maxTime))
{
for (int j = 0; j < 16; j++)
{
rainStormParticle.particles[i+j].active = true;
rainStormParticle.particles[i+j].position = (Vector2){ GetRandomValue(100, GetScreenWidth() + 1000), GetRandomValue(-10,-20) };
}
rainStormParticle.spawnTime = 0;
rainStormParticle.maxTime = 4;
}
}
}
// Snow Storm Particles
if (snowStormParticle.active)
{
snowStormParticle.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (!snowStormParticle.particles[i].active && (snowStormParticle.spawnTime >= snowStormParticle.maxTime))
{
snowStormParticle.particles[i].active = true;
snowStormParticle.particles[i].position = (Vector2){ GetRandomValue(100, GetScreenWidth() + 800), -10 };
snowStormParticle.spawnTime = 0;
snowStormParticle.maxTime = GetRandomValue(1, 2);
}
}
}
}
// Speed Particles
if (speedFX.active)
{
speedFX.spawnTime++;
for (int i = 0; i < MAX_PARTICLES_SPEED; i++)
{
if (!speedFX.particle[i].active && (speedFX.spawnTime >= speedFX.maxTime))
{
speedFX.particle[i].active = true;
speedFX.particle[i].alpha = 0.7f;
speedFX.particle[i].size = (Vector2){ GetScreenWidth(), GetRandomValue(5, 30) };
speedFX.particle[i].position = (Vector2){ GetScreenWidth(), GetRandomValue(0, GetScreenHeight() - 10) };
speedFX.spawnTime = 0;
speedFX.maxTime = GetRandomValue(1, 10);
//i = MAX_PARTICLES;
}
}
}
for (int i = 0; i < MAX_PARTICLES_SPEED; i++)
{
if (speedFX.particle[i].active)
{
speedFX.particle[i].position.x -= 40;
speedFX.particle[i].alpha -= 0.015f;
speedFX.particle[i].size.y -= 0.1f;
if (speedFX.particle[i].size.y <= 0) speedFX.particle[i].active = false;
}
}
// Ray Particles
if (rayParticles.active)
{
rayParticles.spawnTime += 1*TIME_FACTOR;
backRayParticles.spawnTime += 1*TIME_FACTOR;
for (int i = 0; i < MAX_PARTICLES_RAY; i++)
{
if (!rayParticles.particles[i].active && (rayParticles.spawnTime >= rayParticles.maxTime))
{
//printf("PARTICLEEES");
rayParticles.particles[i].active = true;
rayParticles.particles[i].alpha = 0.0f;
rayParticles.particles[i].size = (float)(GetRandomValue(10, 20)/10);
rayParticles.particles[i].position = (Vector2){ GetRandomValue(300, GetScreenWidth() + 200), 0 };
rayParticles.particles[i].rotation = -35;
rayParticles.spawnTime = 0;
rayParticles.particles[i].delayCounter = 0;
rayParticles.maxTime = GetRandomValue(20, 50);
}
if (!backRayParticles.particles[i].active && (backRayParticles.spawnTime >= backRayParticles.maxTime))
{
backRayParticles.particles[i].active = true;
backRayParticles.particles[i].alpha = 0.0f;
backRayParticles.particles[i].size = (float)(GetRandomValue(5, 15)/10);
backRayParticles.particles[i].position = (Vector2){ GetRandomValue(300, GetScreenWidth() + 200), 0 };
backRayParticles.particles[i].rotation = -35;
backRayParticles.spawnTime = 0;
backRayParticles.particles[i].delayCounter = 0;
backRayParticles.maxTime = GetRandomValue(20, 50);
}
}
}
// Particles Logic
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (snowParticle.particles[i].active)
{
snowParticle.particles[i].position.y += 2*speedMod*TIME_FACTOR;
snowParticle.particles[i].position.x -= 4*speedMod*TIME_FACTOR;
snowParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (snowParticle.particles[i].position.y >= GetScreenHeight()) snowParticle.particles[i].active = false;
}
if (backSnowParticle.particles[i].active)
{
backSnowParticle.particles[i].position.y += (int)1.5f*speedMod*TIME_FACTOR;
backSnowParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
backSnowParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (backSnowParticle.particles[i].position.y >= GetScreenHeight()) backSnowParticle.particles[i].active = false;
}
if (planetreeParticle.particles[i].active)
{
planetreeParticle.particles[i].position.y += 4*speedMod*TIME_FACTOR;
planetreeParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
planetreeParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (planetreeParticle.particles[i].position.y >= GetScreenHeight()) planetreeParticle.particles[i].active = false;
}
if (backPlanetreeParticle.particles[i].active)
{
backPlanetreeParticle.particles[i].position.y += 3*speedMod*TIME_FACTOR;
backPlanetreeParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
backPlanetreeParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (backPlanetreeParticle.particles[i].position.y >= GetScreenHeight()) backPlanetreeParticle.particles[i].active = false;
}
if (dandelionParticle.particles[i].active)
{
dandelionParticle.particles[i].position.y += 3*speedMod*TIME_FACTOR;
dandelionParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
dandelionParticle.particles[i].rotation = -(30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30);
if (dandelionParticle.particles[i].position.y >= GetScreenHeight()) dandelionParticle.particles[i].active = false;
}
if (dandelionBackParticle.particles[i].active)
{
dandelionBackParticle.particles[i].position.y += (int)1.5f*speedMod*TIME_FACTOR;
dandelionBackParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
dandelionBackParticle.particles[i].rotation = 30*sin(2*PI/120*globalFrameCounter + dandelionParticle.particles[i].rotPhy) + 30;
if (dandelionBackParticle.particles[i].position.y >= GetScreenHeight()) dandelionBackParticle.particles[i].active = false;
}
if (flowerParticle.particles[i].active)
{
flowerParticle.particles[i].position.y += 2.5f*speedMod*TIME_FACTOR;
flowerParticle.particles[i].position.x -= 4*speedMod*TIME_FACTOR;
flowerParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (flowerParticle.particles[i].position.y >= GetScreenHeight()) flowerParticle.particles[i].active = false;
}
if (backFlowerParticle.particles[i].active)
{
backFlowerParticle.particles[i].position.y += 2.5f*speedMod*TIME_FACTOR;
backFlowerParticle.particles[i].position.x -= 5*speedMod*TIME_FACTOR;
backFlowerParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (backFlowerParticle.particles[i].position.y >= GetScreenHeight()) backFlowerParticle.particles[i].active = false;
}
if (rainParticle.particles[i].active)
{
rainParticle.particles[i].position.y += 8*speedMod*TIME_FACTOR;
rainParticle.particles[i].position.x -= 10*speedMod*TIME_FACTOR;
//rainParticle.particles[i].rotation += 0.5;
if (rainParticle.particles[i].position.y >= GetScreenHeight()) rainParticle.particles[i].active = false;
}
if (backRainParticle.particles[i].active)
{
backRainParticle.particles[i].position.y += 6*speedMod*TIME_FACTOR;
backRainParticle.particles[i].position.x -= 6*speedMod*TIME_FACTOR;
//rainParticle.particles[i].rotation += 0.5;
if (backRainParticle.particles[i].position.y >= GetScreenHeight()) backRainParticle.particles[i].active = false;
}
}
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (rainStormParticle.particles[i].active)
{
rainStormParticle.particles[i].position.y += 12*speedMod*TIME_FACTOR;
rainStormParticle.particles[i].position.x -= 15*speedMod*TIME_FACTOR;
//rainParticle.particles[i].rotation += 0.5;
if (rainStormParticle.particles[i].position.y >= GetScreenHeight()) rainStormParticle.particles[i].active = false;
if (rainStormParticle.active == false)rainStormParticle.particles[i].alpha -= 0.01;
}
}
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (snowStormParticle.particles[i].active)
{
snowStormParticle.particles[i].position.y += 12*speedMod*TIME_FACTOR;
snowStormParticle.particles[i].position.x -= 15*speedMod*TIME_FACTOR;
snowStormParticle.particles[i].rotation += 0.5*TIME_FACTOR;
if (snowStormParticle.particles[i].position.y >= GetScreenHeight()) snowStormParticle.particles[i].active = false;
}
}
for (int i = 0; i < MAX_PARTICLES_RAY; i++)
{
if (rayParticles.particles[i].active)
{
rayParticles.particles[i].position.x -= 0.5*speedMod*TIME_FACTOR;
//printf("RAY X: %i", rayParticles.particles[i].position.x);
if (rayParticles.particles[i].fading)
{
rayParticles.particles[i].alpha -= 0.01f;
if (rayParticles.particles[i].alpha <= 0)
{
rayParticles.particles[i].alpha = 0;
rayParticles.particles[i].delayCounter += 1;
if (rayParticles.particles[i].delayCounter >= 30)
{
rayParticles.particles[i].active = false;
rayParticles.particles[i].delayCounter = 0;
rayParticles.particles[i].fading = false;
}
}
}
else
{
rayParticles.particles[i].alpha += 0.01f;
if (rayParticles.particles[i].alpha >= 0.5f)
{
rayParticles.particles[i].alpha = 0.5f;
rayParticles.particles[i].delayCounter += 1*TIME_FACTOR;
if (rayParticles.particles[i].delayCounter >= 30)
{
rayParticles.particles[i].delayCounter = 0;
rayParticles.particles[i].fading = true;
}
}
}
}
if (backRayParticles.particles[i].active)
{
backRayParticles.particles[i].position.x -= 0.5*speedMod*TIME_FACTOR;
if (backRayParticles.particles[i].fading)
{
backRayParticles.particles[i].alpha -= 0.01f;
if (backRayParticles.particles[i].alpha <= 0)
{
backRayParticles.particles[i].alpha = 0;
backRayParticles.particles[i].delayCounter += 1;
if (backRayParticles.particles[i].delayCounter >= 30)
{
backRayParticles.particles[i].active = false;
backRayParticles.particles[i].delayCounter = 0;
backRayParticles.particles[i].fading = false;
}
}
}
else
{
backRayParticles.particles[i].alpha += 0.01f;
if (backRayParticles.particles[i].alpha >= 0.5f)
{
backRayParticles.particles[i].alpha = 0.5f;
backRayParticles.particles[i].delayCounter +=1;
if (backRayParticles.particles[i].delayCounter >= 30)
{
backRayParticles.particles[i].delayCounter = 0;
backRayParticles.particles[i].fading = true;
}
}
}
}
}
// Player States
switch (state)
{
case GRABED:
{
onWind = false;
windCounter += 1*TIME_FACTOR;
resinCount += 1*TIME_FACTOR;
//speedMod = 1;
thisFrameKoala += 1*TIME_FACTOR;
if (thisFrameKoala >= 24)
{
curFrameKoala += 1;
thisFrameKoala = 0;
}
if (curFrameKoala > 2) curFrameKoala = 0;
koalaAnimationIddle.x = gameplay_koala_idle.x + koalaAnimationIddle.width*curFrameKoala;
if (!onResin)
{
#if (defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB))
if (((IsGestureDetected(GESTURE_TAP) || (GetGestureDetected() == GESTURE_DOUBLETAP)) && CheckCollisionPointRec(GetTouchPosition(0), rightButton)))
{
state = JUMPING;
velocity = JUMP;
grabCounter = 0;
jumpSpeed = 6;
rightAlpha = 1;
onIce = false;
onResin = false;
thisFrameKoala = 0;
PlaySound(fxJump);
jumpCounter++;
}
if (((IsGestureDetected(GESTURE_TAP) || (GetGestureDetected() == GESTURE_DOUBLETAP)) && CheckCollisionPointRec(GetTouchPosition(0), leftButton)))
{
if(!onIce)gravity = KICKSPEED;
else gravity = ICEGRAVITY;
PlaySound(fxDash);
state = KICK;
grabCounter = 0;
leftAlpha = 1;
onResin = false;
dashCounter++;
//thisFrameKoala = 0;
}
else
{
if(!onIce)gravity = GRAVITY;
else gravity = ICEGRAVITY;
//thisFrameKoala = 0;
}
#elif (defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB))
if (IsKeyPressed(KEY_SPACE) || (CheckCollisionPointRec(GetMousePosition(), rightButton) && IsMouseButtonPressed(0)))
{
state = JUMPING;
velocity = JUMP;
grabCounter = 0;
jumpSpeed = 6;
rightAlpha = 1;
onIce = false;
onResin = false;
thisFrameKoala = 0;
PlaySound(fxJump);
jumpCounter++;
}
if (IsKeyPressed(KEY_DOWN) || (CheckCollisionPointRec(GetMousePosition(), leftButton) && IsMouseButtonPressed(0)))
{
if(!onIce)gravity = KICKSPEED;
else gravity = ICEGRAVITY;
PlaySound(fxDash);
state = KICK;
grabCounter = 0;
leftAlpha = 1;
onResin = false;
dashCounter++;
//thisFrameKoala = 0;
}
else
{
if(!onIce)gravity = GRAVITY;
else gravity = ICEGRAVITY;
//thisFrameKoala = 0;
}
#endif
}
else
{
#if (defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB))
if (((IsGestureDetected(GESTURE_TAP) || (GetGestureDetected() == GESTURE_DOUBLETAP)) && CheckCollisionPointRec(GetTouchPosition(0), rightButton)))
{
resinCountjump++;
if (resinCountjump >= 2)
{
//thisFrameKoala = 0;
state = JUMPING;
velocity = JUMP;
grabCounter = 0;
jumpSpeed = 6;
rightAlpha = 1;
onIce = false;
onResin = false;
resinCountjump = 0;
resinCountdrag = 0;
resinCount = 0;
jumpCounter++;
}
}
if (((IsGestureDetected(GESTURE_TAP) || (GetGestureDetected() == GESTURE_DOUBLETAP)) && CheckCollisionPointRec(GetTouchPosition(0), leftButton)))
{
resinCountdrag ++;
if (resinCountdrag >= 2)
{
//thisFrameKoala = 0;
gravity = KICKSPEED;
state = KICK;
grabCounter = 0;
leftAlpha = 1;
onResin = false;
resinCountjump = 0;
resinCountdrag = 0;
resinCount = 0;
dashCounter++;
}
}
else
{
gravity = 0;
}
#elif (defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB))
if (IsKeyPressed(KEY_SPACE) || (CheckCollisionPointRec(GetMousePosition(), rightButton) && IsMouseButtonPressed(0)))
{
resinCountjump++;
if (resinCountjump >= 2)
{
//thisFrameKoala = 0;
state = JUMPING;
velocity = JUMP;
grabCounter = 0;
jumpSpeed = 6;
rightAlpha = 1;
onIce = false;
onResin = false;
resinCountjump = 0;
resinCountdrag = 0;
resinCount = 0;
jumpCounter++;
}
}
if (IsKeyPressed(KEY_DOWN) || (CheckCollisionPointRec(GetMousePosition(), leftButton) && IsMouseButtonPressed(0)))
{
resinCountdrag ++;
if (resinCountdrag >= 2)
{
//thisFrameKoala = 0;
gravity = KICKSPEED;
state = KICK;
grabCounter = 0;
leftAlpha = 1;
onResin = false;
resinCountjump = 0;
resinCountdrag = 0;
resinCount = 0;
dashCounter++;
}
}
else
{
gravity = 0;
}
#endif
}
} break;
case JUMPING:
{
player.x += jumpSpeed*TIME_FACTOR;
velocity -= 1*TIME_FACTOR*TIME_FACTOR;
player.y -= velocity;
framesCounter += 1*TIME_FACTOR;
grabCounter+= 1*TIME_FACTOR;
} break;
case KICK:
{
gravity += 1*TIME_FACTOR*TIME_FACTOR;
player.y += gravity;
player.x -= speed;
grabCounter += 1*TIME_FACTOR;
// DONE: Review, before checking collision with ALL enemies, check if they are active!
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (CheckCollisionRecs(player, snake[i]) && !isHitSnake[i] && snakeActive[i])
{
state = JUMPING;
velocity = JUMP;
enemyVel[i] = 8;
grabCounter = 3;
gravity = KICKSPEED;
isHitSnake[i] = true;
jumpSpeed = -3;
score += SNAKESCORE;
killHistory[killCounter] = 1;
killCounter++;
PlaySound(fxDieSnake);
snakeKillCounter++;
globalKillCounter++;
enemyHit[i].position = (Vector2){ snake[i].x, snake[i].y };
enemyHit[i].speed = (Vector2){ snake[i].x, snake[i].y };
enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
enemyHit[i].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = true;
popupScore[i].position = (Vector2){ snake[i].x,snake[i].y };
popupScore[i].scale = 1.0f;
popupScore[i].alpha = 1.0f;
popupScore[i].score = SNAKESCORE;
popupScore[i].active = true;
}
if (CheckCollisionRecs(player, dingo[i]) && !isHitDingo[i] && dingoActive[i])
{
state = JUMPING;
velocity = JUMP;
enemyVel[i] = 8*TIME_FACTOR;
grabCounter = 3*TIME_FACTOR;
gravity = KICKSPEED;
isHitDingo[i] = true;
jumpSpeed = -3;
score += DINGOSCORE;
killHistory[killCounter] = 2;
killCounter++;
PlaySound(fxDieDingo);
dingoKillCounter++;
globalKillCounter++;
enemyHit[i].position = (Vector2){ dingo[i].x, dingo[i].y };
enemyHit[i].speed = (Vector2){ dingo[i].x, dingo[i].y };
enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
enemyHit[i].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = true;
popupScore[i].position = (Vector2){ dingo[i].x,dingo[i].y };
popupScore[i].scale = 1.0f;
popupScore[i].alpha = 1.0f;
popupScore[i].score = DINGOSCORE;
popupScore[i].active = true;
}
if (CheckCollisionRecs(player, owl[i]) && !isHitOwl[i] && owlActive[i])
{
state = JUMPING;
velocity = JUMP;
enemyVel[i] = 8;
grabCounter = 3;
gravity = KICKSPEED;
isHitOwl[i] = true;
jumpSpeed = -3;
score += OWLSCORE;
killHistory[killCounter] = 3;
killCounter++;
PlaySound(fxDieOwl);
owlKillCounter++;
globalKillCounter++;
enemyHit[i].position = (Vector2){ owl[i].x, owl[i].y };
enemyHit[i].speed = (Vector2){ owl[i].x, owl[i].y };
enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
enemyHit[i].rotation = 0.0f;
//enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = true;
popupScore[i].position = (Vector2){ owl[i].x,owl[i].y };
popupScore[i].scale = 1.0f;
popupScore[i].alpha = 1.0f;
popupScore[i].score = OWLSCORE;
popupScore[i].active = true;
}
}
if (CheckCollisionRecs(player, bee) && !isHitBee && beeActive)
{
state = JUMPING;
velocity = JUMP;
beeVelocity = 8;
grabCounter = 3;
gravity = KICKSPEED;
isHitBee = true;
jumpSpeed = -3;
score += BEESCORE;
killHistory[killCounter] = 4;
killCounter++;
beeKillCounter++;
globalKillCounter++;
popupBee.position = (Vector2){ bee.x, bee.y };
popupBee.scale = 1.0f;
popupBee.alpha = 1.0f;
popupBee.score = BEESCORE;
popupBee.active = true;
}
if (CheckCollisionRecs(player, eagle) && !isHitEagle && eagleActive)
{
state = JUMPING;
velocity = JUMP;
beeVelocity = 8;
grabCounter = 3;
gravity = KICKSPEED;
isHitEagle = true;
jumpSpeed = -3;
score += EAGLESCORE;
killHistory[killCounter] = 5;
killCounter++;
eagleKillCounter++;
globalKillCounter++;
popupEagle.position = (Vector2){ eagle.x, eagle.y };
popupEagle.scale = 1.0f;
popupEagle.alpha = 1.0f;
popupEagle.score = EAGLESCORE;
popupEagle.active = true;
}
} break;
case FINALFORM:
{
if (transforming)
{
speedMod = 0;
transCount += 1*TIME_FACTOR;
transRotation += 1*TIME_FACTOR;
transAniCounter += 1*TIME_FACTOR;
thisFrameKoala += 1*TIME_FACTOR;
currentLeaves = LinearEaseIn((float)transCount, (float)initLeaves, (float)-LEAVESTOTRANSFORM, 120.0f);
if (thisFrameKoala >= 24)
{
curFrameKoala += 1;
thisFrameKoala = 0;
}
//if (curFrameKoala > 1) curFrameKoala = ;
if(curFrameKoala <= 1 )koalaAnimationTransform.x = gameplay_koala_transform.x + koalaAnimationTransform.width*curFrameKoala;
if (transAniCounter >= 5)
{
transBackAnim = !transBackAnim;
transAniCounter = 0;
}
if (transBackAnim)
{
finalColor = RED;
finalColor2 = WHITE;
}
if (!transBackAnim)
{
finalColor = WHITE;
finalColor2 = RED;
}
if (transCount >= 120)
{
transforming = false;
thisFrameKoala = 0;
curFrameKoala = 0;
speedFX.active = true;
//speedMod = 2;
transCount = 0;
//printf ("THIS ISN'T EVEN MY FINAL FORM");
bambooTimer += 15*TIME_FACTOR;
}
}
else if (!transforming)
{
speedMod = 5;
scrollSpeed = 3.2f*TIME_FACTOR;
power -= 1*TIME_FACTOR;
thisFrameKoala += 1*TIME_FACTOR;
if (thisFrameKoala >= 12)
{
curFrameKoala ++;
thisFrameKoala = 0;
}
if (curFrameKoala > 1) curFrameKoala = 0;
if (curFrameKoala <= 1) koalaAnimationFly.x = gameplay_koala_fly.x + koalaAnimationFly.width*curFrameKoala;
if (player.x > GetScreenWidth()/3) player.x -= 2;
if (player.x < GetScreenWidth()/3) player.x++;
if (power <= maxPower/5)
{
finalFormEnd += 1*TIME_FACTOR;
if (finalFormEnd >= 5)
{
transBackAnim = !transBackAnim;
finalFormEnd = 0;
}
if (transBackAnim)
{
finalColor = RED;
}
if (!transBackAnim)
{
finalColor = WHITE;
}
}
else finalColor = WHITE;
#if (defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB))
if ((IsGestureDetected(GESTURE_HOLD) || (GetGestureDetected() == GESTURE_DRAG)) && CheckCollisionPointRec(GetTouchPosition(0), leftButton)) player.y += FLYINGMOV;
if ((IsGestureDetected(GESTURE_HOLD) || (GetGestureDetected() == GESTURE_DRAG)) && CheckCollisionPointRec(GetTouchPosition(0), rightButton)) player.y -= FLYINGMOV;
#elif (defined(PLATFORM_DESKTOP) || defined(PLATFORM_WEB))
if (IsKeyDown(KEY_DOWN) || (CheckCollisionPointRec(GetMousePosition(), leftButton) && IsMouseButtonDown(0))) player.y += FLYINGMOV;
if (IsKeyDown(KEY_UP) || (CheckCollisionPointRec(GetMousePosition(), rightButton) && IsMouseButtonDown(0))) player.y -= FLYINGMOV;
#endif
}
gravity = 0;
grabCounter ++;
} break;
case ONWIND:
{
player.x -= jumpSpeed*TIME_FACTOR;
velocity -= 2*TIME_FACTOR;
player.y -= velocity;
framesCounter += 1*TIME_FACTOR;
grabCounter += 1*TIME_FACTOR;
} break;
default: break;
}
if (player.x <= (-player.width))
{
play = false;
playerActive = false;
killer = 4;
}
if ((player.y + player.height) >= GetScreenHeight())
{
if (state == FINALFORM) player.y = GetScreenHeight() - player.height;
else
{
play = false;
playerActive = false;
killer = 4;
}
}
if ((player.y) <= 0 && state == FINALFORM) player.y = 0;
if (player.x >= (GetScreenWidth() - player.width)) player.x = (GetScreenWidth() - player.width);
if (player.y <= -32) player.y = -32;
if (bambooTimer > bambooSpawnTime)
{
if (!transforming)
{
BambooSpawn();
if (state != FINALFORM && eagleDelay >= EAGLE_TIME_DELAY)EagleSpawn(EAGLE_SPAWNCHANCE);
switch (season)
{
case WINTER:
IceSpawn(ICESPAWNCHANCE);
OwlSpawn(OWLSPAWNCHANCE + (int)progresionSpawnChance);
break;
case SPRING:
ResinSpawn(RESINSPAWNCHANCE);
if (state != FINALFORM)BeeSpawn(BEE_SPAWNCHANCE);
DingoSpawn(DINGOSPAWNCHANCE + (int)progresionSpawnChance);
break;
case SUMMER:
FireSpawn(FIRESPAWNCHANCE);
SnakeSpawn(SNAKESPAWNCHANCE + (int)progresionSpawnChance);
break;
case FALL:
WindSpawn(WINDSPAWNCHANCE);
SnakeSpawn(SNAKESPAWNCHANCE + (int)progresionSpawnChance);
break;
default: break;
}
LeafSpawn();
}
bambooTimer = 0;
bambooSpawnTime = GetRandomValue(MINTIMESPAWN, MAXTIMESPAWN);
}
}
else if (!play && !playerActive)
{
if (score > hiscore) hiscore = score;
player.x -= jumpSpeed;
velocity -= 1*TIME_FACTOR;
player.y -= velocity;
if(player.y >= GetScreenHeight())
{
deathsCounter++;
finishScreen = 1;
}
}
}
// Gameplay Screen Draw logic
void DrawGameplayScreen(void)
{
BeginShaderMode(colorBlend);
DrawTexturePro(atlas02, gameplay_background, (Rectangle){0, 0, gameplay_background.width*2, gameplay_background.height*2}, (Vector2){0, 0}, 0, color02);
// Draw parallax
DrawParallaxBack();
DrawParallaxMiddle();
// Draw particles (only if active)
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (backSnowParticle.particles[i].active) DrawTexturePro(atlas02, particle_icecrystal_bw,
(Rectangle){ backSnowParticle.particles[i].position.x, backSnowParticle.particles[i].position.y, particle_icecrystal_bw.width*backSnowParticle.particles[i].size, particle_icecrystal_bw.height*backSnowParticle.particles[i].size },
(Vector2){ particle_icecrystal_bw.width*backSnowParticle.particles[i].size/2, particle_icecrystal_bw.height*backSnowParticle.particles[i].size/2 }, backSnowParticle.particles[i].rotation,
Fade((Color){144, 214, 255, 255}, backSnowParticle.particles[i].alpha));
if (backPlanetreeParticle.particles[i].active) DrawTexturePro(atlas02, particle_planetreeleaf_bw,
(Rectangle){ backPlanetreeParticle.particles[i].position.x, backPlanetreeParticle.particles[i].position.y, particle_planetreeleaf_bw.width*backPlanetreeParticle.particles[i].size, particle_planetreeleaf_bw.height*backPlanetreeParticle.particles[i].size },
(Vector2){ particle_planetreeleaf_bw.width*backPlanetreeParticle.particles[i].size/2, particle_planetreeleaf_bw.height*backPlanetreeParticle.particles[i].size/2 }, backPlanetreeParticle.particles[i].rotation,
Fade((Color){179, 86, 6, 255}, backPlanetreeParticle.particles[i].alpha));
if (dandelionBackParticle.particles[i].active) DrawTexturePro(atlas02, particle_dandelion_bw,
(Rectangle){ dandelionBackParticle.particles[i].position.x, dandelionBackParticle.particles[i].position.y, particle_dandelion_bw.width*dandelionBackParticle.particles[i].size, particle_dandelion_bw.height*dandelionBackParticle.particles[i].size },
(Vector2){ particle_dandelion_bw.width*dandelionBackParticle.particles[i].size/2, particle_dandelion_bw.height*dandelionBackParticle.particles[i].size/2 }, dandelionBackParticle.particles[i].rotation,
Fade((Color){202, 167, 126, 255}, dandelionBackParticle.particles[i].alpha));
if (backFlowerParticle.particles[i].active) DrawTexturePro(atlas02, particle_ecualyptusflower_bw,
(Rectangle){ backFlowerParticle.particles[i].position.x, backFlowerParticle.particles[i].position.y, particle_ecualyptusflower_bw.width*backFlowerParticle.particles[i].size, particle_ecualyptusflower_bw.height*backFlowerParticle.particles[i].size },
(Vector2){ particle_ecualyptusflower_bw.width*backFlowerParticle.particles[i].size/2, particle_ecualyptusflower_bw.height*backFlowerParticle.particles[i].size/2 }, backFlowerParticle.particles[i].rotation,
Fade((Color){218, 84, 108, 255}, backFlowerParticle.particles[i].alpha));
if (backRainParticle.particles[i].active) DrawTexturePro(atlas02, particle_waterdrop_bw,
(Rectangle){ backRainParticle.particles[i].position.x, backRainParticle.particles[i].position.y, particle_waterdrop_bw.width*backRainParticle.particles[i].size, particle_waterdrop_bw.height*backRainParticle.particles[i].size },
(Vector2){ particle_waterdrop_bw.width*backRainParticle.particles[i].size/2, particle_waterdrop_bw.height*backRainParticle.particles[i].size/2 }, backRainParticle.particles[i].rotation,
Fade((Color){144, 183, 187, 255}, backRainParticle.particles[i].alpha));
}
for (int i = 0; i < MAX_PARTICLES_RAY; i++)
{
if (backRayParticles.particles[i].active) DrawTexturePro(atlas02, gameplay_back_fx_lightraymid,
(Rectangle){ backRayParticles.particles[i].position.x, backRayParticles.particles[i].position.y, gameplay_back_fx_lightraymid.width*backRayParticles.particles[i].size, gameplay_back_fx_lightraymid.height*backRayParticles.particles[i].size },
(Vector2){ gameplay_back_fx_lightraymid.width*backRayParticles.particles[i].size/2, gameplay_back_fx_lightraymid.height*backRayParticles.particles[i].size/2 }, backRayParticles.particles[i].rotation,
Fade(backRayParticles.particles[i].color, backRayParticles.particles[i].alpha));
}
DrawParallaxFront();
for (int i = 0; i < MAX_BAMBOO; i++)
{
if (bambooActive[i])
{
DrawTexturePro(atlas02, gameplay_props_tree, (Rectangle){bamboo[i].x, bamboo[i].y, 43, 720}, (Vector2){0, 0}, 0, color03);
}
}
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (branchActive[i])
{
DrawTexturePro(atlas02, gameplay_props_owl_branch, (Rectangle){branchPos[i].x, branchPos[i].y, 36, 20}, (Vector2){0, 0}, 0, color03);
}
}
EndShaderMode();
for (int i = 0; i < MAX_FIRE; i++)
{
DrawTexturePro(atlas01, (Rectangle){gameplay_props_burnttree.x, gameplay_props_burnttree.y + fire[i].y + gameplay_props_burnttree.height/14, gameplay_props_burnttree.width, gameplay_props_burnttree.height},
(Rectangle){fire[i].x + 5, fire[i].y + gameplay_props_burnttree.height/14, gameplay_props_burnttree.width, gameplay_props_burnttree.height}, (Vector2){0, 0}, 0, WHITE);
DrawTextureRec(atlas01, fireAnimation, (Vector2){fire[i].x, GetScreenHeight() - gameplay_props_burnttree.height/7}, WHITE);
for(int j = MAX_FIRE_FLAMES; j > -2; j--)
{
if ((fire[i].y - 25 <= (j*43)) && fireActive[i])
{
if (j%2 > 0)
{
DrawTextureRec(atlas01, fireAnimation, (Vector2){fire[i].x + fireOffset - 10, 40*j}, WHITE);
fireAnimation.x = gameplay_props_fire_spritesheet.x + fireAnimation.width*curFrame1;
}
else if (j%2 + 1 == 1)
{
DrawTextureRec(atlas01, fireAnimation, (Vector2){fire[i].x - fireOffset , 40*j}, WHITE);
fireAnimation.x = gameplay_props_fire_spritesheet.x + fireAnimation.width*curFrame2;
}
else
{
DrawTextureRec(atlas01, fireAnimation, (Vector2){fire[i].x - fireOffset , 40*j}, WHITE);
fireAnimation.x = gameplay_props_fire_spritesheet.x + fireAnimation.width*curFrame3;
}
}
}
}
for (int i = 0; i < MAX_ICE; i++)
{
if (iceActive[i]) for (int k = 0; k < GetScreenHeight(); k += (GetScreenHeight()/6)) DrawTexturePro(atlas01, gameplay_props_ice_sprite, (Rectangle){ice[i].x - 5, ice[i].y+k, gameplay_props_ice_sprite.width, gameplay_props_ice_sprite.height}, (Vector2){0,0}, 0, WHITE);
}
BeginShaderMode(colorBlend);
DrawTexturePro(atlas02, gameplay_back_ground00, (Rectangle){(int)groundPos + GetScreenWidth(), 637, gameplay_back_ground00.width*2, gameplay_back_ground00.height*2}, (Vector2){0,0}, 0, color00);
DrawTexturePro(atlas02, gameplay_back_ground00, (Rectangle){(int)groundPos, 637, gameplay_back_ground00.width*2, gameplay_back_ground00.height*2}, (Vector2){0,0}, 0, color00);
EndShaderMode();
for (int i = 0; i < MAX_RESIN; i++)
{
if (resinActive[i]) DrawTextureRec(atlas01, gameplay_props_resin_sprite,(Vector2){ resin[i].x - resin[i].width/3, resin[i].y - resin[i].height/5}, WHITE);
}
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (snakeActive[i])
{
if (!isHitSnake[i])DrawTextureRec(atlas01, snakeAnimation, (Vector2){snake[i].x - snake[i].width, snake[i].y - snake[i].height/2}, WHITE);
else DrawTextureRec(atlas01, (Rectangle){gameplay_enemy_snake.x + snakeAnimation.width*2, gameplay_enemy_snake.y, snakeAnimation.width, snakeAnimation.height}, (Vector2){snake[i].x - snake[i].width/2, snake[i].y - snake[i].height/2}, WHITE);
}
if (dingoActive[i])
{
if (!isHitDingo[i]) DrawTextureRec(atlas01, dingoAnimation, (Vector2){dingo[i].x - dingo[i].width/2, dingo[i].y - dingo[i].height/4}, WHITE);
else DrawTextureRec(atlas01, (Rectangle){gameplay_enemy_dingo.x + dingoAnimation.width*2, gameplay_enemy_dingo.y, dingoAnimation.width, dingoAnimation.height}, (Vector2){dingo[i].x - dingo[i].width/2, dingo[i].y - dingo[i].height/4}, WHITE);
}
if (owlActive[i])
{
if (!isHitOwl[i])DrawTextureRec(atlas01, owlAnimation, (Vector2){owl[i].x - owl[i].width*0.7, owl[i].y - owl[i].height*0.1}, WHITE);
else DrawTextureRec(atlas01, (Rectangle){gameplay_enemy_owl.x + owlAnimation.width*2, gameplay_enemy_owl.y, owlAnimation.width, owlAnimation.height}, (Vector2){owl[i].x - owl[i].width/2, owl[i].y - owl[i].height/6}, WHITE);
}
if (enemyHit[i].active)
{
DrawTexturePro(atlas01, particle_hit,
(Rectangle){ enemyHit[i].position.x, enemyHit[i].position.y, particle_hit.width*enemyHit[i].size, particle_hit.height*enemyHit[i].size },
(Vector2){ particle_hit.width*enemyHit[i].size/2, particle_hit.height*enemyHit[i].size/2 }, enemyHit[i].rotation,
Fade(enemyHit[i].color, enemyHit[i].alpha));
}
}
// Only one bee / eagle / alert at the same time
for (int i = 0; i < MAX_LEAVES; i++)
{
if (leafActive[i])
{
if (leafSide[i])
{
if (leafType[i] == 0) DrawTextureRec(atlas01, (Rectangle){ gameplay_props_leaf_lil.x, gameplay_props_leaf_lil.y, -gameplay_props_leaf_lil.width, gameplay_props_leaf_lil.height }, (Vector2){ leaf[i].x, leaf[i].y - 15 }, WHITE);
else if (leafType[i] == 1) DrawTextureRec(atlas01, (Rectangle){ gameplay_props_leaf_lil.x, gameplay_props_leaf_lil.y, -gameplay_props_leaf_lil.width, gameplay_props_leaf_lil.height }, (Vector2){leaf[i].x, leaf[i].y + 10 }, WHITE);
else if (leafType[i] == 2) DrawTextureRec(atlas01, (Rectangle){ gameplay_props_leaf_mid.x, gameplay_props_leaf_mid.y, -gameplay_props_leaf_mid.width, gameplay_props_leaf_mid.height }, (Vector2){leaf[i].x, leaf[i].y - 15 }, WHITE);
else if (leafType[i] == 3) DrawTextureRec(atlas01, (Rectangle){ gameplay_props_leaf_big.x, gameplay_props_leaf_big.y, -gameplay_props_leaf_big.width, gameplay_props_leaf_big.height }, (Vector2){leaf[i].x, leaf[i].y - 15 }, WHITE);
}
else
{
if (leafType[i] == 0) DrawTextureRec(atlas01, gameplay_props_leaf_lil, (Vector2){ leaf[i].x - 25, leaf[i].y - 15 }, WHITE);
else if (leafType[i] == 1) DrawTextureRec(atlas01, gameplay_props_leaf_lil, (Vector2){leaf[i].x - 25, leaf[i].y + 10 }, WHITE);
else if (leafType[i] == 2) DrawTextureRec(atlas01, gameplay_props_leaf_mid, (Vector2){leaf[i].x - 25, leaf[i].y - 15 }, WHITE);
else if (leafType[i] == 3) DrawTextureRec(atlas01, gameplay_props_leaf_big, (Vector2){leaf[i].x - 25, leaf[i].y - 15 }, WHITE);
}
#if defined(DEBUG)
DrawRectangle(leaf[i].x, leaf[i].y, 64, 64, Fade(GREEN, 0.5f));
#endif
}
if (leafParticles[i].active)
{
for (int j = 0; j < 32; j++)
{
DrawTexturePro(atlas01, particle_ecualyptusleaf,
(Rectangle){ leafParticles[i].particles[j].position.x, leafParticles[i].particles[j].position.y, particle_ecualyptusleaf.width*leafParticles[i].particles[j].size, particle_ecualyptusleaf.height*leafParticles[i].particles[j].size },
(Vector2){ particle_ecualyptusleaf.width/2*leafParticles[i].particles[j].size, particle_ecualyptusleaf.height/2*leafParticles[i].particles[j].size }, leafParticles[i].particles[j].rotation, Fade(WHITE,leafParticles[i].particles[j].alpha));
}
}
}
if (beeActive && !isHitBee) DrawTextureRec(atlas01, beeAnimation, (Vector2){bee.x, bee.y - gameplay_enemy_bee.height/2}, WHITE);
else if (beeActive && isHitBee) DrawTexturePro(atlas01, (Rectangle){gameplay_enemy_bee.x + beeAnimation.width*4, gameplay_enemy_bee.y, beeAnimation.width, gameplay_enemy_bee.height},
(Rectangle){bee.x, bee.y, beeAnimation.width, gameplay_enemy_bee.height}, (Vector2){0, 0}, 0, WHITE);
if (eagleActive && !isHitEagle) DrawTextureRec(atlas01, eagleAnimation, (Vector2){eagle.x, eagle.y}, WHITE);
else if (eagleActive && isHitEagle) DrawTextureRec(atlas01, gameplay_enemy_eagle_death, (Vector2){eagle.x, eagle.y}, WHITE);
if (alertActive) DrawTexturePro(atlas01, gameplay_fx_eaglealert, alertRectangle, (Vector2){0, 0}, 0, Fade(RED, 0.7f));
if (alertBeeActive) DrawTexturePro(atlas01, gameplay_fx_eaglealert, beeAlertRectangle, (Vector2){0, 0}, 0, Fade(ORANGE, 0.7f));
if (transforming)
{
for (int i = 0; i < 8; i++)
{
DrawTexturePro(atlas02, background_transformation,
(Rectangle){player.x + player.width/2 , player.y + player.height/2, background_transformation.width*4, background_transformation.height*4},
(Vector2){0, background_transformation.height*2}, 45*i, Fade(finalColor, 0.7f));
}
for (int i = 0; i < 8; i++)
{
DrawTexturePro(atlas02, background_transformation,
(Rectangle){player.x + player.width/2 , player.y + player.height/2, background_transformation.width*4, background_transformation.height},
(Vector2){0, background_transformation.height/2}, 22.5 + 45*i, Fade(finalColor2, 0.7f));
}
}
if (playerActive && play)
{
switch(state)
{
case GRABED: DrawTextureRec(atlas01, koalaAnimationIddle, (Vector2){player.x - player.width, player.y - gameplay_koala_idle.height/4}, WHITE); break;
case JUMPING: DrawTexturePro(atlas01, gameplay_koala_jump, (Rectangle){player.x - player.width, player.y - gameplay_koala_jump.height/4, gameplay_koala_jump.width, gameplay_koala_jump.height}, (Vector2){0, 0}, 0, WHITE); break;
case KICK:DrawTexturePro(atlas01, gameplay_koala_dash, (Rectangle){player.x - player.width, player.y - gameplay_koala_jump.height/4, gameplay_koala_dash.width, gameplay_koala_dash.height}, (Vector2){0, 0}, 0, WHITE); break;
case FINALFORM:
{
if(transforming)DrawTexturePro(atlas01, koalaAnimationTransform, (Rectangle){player.x - player.width, player.y - gameplay_koala_transform.height/4, gameplay_koala_transform.width/2, gameplay_koala_transform.height}, (Vector2){0, 0}, 0, finalColor);
else DrawTexturePro(atlas01, koalaAnimationFly, (Rectangle){player.x - gameplay_koala_fly.width/3, player.y - gameplay_koala_fly.height/4, gameplay_koala_fly.width/2, gameplay_koala_fly.height}, (Vector2){0, 0}, 0, finalColor);//DrawTextureRec((koalaFly), (Rectangle){0, 0, 128, 128}, (Vector2){player.x - 50, player.y - 40}, WHITE);
} break;
case ONWIND: DrawTexturePro(atlas01, gameplay_koala_jump, (Rectangle){player.x - player.width, player.y - gameplay_koala_jump.height/4, gameplay_koala_jump.width, gameplay_koala_jump.height}, (Vector2) { 0, 0}, 0, WHITE); break;
default: break;
}
}
else if (play == false && playerActive) DrawTextureRec(atlas01, (Rectangle){gameplay_koala_idle.x, gameplay_koala_idle.y, gameplay_koala_idle.width/3, gameplay_koala_idle.height}, (Vector2){player.x - player.width, player.y - gameplay_koala_idle.height/4}, WHITE);
else DrawTexturePro(atlas01, gameplay_koala_die, (Rectangle){player.x - player.width, player.y - gameplay_koala_die.height/4, gameplay_koala_die.width, gameplay_koala_die.height}, (Vector2) { 0, 0}, 0, WHITE);
for (int i = 0; i < MAX_WIND; i++)
{
if (windActive[i]) DrawTextureRec(atlas01, windAnimation, (Vector2){wind[i].x - 14, wind[i].y - 14}, WHITE);
}
if (playerActive && !play)
{
if (initSeason == 0) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade((Color){216, 200, 39, 255}, 0.4));
else if (initSeason == 1) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade((Color){155, 70, 22, 255}, 0.4));
else if (initSeason == 2) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade((Color){17, 129, 162, 255}, 0.4));
else DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade((Color){82, 174, 7, 255}, 0.4));
}
for (int i = 0; i < MAX_PARTICLES; i++)
{
if (snowParticle.particles[i].active) DrawTexturePro(atlas01, particle_icecrystal,
(Rectangle){ snowParticle.particles[i].position.x, snowParticle.particles[i].position.y, particle_icecrystal.width*snowParticle.particles[i].size, particle_icecrystal.height*snowParticle.particles[i].size },
(Vector2){ particle_icecrystal.width*snowParticle.particles[i].size/2, particle_icecrystal.height*snowParticle.particles[i].size/2 }, snowParticle.particles[i].rotation,
Fade(snowParticle.particles[i].color, snowParticle.particles[i].alpha));
if (planetreeParticle.particles[i].active) DrawTexturePro(atlas01, particle_planetreeleaf,
(Rectangle){ planetreeParticle.particles[i].position.x, planetreeParticle.particles[i].position.y, particle_planetreeleaf.width*planetreeParticle.particles[i].size, particle_planetreeleaf.height*planetreeParticle.particles[i].size },
(Vector2){ particle_planetreeleaf.width*planetreeParticle.particles[i].size/2, particle_planetreeleaf.height*planetreeParticle.particles[i].size/2 }, planetreeParticle.particles[i].rotation,
Fade(planetreeParticle.particles[i].color, planetreeParticle.particles[i].alpha));
if (dandelionParticle.particles[i].active) DrawTexturePro(atlas01, particle_dandelion,
(Rectangle){ dandelionParticle.particles[i].position.x, dandelionParticle.particles[i].position.y, particle_dandelion.width*dandelionParticle.particles[i].size, particle_dandelion.height*dandelionParticle.particles[i].size },
(Vector2){ particle_dandelion.width*dandelionParticle.particles[i].size/2, particle_dandelion.height*dandelionParticle.particles[i].size/2 }, dandelionParticle.particles[i].rotation,
Fade(dandelionParticle.particles[i].color, dandelionParticle.particles[i].alpha));
if (flowerParticle.particles[i].active) DrawTexturePro(atlas01, particle_ecualyptusflower,
(Rectangle){ flowerParticle.particles[i].position.x, flowerParticle.particles[i].position.y, particle_ecualyptusflower.width*flowerParticle.particles[i].size, particle_ecualyptusflower.height*flowerParticle.particles[i].size },
(Vector2){ particle_ecualyptusflower.width*flowerParticle.particles[i].size/2, particle_ecualyptusflower.height*flowerParticle.particles[i].size/2 }, flowerParticle.particles[i].rotation,
Fade(flowerParticle.particles[i].color, flowerParticle.particles[i].alpha));
if (rainParticle.particles[i].active) DrawTexturePro(atlas01, particle_waterdrop,
(Rectangle){ rainParticle.particles[i].position.x, rainParticle.particles[i].position.y, particle_waterdrop.width*rainParticle.particles[i].size, particle_waterdrop.height*rainParticle.particles[i].size },
(Vector2){ particle_waterdrop.width*rainParticle.particles[i].size/2, particle_waterdrop.height*rainParticle.particles[i].size/2 }, rainParticle.particles[i].rotation,
Fade(rainParticle.particles[i].color, rainParticle.particles[i].alpha));
}
// Draw Speed Particles
for (int i = 0; i < MAX_PARTICLES_SPEED; i++)
{
if (speedFX.particle[i].active) DrawRectangle(speedFX.particle[i].position.x, speedFX.particle[i].position.y, speedFX.particle[i].size.x, speedFX.particle[i].size.y , Fade(WHITE, speedFX.particle[i].alpha));
}
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (rainStormParticle.particles[i].active) DrawTexturePro(atlas01, particle_waterdrop,
(Rectangle){ rainStormParticle.particles[i].position.x, rainStormParticle.particles[i].position.y, particle_waterdrop.width*rainStormParticle.particles[i].size, particle_waterdrop.height*rainStormParticle.particles[i].size },
(Vector2){ particle_waterdrop.width*rainStormParticle.particles[i].size/2, particle_waterdrop.height*rainStormParticle.particles[i].size/2 }, rainStormParticle.particles[i].rotation,
Fade(rainStormParticle.particles[i].color, rainStormParticle.particles[i].alpha));
}
for (int i = 0; i < MAX_PARTICLES_STORM; i++)
{
if (snowStormParticle.particles[i].active) DrawTexturePro(atlas01, particle_icecrystal,
(Rectangle){ snowStormParticle.particles[i].position.x, snowStormParticle.particles[i].position.y, particle_icecrystal.width*snowStormParticle.particles[i].size, particle_icecrystal.height*snowStormParticle.particles[i].size },
(Vector2){ particle_icecrystal.width*snowStormParticle.particles[i].size/2, particle_icecrystal.height*snowStormParticle.particles[i].size/2 }, snowStormParticle.particles[i].rotation,
Fade(snowStormParticle.particles[i].color, snowStormParticle.particles[i].alpha));
}
for (int i = 0; i < MAX_PARTICLES_RAY; i++)
{
if (rayParticles.particles[i].active) DrawTexturePro(atlas01, gameplay_fx_lightraymid,
(Rectangle){ rayParticles.particles[i].position.x, rayParticles.particles[i].position.y, gameplay_fx_lightraymid.width*rayParticles.particles[i].size, gameplay_fx_lightraymid.height*rayParticles.particles[i].size },
(Vector2){ gameplay_fx_lightraymid.width*rayParticles.particles[i].size/2, gameplay_fx_lightraymid.height*rayParticles.particles[i].size/2 }, rayParticles.particles[i].rotation,
Fade(rayParticles.particles[i].color, rayParticles.particles[i].alpha));
}
if (fogAlpha != 0)
{
DrawTexturePro(atlas02, background_fog02, (Rectangle){ fogPosition, GetScreenHeight()*0.6, GetScreenWidth(), background_fog02.height}, (Vector2){ 0 , 0 }, 0, Fade(WHITE, fogAlpha));
DrawTexturePro(atlas02, background_fog02, (Rectangle){ fogPosition+GetScreenWidth(), GetScreenHeight()*0.6, GetScreenWidth(), background_fog02.height}, (Vector2){ 0 , 0 }, 0, Fade(WHITE, fogAlpha));
}
if (filterAlpha != 0 && state != FINALFORM) DrawRectangle(0, 0, GetScreenWidth(), GetScreenHeight(), Fade(SKYBLUE, filterAlpha));
DrawTexturePro(atlas01, gameplay_gui_leafcounter_base, (Rectangle){ 0, 0, gameplay_gui_leafcounter_base.width, gameplay_gui_leafcounter_base.height}, (Vector2){ 0 , 0 }, 0, WHITE);
DrawTexturePro(atlas01, gameplay_gui_seasonsclock_disc, (Rectangle) {GetScreenWidth(), 0, gameplay_gui_seasonsclock_disc.width, gameplay_gui_seasonsclock_disc.height}, (Vector2) {gameplay_gui_seasonsclock_disc.width/2, gameplay_gui_seasonsclock_disc.height/2}, // Draw a part of a texture defined by a rectangle with 'pro' parameters
clockRotation, Fade(WHITE, UIfade));
DrawTexturePro(atlas01, gameplay_gui_seasonsclock_base, (Rectangle){ (GetScreenWidth() - gameplay_gui_seasonsclock_base.width ), 0, gameplay_gui_seasonsclock_base.width, gameplay_gui_seasonsclock_base.height}, (Vector2){ 0 , 0 }, 0, Fade(WHITE, UIfade));
for (int i = 0; i < 20; i++)
{
if (((currentLeaves/5) > i) && (state != FINALFORM)) DrawTexturePro(atlas01, gameplay_gui_leafcounter_cell, (Rectangle) {87, 83, gameplay_gui_leafcounter_cell.width, gameplay_gui_leafcounter_cell.height}, (Vector2) {gameplay_gui_leafcounter_cell.width/4, 69}, i*(-18), WHITE);
else if ((power/18 >= i) && (state == FINALFORM)) DrawTexturePro(atlas01, gameplay_gui_leafcounter_cell, (Rectangle) {87, 83, gameplay_gui_leafcounter_cell.width, gameplay_gui_leafcounter_cell.height}, (Vector2) {gameplay_gui_leafcounter_cell.width/4, 69}, i*(-18), WHITE);
}
if ((currentLeaves >= LEAVESTOTRANSFORM) && (state != FINALFORM))
{
DrawTexturePro(atlas01, gameplay_gui_leafcounter_pulsel,
(Rectangle){ 85, 84, gameplay_gui_leafcounter_pulsel.width*leafGUIpulseScale, gameplay_gui_leafcounter_pulsel.height*leafGUIpulseScale},
(Vector2){ gameplay_gui_leafcounter_pulsel.width*leafGUIpulseScale/2 , gameplay_gui_leafcounter_pulsel.height*leafGUIpulseScale/2 }, 0, Fade((Color){126, 248, 25, 255}, leafGUIpulseFade));
DrawTexturePro(atlas01, gameplay_gui_leafcounter_glow,
(Rectangle){ 84, 83, gameplay_gui_leafcounter_glow.width, gameplay_gui_leafcounter_glow.height},
(Vector2){ gameplay_gui_leafcounter_glow.width/2 , gameplay_gui_leafcounter_glow.height/2 }, 0, Fade(WHITE, leafGUIglowFade));
}
if ((play == false) && playerActive)
{
if (startNum == 3) DrawTexturePro(atlas01, gameplay_countdown_3,
(Rectangle){ GetScreenWidth()/2, GetScreenHeight()/2, gameplay_countdown_3.width*numberScale, gameplay_countdown_3.height*numberScale},
(Vector2){ gameplay_countdown_3.width*numberScale/2 , gameplay_countdown_3.height*numberScale/2 }, 0, Fade(RED, numberAlpha));
else if (startNum == 2) DrawTexturePro(atlas01, gameplay_countdown_2,
(Rectangle){ GetScreenWidth()/2, GetScreenHeight()/2, gameplay_countdown_2.width*numberScale, gameplay_countdown_2.height*numberScale},
(Vector2){ gameplay_countdown_2.width*numberScale/2 , gameplay_countdown_2.height*numberScale/2 }, 0, Fade(RED, leafGUIpulseFade));
else if (startNum == 1) DrawTexturePro(atlas01, gameplay_countdown_1,
(Rectangle){ GetScreenWidth()/2, GetScreenHeight()/2, gameplay_countdown_1.width*numberScale, gameplay_countdown_1.height*numberScale},
(Vector2){ gameplay_countdown_1.width*numberScale/2 , gameplay_countdown_1.height*numberScale/2 }, 0, Fade(RED, leafGUIpulseFade));
}
// Draw text elements
//--------------------------
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (popupScore[i].active)
{
DrawTextEx(font, FormatText("%i", popupScore[i].score), popupScore[i].position, font.baseSize/4*popupScore[i].scale, -5, Fade((Color){255, 73, 73, 255}, popupScore[i].alpha));
}
}
if (popupBee.active) DrawTextEx(font, FormatText("%i", popupBee.score), popupBee.position, font.baseSize/4*popupBee.scale, -5, Fade((Color){255, 73, 73, 255}, popupBee.alpha));
if (popupEagle.active) DrawTextEx(font, FormatText("%i", popupEagle.score), popupEagle.position, font.baseSize/4*popupEagle.scale, -5, Fade((Color){255, 73, 73, 255}, popupEagle.alpha));
for (int i = 0; i < MAX_LEAVES; i++)
{
if (popupLeaves[i].active) DrawTextEx(font, FormatText("+ %i", popupLeaves[i].score), popupLeaves[i].position, font.baseSize/4*popupLeaves[i].scale, -5, Fade((Color){139, 179, 0, 255}, popupLeaves[i].alpha));
}
DrawTextEx(font, FormatText("%03i", currentLeaves), (Vector2){ 47, 50 }, font.baseSize, -8, counterColor);
if (transforming) DrawTextEx(font, textFinalForm, (Vector2){ GetScreenWidth()/2 - MeasureText(textFinalForm, 40)/2, GetScreenHeight()/4}, font.baseSize, -5, (Color){246, 133, 133, 255});
if ((currentMonth == 7) && (transitionFramesCounter >= SEASONTRANSITION/2))
{
if (randomMessage <= 4) DrawTextEx(font, textSpring1, (Vector2){GetScreenWidth()/2 - MeasureText(textSpring1, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){185, 222, 105, 255});
else DrawTextEx(font, textSpring2, (Vector2){GetScreenWidth()/2 - MeasureText(textSpring2, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){185, 222, 105, 255});
}
else if ((currentMonth == 10) && (transitionFramesCounter >= SEASONTRANSITION/2))
{
if (randomMessage <= 4) DrawTextEx(font, textSummer1, (Vector2){GetScreenWidth()/2 - MeasureText(textSummer1, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){253, 200, 108, 255});
else DrawTextEx(font, textSummer2, (Vector2){GetScreenWidth()/2 - MeasureText(textSummer2, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){253, 200, 108, 255});
}
else if ((currentMonth == 1) && (transitionFramesCounter >= SEASONTRANSITION/2))
{
if (randomMessage <= 4) DrawTextEx(font, textFall1, (Vector2){GetScreenWidth()/2 - MeasureText(textFall1, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){255, 149, 107, 255});
else DrawTextEx(font, textFall2, (Vector2){GetScreenWidth()/2 - MeasureText(textFall2, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){255, 149, 107, 255});
}
else if (currentMonth == 4 && transitionFramesCounter >= SEASONTRANSITION/2)
{
if (randomMessage <= 4) DrawTextEx(font, textWinter1, (Vector2){GetScreenWidth()/2 - MeasureText(textWinter1, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){133, 249, 253, 255});
else DrawTextEx(font, textWinter2, (Vector2){GetScreenWidth()/2 - MeasureText(textWinter2, 40)/2, GetScreenHeight()/3}, font.baseSize, -5, (Color){133, 249, 253, 255});
}
#if defined(DEBUG)
DrawRectangle(player.x, player.y, player.width, player.height, Fade(WHITE, 0.5));
for (int i = 0; i < MAX_WIND; i++)
{
if (windActive[i]) DrawRectangleRec(wind[i], Fade (GRAY, 0.4));
}
for (int i = 0; i < MAX_ENEMIES; i++)
{
if (owlActive[i]) DrawRectangleRec(owl[i], Fade(BLACK, 0.5f));
if (dingoActive[i]) DrawRectangleRec(dingo[i], Fade(BLACK, 0.5f));
if (snakeActive[i]) DrawRectangleRec(snake[i], BLACK);
}
if (beeActive) DrawRectangleRec(bee, Fade(BLACK, 0.5f));
if (eagleActive) DrawRectangleRec(eagle, Fade(BLACK, 0.5f));
switch (season)
{
case WINTER:
{
if (currentMonth == 5) DrawText("June", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
if (currentMonth == 6) DrawText("July", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
} break;
case SPRING:
{
if (currentMonth == 8) DrawText("September", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
if (currentMonth == 9) DrawText("October", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
} break;
case SUMMER:
{
if (currentMonth == 11) DrawText("December", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
if (currentMonth == 0) DrawText("January", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
} break;
case FALL:
{
if (currentMonth == 2) DrawText("March", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
if (currentMonth == 3) DrawText("April", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
} break;
case TRANSITION:
{
if (currentMonth == 4) DrawText("May", GetScreenWidth() - 140, GetScreenHeight() - 20, 20, RED);
} break;
default: break;
}
DrawText(FormatText("Score: %02i", score), 140, GetScreenHeight() - 20, 20, RED);
DrawText(FormatText("HighScore: %02i", hiscore), 600, GetScreenHeight() - 20, 20, RED);
DrawText(FormatText("SeasonChange: %03i", seasonTimer), 300, GetScreenHeight() - 20, 20, RED);
#endif
}
// Gameplay Screen Unload logic
void UnloadGameplayScreen(void)
{
// ...
}
// Gameplay Screen should finish?
int FinishGameplayScreen(void)
{
return finishScreen;
}
// Tree Spawn
static void BambooSpawn(void)
{
int counter = 0;
for (int k = 0; k < MAX_ENEMIES; k++)
{
if ((!bambooActive[k]) && (counter < 1))
{
bamboo[k].y = 0;
bamboo[k].x = GetScreenWidth();
bambooActive[k] = true;
counter++;
}
}
}
//Snake Spawn
static void SnakeSpawn(int chance)
{
int position;
int counter = 0;
for (int z = 0; z < 2; z++) posArray[z] = -1;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_ENEMIES; k++)
{
if ((!snakeActive[k]) && (counter < 1))
{
position = GetRandomValue(0, 4);
if (counter == 0) posArray[counter] = position;
snake[k].x = GetScreenWidth() - 15;
snake[k].y = 25 + GetScreenHeight()/5*position;
snakeActive[k] = true;
isHitSnake[k] = false;
counter++;
}
}
}
}
// Dingo Spawn
static void DingoSpawn(int chance)
{
int position;
int counter = 0;
for (int z = 0; z < 2; z++) posArrayDingo[z] = -1;
if (GetRandomValue(0, 100) <= chance)
{
for(int k = 0; k < MAX_ENEMIES; k++)
{
if ((!dingoActive[k]) && (counter < 1))
{
position = GetRandomValue(1, 3);
if (counter == 0) posArray[counter] = position;
dingo[k].x = GetScreenWidth() - 15;
dingo[k].y = 25 + GetScreenHeight()/5*position;
dingoActive[k] = true;
isHitDingo[k] = false;
counter++;
}
}
}
}
// Owl Spawn
static void OwlSpawn(int chance)
{
int position;
int counter = 0;
for (int z = 0; z < 2; z++) posArray[z] = -1;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_ENEMIES; k++)
{
if ((!owlActive[k]) && (!branchActive[k]) && (counter < 1))
{
position = GetRandomValue(1, 3);
if (counter == 0) posArray[counter] = position;
owl[k].x = GetScreenWidth() - 15;
owl[k].y = 25 + GetScreenHeight()/5*position;
owlActive[k] = true;
branchPos[k].x = owl[k].x;
branchPos[k].y = owl[k].y + 64;
branchActive[k] = true;
counter++;
}
}
}
}
// Leaf spawn function
static void LeafSpawn(void)
{
int counter = 0;
int maxLeavesCounter = GetRandomValue(0, 2);
for (int z = 0; z < 2; z++) posArrayLeaf[z] = -1;
for (int k = 0; k < MAX_LEAVES; k++)
{
if ((!leafActive[k]) && (counter <= maxLeavesCounter))
{
int leafPosition = GetRandomValue(0, 4);
int leafTypeSelection = GetRandomValue(0,99);
int leafSideSelection = GetRandomValue(0,1);
leafSide[k] = leafSideSelection;
if (counter == 0)
{
while (CheckArrayValue(posArray, 2, leafPosition)) leafPosition = GetRandomValue(0, 4);
posArrayLeaf[counter] = leafPosition;
}
else if (counter == 1)
{
while(leafPosition == posArrayLeaf[counter - 1] || CheckArrayValue(posArray, 2, leafPosition)) leafPosition = GetRandomValue(0, 4);
posArrayLeaf[counter] = leafPosition;
}
else if (counter == 2)
{
while((leafPosition == posArrayLeaf[counter - 1] || (leafPosition == posArrayLeaf[counter - 2])) || CheckArrayValue(posArray, 2, leafPosition)) leafPosition = GetRandomValue(0, 4);
posArrayLeaf[counter] = leafPosition;
}
leaf[k].y = 30 + GetScreenHeight()/5*leafPosition;
leaf[k].x = GetScreenWidth() - 18;
leafActive[k] = true;
if (leafTypeSelection <= 24) leafType[k] = 0;
else if ((leafTypeSelection > 24) && leafTypeSelection <= 50) leafType[k] = 1;
else if ((leafTypeSelection > 50) && leafTypeSelection <= 75) leafType[k] = 2;
else leafType[k] = 3;
counter++;
}
}
}
static void FireSpawn(int chance)
{
int counter = 0;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_FIRE; k++)
{
if ((!fireActive[k]) && (counter < 1))
{
fire[k].y = GetScreenHeight() - 30;
fire[k].x = GetScreenWidth() - 5;
//fire[k].height = 30;
fireActive[k] = true;
onFire[k] = false;
counter++;
}
}
}
}
static void IceSpawn(int chance)
{
int counter = 0;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_ICE; k++)
{
if ((!iceActive[k]) && (counter < 1))
{
ice[k].y = 0;
ice[k].x = GetScreenWidth() + 5;
iceActive[k] = true;
counter++;
}
}
}
}
static void ResinSpawn(int chance)
{
int counter = 0;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_RESIN; k++)
{
if ((!resinActive[k]) && (counter < 1))
{
int resPosition = GetRandomValue(0, 4);
while (CheckArrayValue(posArray, 2, resPosition)) resPosition = GetRandomValue(0, 4);
resin[k].y = 25 + GetScreenHeight()/5*resPosition;
resin[k].x = GetScreenWidth() + 5;
resinActive[k] = true;
counter++;
}
}
}
}
static void WindSpawn(int chance)
{
int counter = 0;
if (GetRandomValue(0, 100) <= chance)
{
for (int k = 0; k < MAX_WIND ; k++)
{
if ((!windActive[k]) && (counter < 1))
{
int resPosition = GetRandomValue(0, 4);
while (CheckArrayValue(posArray, 2, resPosition)) resPosition = GetRandomValue(0, 4);
wind[k].y = 25 + GetScreenHeight()/5*resPosition;
wind[k].x = GetScreenWidth() + 5;
windActive[k] = true;
counter++;
}
}
}
}
// Spawn bee enemy
static void BeeSpawn(int chance)
{
if ((GetRandomValue(0, 100) <= chance) && !beeActive && !alertBeeActive)
{
bee.x = GetScreenWidth();
bee.y = GetRandomValue(40, GetScreenHeight() - bee.height - 40);
beeAlertRectangle = (Rectangle){GetScreenWidth(), bee.y + gameplay_enemy_bee.height/2, 0, 0};
beeActive = false;
alertBeeActive = true;
}
}
// Spawn eagle enemy
static void EagleSpawn(int chance)
{
if ((GetRandomValue(0, 100) <= chance) && !eagleActive && !alertActive)
{
eagleDelay = 0;
eagle.x = GetScreenWidth();
eagle.y = player.y;
alertRectangle = (Rectangle){GetScreenWidth(), eagle.y + gameplay_enemy_eagle.height/2, 0, 0};
eagleActive = false;
eagleAlert = true;
alertActive = true;
}
}
// Check if the array contains a value
static bool CheckArrayValue(int *array, int arrayLength, int value)
{
for (int n = 0; n < arrayLength; n++)
{
if (array[n] == value) return 1;
}
return 0;
}
// Scroll functions
// Front parallax drawing
static void DrawParallaxFront(void)
{
Rectangle ground01 = gameplay_back_ground01;
DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset, 60, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140, 60, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*2, 55, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*3, 60, gameplay_back_tree04_layer01.width*2, gameplay_back_tree04_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*4, 60, gameplay_back_tree05_layer01.width*2, gameplay_back_tree05_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*5, 55, gameplay_back_tree06_layer01.width*2, gameplay_back_tree06_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*6, 60, gameplay_back_tree07_layer01.width*2, gameplay_back_tree07_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + 140*7, 60, gameplay_back_tree08_layer01.width*2, gameplay_back_tree08_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){(int)scrollFront, 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground01.x, ground01.y + ground01.height, ground01.width, -ground01.height}, (Rectangle){(int)scrollFront, -33, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, gameplay_back_tree01_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth(), 60, gameplay_back_tree01_layer01.width*2, gameplay_back_tree01_layer01.height*2},(Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140, 60, gameplay_back_tree02_layer01.width*2, gameplay_back_tree02_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140*2, 55, gameplay_back_tree03_layer01.width*2, gameplay_back_tree03_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140*3, 60, gameplay_back_tree04_layer01.width*2, gameplay_back_tree04_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140*4, 60, gameplay_back_tree05_layer01.width*2, gameplay_back_tree05_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140*5, 55, gameplay_back_tree06_layer01.width*2, gameplay_back_tree06_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset + GetScreenWidth() + 140*6, 60, gameplay_back_tree07_layer01.width*2, gameplay_back_tree07_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer01, (Rectangle){(int)scrollFront + parallaxFrontOffset+ GetScreenWidth() + 140*7, 60, gameplay_back_tree08_layer01.width*2, gameplay_back_tree08_layer01.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground01, (Rectangle){(int)scrollFront + GetScreenWidth(), 559, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground01.x, ground01.y + ground01.height, ground01.width, -ground01.height}, (Rectangle){(int)scrollFront+ GetScreenWidth(), -33, ground01.width*2, ground01.height*2}, (Vector2){0,0}, 0, color01);
}
// Middle parallax drawing
static void DrawParallaxMiddle(void)
{
Rectangle ground02 = gameplay_back_ground02;
DrawTexturePro(atlas02, gameplay_back_tree01_layer02, (Rectangle){(int)scrollMiddle, 67, gameplay_back_tree01_layer02.width*2, gameplay_back_tree01_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer02, (Rectangle){(int)scrollMiddle + 140, 67, gameplay_back_tree02_layer02.width*2, gameplay_back_tree02_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer02, (Rectangle){(int)scrollMiddle + 140*2, 67, gameplay_back_tree03_layer02.width*2, gameplay_back_tree03_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer02, (Rectangle){(int)scrollMiddle + 140*3, 67, gameplay_back_tree04_layer02.width*2, gameplay_back_tree04_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer02, (Rectangle){(int)scrollMiddle + 140*4, 67, gameplay_back_tree05_layer02.width*2, gameplay_back_tree05_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer02, (Rectangle){(int)scrollMiddle + 140*5, 67, gameplay_back_tree06_layer02.width*2, gameplay_back_tree06_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer02, (Rectangle){(int)scrollMiddle + 140*6, 67, gameplay_back_tree07_layer02.width*2, gameplay_back_tree07_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer02, (Rectangle){(int)scrollMiddle + 140*7, 67, gameplay_back_tree08_layer02.width*2, gameplay_back_tree08_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground02, (Rectangle){(int)scrollMiddle, 509, ground02.width*2, ground02.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground02.x, ground02.y + ground02.height, ground02.width, -ground02.height}, (Rectangle){(int)scrollMiddle, 19, ground02.width*2, ground02.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, gameplay_back_tree02_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140, 67, gameplay_back_tree02_layer02.width*2, gameplay_back_tree02_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*2, 67, gameplay_back_tree03_layer02.width*2, gameplay_back_tree03_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*3, 67, gameplay_back_tree04_layer02.width*2, gameplay_back_tree04_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*4, 67, gameplay_back_tree05_layer02.width*2, gameplay_back_tree05_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*5, 67, gameplay_back_tree06_layer02.width*2, gameplay_back_tree06_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*6, 67, gameplay_back_tree07_layer02.width*2, gameplay_back_tree07_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer02, (Rectangle){(int)scrollMiddle + GetScreenWidth() + 140*7, 67, gameplay_back_tree08_layer02.width*2, gameplay_back_tree08_layer02.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree01_layer02, (Rectangle){(int)scrollMiddle+ GetScreenWidth(), 67, gameplay_back_tree01_layer02.width*2, gameplay_back_tree01_layer02.height*2},(Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground02, (Rectangle){(int)scrollMiddle + GetScreenWidth(), 509, ground02.width*2, ground02.height*2},(Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground02.x, ground02.y + ground02.height, ground02.width, -ground02.height}, (Rectangle){(int)scrollMiddle+ GetScreenWidth(), 19, ground02.width*2, ground02.height*2}, (Vector2){0,0}, 0, color01);
}
// Back parallax drawing
static void DrawParallaxBack(void)
{
Rectangle ground03 = gameplay_back_ground03;
DrawTexturePro(atlas02, gameplay_back_tree01_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset, 67, gameplay_back_tree01_layer03.width*2, gameplay_back_tree01_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140, 67, gameplay_back_tree02_layer03.width*2, gameplay_back_tree02_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*2, 67, gameplay_back_tree03_layer03.width*2, gameplay_back_tree03_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*3, 67, gameplay_back_tree04_layer03.width*2, gameplay_back_tree04_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*4, 67, gameplay_back_tree05_layer03.width*2, gameplay_back_tree05_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*5, 67, gameplay_back_tree06_layer03.width*2, gameplay_back_tree06_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*6, 67, gameplay_back_tree07_layer03.width*2, gameplay_back_tree07_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + 140*7, 67, gameplay_back_tree08_layer03.width*2, gameplay_back_tree08_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground03, (Rectangle){(int)scrollBack, 469, ground03.width*2, ground03.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground03.x, ground03.y + ground03.height, ground03.width, -ground03.height}, (Rectangle){(int)scrollBack, 67, ground03.width*2, ground03.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, gameplay_back_tree01_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset+ GetScreenWidth(), 67, gameplay_back_tree01_layer03.width*2, gameplay_back_tree01_layer03.height*2},(Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree02_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140, 67, gameplay_back_tree02_layer03.width*2, gameplay_back_tree02_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree03_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*2, 67, gameplay_back_tree03_layer03.width*2, gameplay_back_tree03_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree04_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*3, 67, gameplay_back_tree04_layer03.width*2, gameplay_back_tree04_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree05_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*4, 67, gameplay_back_tree05_layer03.width*2, gameplay_back_tree05_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree06_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*5, 67, gameplay_back_tree06_layer03.width*2, gameplay_back_tree06_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree07_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*6, 67, gameplay_back_tree07_layer03.width*2, gameplay_back_tree07_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_tree08_layer03, (Rectangle){(int)scrollBack + parallaxBackOffset + GetScreenWidth() + 140*7, 67, gameplay_back_tree08_layer03.width*2, gameplay_back_tree08_layer03.height*2}, (Vector2){0,0}, 0, color02);
DrawTexturePro(atlas02, gameplay_back_ground03, (Rectangle){(int)scrollBack + GetScreenWidth(), 469, ground03.width*2, ground03.height*2}, (Vector2){0,0}, 0, color01);
DrawTexturePro(atlas02, (Rectangle){ground03.x, ground03.y + ground03.height, ground03.width, -ground03.height}, (Rectangle){(int)scrollBack+ GetScreenWidth(), 67, ground03.width*2, ground03.height*2}, (Vector2){0,0}, 0, color01);
}
// Linear easing animation
static float LinearEaseIn(float t, float b, float c, float d) { return c*t/d + b; }
// Transition from one color to another
static Color ColorTransition(Color initialColor, Color finalColor, int framesCounter)
{
Color currentColor;
currentColor.r = (unsigned char)LinearEaseIn((float)framesCounter, (float)initialColor.r, (float)(finalColor.r - initialColor.r), (float)(SEASONTRANSITION));
currentColor.g = (unsigned char)LinearEaseIn((float)framesCounter, (float)initialColor.g, (float)(finalColor.g - initialColor.g), (float)(SEASONTRANSITION));
currentColor.b = (unsigned char)LinearEaseIn((float)framesCounter, (float)initialColor.b, (float)(finalColor.b - initialColor.b), (float)(SEASONTRANSITION));
currentColor.a = 255;
return currentColor;
}
static void Reset(void)
{
framesCounter = 0;
finishScreen = 0;
grabCounter = 10;
bambooTimer = 0;
bambooSpawnTime = 0;
gravity = 5;
speed = 3;
score = 0;
hiscore = 0;
power = 360;
resinCount = 0;
rightAlpha = 0.5;
leftAlpha = 0.5;
speedMod = 1.2f;
transCount = 0;
windCounter = 0;
maxPower = 360;
playerActive = true;
scrollFront = 0;
scrollMiddle = 0;
scrollBack = 0;
scrollSpeed = 1.6f*TIME_FACTOR;
groundPos = 0;
resinCountjump = 0;
resinCountdrag = 0;
colorTimer = 0;
play = false;
onIce = false;
onResin = false;
jumpSpeed = 6;
transforming = false;
eagleAlert = false;
alertActive = false;
fireSpeed = 4;
seasonTimer = 0;
seasonChange = SEASONCHANGE;
monthChange = seasonChange/3;
glowing = true;
currentFrame = 0;
curFrame = 0;
curFrame1 = 1;
curFrame2 = 2;
curFrame3 = 3;
curFrameBee = 0;
fireOffset = 20;
beeMov = 0;
killCounter = 0;
currentLeaves = 0;
clockRotation = 0;
flyColor = GRAY;
globalFrameCounter = 0;
startCounter = 0;
numberAlpha = 1;
numberScale = 2.5f;
startNum = 3;
animCounter = 0;
finalFormEnd = 0;
randomMessage = 0;
years = 0;
UIfade = 1;
fogAlpha = 0;
seasons = 0;
fog = false;
clockSpeedRotation = 0;
eagleDelay = 0;
parallaxBackOffset = GetRandomValue (10, 100);
parallaxFrontOffset = GetRandomValue (100, 200);
progresionDelay = 0;
progresionFramesCounter = 0;
speedProgresion = 0;
jumpCounter = 0;
resinCounter = 0;
tornadoCounter = 0;
dashCounter = 0;
superKoalaCounter = 0;
fogSpeed = 2;
leafGUIglow = true;
leafGUIglowFade = 0;
leafGUIpulseFade = 1;
leafGUIpulseScale = 1;
//initMonth = ptm->tm_mon;
initYears = 1900 + ptm->tm_year;
//initMonth = STARTINGMONTH;
if (initSeason == 0)
{
initMonth = 11;
clockRotation = 225;
clockInitRotation = 225;
clockFinalRotation = clockInitRotation + 90;
color00 = (Color){129, 172, 86, 255}; // Summer Color
color01 = (Color){145, 165, 125, 255};
color02 = (Color){161, 130, 73, 255};
color03 = (Color){198, 103, 51, 255};
}
else if (initSeason == 1)
{
initMonth = 2;
clockRotation = 315;
clockInitRotation = 315;
clockFinalRotation = clockInitRotation + 90;
color00 = (Color){242, 113, 62, 255}; // Fall Color
color01 = (Color){190, 135, 114, 255};
color02 = (Color){144, 130, 101, 255};
color03 = (Color){214, 133, 58, 255};
}
else if (initSeason == 2)
{
initMonth = 5;
clockRotation = 45;
clockInitRotation = 45;
clockFinalRotation = clockInitRotation + 90;
color00 = (Color){130, 130, 181, 255}; // Winter Color
color01 = (Color){145, 145, 166, 255};
color02 = (Color){104, 142, 144, 255};
color03 = (Color){57, 140, 173, 255};
}
else if (initSeason == 3)
{
initMonth = 8;
clockRotation = 135;
clockInitRotation = 135;
clockFinalRotation = clockInitRotation + 90;
color00 = (Color){196, 176, 49, 255}; // Spring Color
color01 = (Color){178, 163, 67, 255};
color02 = (Color){133, 143, 90, 255};
color03 = (Color){133, 156, 42, 255};
}
currentMonth = initMonth;
leftButton.x = 0;
leftButton.y = 200;
leftButton.width = GetScreenWidth()/2;
leftButton.height = GetScreenHeight();
rightButton.x = GetScreenWidth()/2;
rightButton.y = 200;
rightButton.width = GetScreenWidth()/2;
rightButton.height = GetScreenHeight();
powerButton.x = 0;
powerButton.y = 0;
powerButton.width = GetScreenWidth()/2;
powerButton.height = 200;
finalColor.r = GetRandomValue(0, 255);
finalColor.g = GetRandomValue(0, 255);
finalColor.b = GetRandomValue(0, 255);
finalColor.a = 255;
backBar.x = 20;
backBar.y = 22;
backBar.width = maxPower + 4;
backBar.height = 24;
powerBar.x = 22;
powerBar.y = 23;
powerBar.width = power;
powerBar.height = 22;
fireAnimation.x = gameplay_props_fire_spritesheet.x;
fireAnimation.y = gameplay_props_fire_spritesheet.y;
fireAnimation.width = gameplay_props_fire_spritesheet.width/4;
fireAnimation.height = gameplay_props_fire_spritesheet.height;
windAnimation.x = gameplay_props_whirlwind_spritesheet.x;
windAnimation.y = gameplay_props_whirlwind_spritesheet.y;
windAnimation.width = gameplay_props_whirlwind_spritesheet.width/4;
windAnimation.height = gameplay_props_whirlwind_spritesheet.height;
beeAnimation.x = gameplay_enemy_bee.x;
beeAnimation.y = gameplay_enemy_bee.y;
beeAnimation.width = gameplay_enemy_bee.width/5;
beeAnimation.height = gameplay_enemy_bee.height;
eagleAnimation.x = gameplay_enemy_eagle.x;
eagleAnimation.y = gameplay_enemy_eagle.y;
eagleAnimation.width = gameplay_enemy_eagle.width/2;
eagleAnimation.height = gameplay_enemy_eagle.height;
snakeAnimation.x = gameplay_enemy_snake.x;
snakeAnimation.y = gameplay_enemy_snake.y;
snakeAnimation.width = gameplay_enemy_snake.width/3;
snakeAnimation.height = gameplay_enemy_snake.height;
dingoAnimation.x = gameplay_enemy_dingo.x;
dingoAnimation.y = gameplay_enemy_dingo.y;
dingoAnimation.width = gameplay_enemy_dingo.width/3;
dingoAnimation.height = gameplay_enemy_dingo.height;
owlAnimation.x = gameplay_enemy_owl.x;
owlAnimation.y = gameplay_enemy_owl.y;
owlAnimation.width = gameplay_enemy_owl.width/3;
owlAnimation.height = gameplay_enemy_owl.height;
koalaAnimationIddle = gameplay_koala_idle;
koalaAnimationIddle.width = gameplay_koala_idle.width/3;
koalaAnimationJump = gameplay_koala_jump;
koalaAnimationFly = gameplay_koala_fly;
koalaAnimationFly.width = gameplay_koala_fly.width/2;
koalaAnimationTransform = gameplay_koala_transform;
koalaAnimationTransform.width = gameplay_koala_transform.width/2;
snowParticle.position = (Vector2){ 0, 0 };
snowParticle.active = false;
snowStormParticle.position = (Vector2){ 0, 0 };
snowStormParticle.active = false;
backSnowParticle.position = (Vector2){ 0, 0 };
backSnowParticle.active = false;
planetreeParticle.position = (Vector2){ 0, 0 };
planetreeParticle.active = false;
backPlanetreeParticle.position = (Vector2){ 0, 0 };
backPlanetreeParticle.active = false;
dandelionParticle.active = false;
dandelionBackParticle.position = (Vector2){ 0, 0};
flowerParticle.position = (Vector2){ 0, 0 };
flowerParticle.active = false;
backFlowerParticle.position = (Vector2){ 0, 0 };
backFlowerParticle.active = false;
rainParticle.position = (Vector2){ 0, 0 };
rainParticle.active = false;
rainStormParticle.position = (Vector2){ 0, 0 };
rainStormParticle.active = false;
backRainParticle.position = (Vector2){ 0, 0 };
backRainParticle.active = false;
rayParticles.position = (Vector2){ 0, 0 };
rayParticles.active = false;
backRayParticles.position = (Vector2){ 0, 0 };
backRayParticles.active = false;
speedFX.active = false;
clockPosition = (Vector2){GetScreenWidth(), 0};
for (int j = 0; j < MAX_PARTICLES; j++)
{
snowParticle.particles[j].active = false;
snowParticle.particles[j].position = (Vector2){ 0, 0 };
snowParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
snowParticle.particles[j].rotation = GetRandomValue(0, 360);
snowParticle.particles[j].color = WHITE;
snowParticle.particles[j].alpha = 1.0f;
backSnowParticle.particles[j].active = false;
backSnowParticle.particles[j].position = (Vector2){ 0, 0 };
backSnowParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
backSnowParticle.particles[j].rotation = GetRandomValue(0, 360);
backSnowParticle.particles[j].color = WHITE;
backSnowParticle.particles[j].alpha = 0.7f;
planetreeParticle.particles[j].active = false;
planetreeParticle.particles[j].position = (Vector2){ 0, 0 };
planetreeParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
planetreeParticle.particles[j].rotation = GetRandomValue(0, 360);
planetreeParticle.particles[j].color = WHITE;
planetreeParticle.particles[j].alpha = 1.0f;
backPlanetreeParticle.particles[j].active = false;
backPlanetreeParticle.particles[j].position = (Vector2){ 0, 0 };
backPlanetreeParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
backPlanetreeParticle.particles[j].rotation = GetRandomValue(0, 360);
backPlanetreeParticle.particles[j].color = WHITE;
backPlanetreeParticle.particles[j].alpha = 0.7f;
dandelionParticle.particles[j].active = false;
dandelionParticle.particles[j].position = (Vector2){ 0, 0 };
dandelionParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
dandelionParticle.particles[j].rotation = 0;
dandelionParticle.particles[j].color = WHITE;
dandelionParticle.particles[j].alpha = 1;
dandelionParticle.particles[j].rotPhy = GetRandomValue(0 , 180);
dandelionBackParticle.particles[j].active = false;
dandelionBackParticle.particles[j].position = (Vector2){ 0, 0 };
dandelionBackParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
dandelionBackParticle.particles[j].rotation = 0;
dandelionBackParticle.particles[j].color = WHITE;
dandelionBackParticle.particles[j].alpha = 0.7f;
dandelionBackParticle.particles[j].rotPhy = GetRandomValue(0 , 180);
flowerParticle.particles[j].active = false;
flowerParticle.particles[j].position = (Vector2){ 0, 0 };
flowerParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
flowerParticle.particles[j].rotation = GetRandomValue(0, 360);
flowerParticle.particles[j].color = WHITE;
flowerParticle.particles[j].alpha = 1.0f;
backFlowerParticle.particles[j].active = false;
backFlowerParticle.particles[j].position = (Vector2){ 0, 0 };
backFlowerParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
backFlowerParticle.particles[j].rotation = GetRandomValue(0, 360);
backFlowerParticle.particles[j].color = WHITE;
backFlowerParticle.particles[j].alpha = 0.7f;
rainParticle.particles[j].active = false;
rainParticle.particles[j].position = (Vector2){ 0, 0 };
rainParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
rainParticle.particles[j].rotation = -20;
rainParticle.particles[j].color = WHITE;
rainParticle.particles[j].alpha = 1.0f;
backRainParticle.particles[j].active = false;
backRainParticle.particles[j].position = (Vector2){ 0, 0 };
backRainParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
backRainParticle.particles[j].rotation = -20;
backRainParticle.particles[j].color = WHITE;
backRainParticle.particles[j].alpha = 0.7f;
}
for (int j = 0; j < MAX_PARTICLES_SPEED; j++)
{
speedFX.particle[j].position = (Vector2){ 0, 0 };
speedFX.particle[j].color = WHITE;
speedFX.particle[j].alpha = 1.0f;
speedFX.particle[j].size = (Vector2){GetScreenWidth(), GetRandomValue(10, 50)/10};
speedFX.particle[j].rotation = 0.0f;
speedFX.particle[j].active = false;
}
for (int j = 0; j < MAX_PARTICLES_STORM; j++)
{
rainStormParticle.particles[j].active = false;
rainStormParticle.particles[j].position = (Vector2){ 0, 0 };
rainStormParticle.particles[j].size = (float)GetRandomValue(3, 9)/10;
rainStormParticle.particles[j].rotation = -40;
rainStormParticle.particles[j].color = WHITE;
rainStormParticle.particles[j].alpha = 1.0f;
}
for (int j = 0; j < MAX_PARTICLES_STORM; j++)
{
snowStormParticle.particles[j].active = false;
snowStormParticle.particles[j].position = (Vector2){ 0, 0 };
snowStormParticle.particles[j].size = (float)GetRandomValue(2, 8)/10;
snowStormParticle.particles[j].rotation = 40;
snowStormParticle.particles[j].color = WHITE;
snowStormParticle.particles[j].alpha = 1.0f;
}
for (int i = 0; i < MAX_PARTICLES_RAY; i++)
{
rayParticles.particles[i].position = (Vector2){ 0, 0 };
rayParticles.particles[i].color.r = 255;
rayParticles.particles[i].color.g = 255;
rayParticles.particles[i].color.b = 182;
rayParticles.particles[i].color.a = 255;
rayParticles.particles[i].alpha = 0.0f;
rayParticles.particles[i].size = (float)(GetRandomValue(30, 70)/10);
rayParticles.particles[i].rotation = 0.0f;
rayParticles.particles[i].active = false;
rayParticles.particles[i].fading = false;
rayParticles.particles[i].delayCounter = 0;
backRayParticles.particles[i].position = (Vector2){ 0, 0 };
backRayParticles.particles[i].color.r = 255;
backRayParticles.particles[i].color.g = 255;
backRayParticles.particles[i].color.b = 182;
backRayParticles.particles[i].color.a = 255;
backRayParticles.particles[i].alpha = 0.0f;
backRayParticles.particles[i].size = (float)(GetRandomValue(10, 20)/10);
backRayParticles.particles[i].rotation = 0.0f;
backRayParticles.particles[i].active = false;
backRayParticles.particles[i].fading = false;
backRayParticles.particles[i].delayCounter = 0;
}
for (int i = 0; i < MAX_KILLS; i++) killHistory[i] = 0;
for (int i = 0; i < MAX_BAMBOO; i++)
{
bamboo[i].x = 150 + 200*i;
bamboo[i].y = 0;
bamboo[i].width = 50;
bamboo[i].height = GetScreenHeight();
if(i > 5) bambooActive[i] = false;
else bambooActive[i] = true;
}
for (int i = 0; i < MAX_FIRE; i++)
{
fire[i].x = -200;
fire[i].y = GetScreenHeight() - 30;
fire[i].width = 30;
fire[i].height = 720;
fireActive[i] = false;
onFire[i] = false;
fireCounter[i] = 0;
}
for (int i = 0; i < MAX_ICE; i++)
{
ice[i].x = -100;
ice[i].y = 0;
ice[i].width = 10;
ice[i].height = GetScreenHeight();
iceActive[i] = false;
}
for (int i = 0; i < MAX_RESIN; i++)
{
resin[i].x = -100;
resin[i].y = 0;
resin[i].width = 32;
resin[i].height = 50;
resinActive[i] = false;
}
for (int i = 0; i < MAX_WIND; i++)
{
wind[i].x = -100;
wind[i].y = 0;
wind[i].width = 70;
wind[i].height = 100;
windActive[i] = false;
}
for (int i = 0; i < MAX_ENEMIES; i++)
{
snake[i].x = 0;
snake[i].y = 0;
snake[i].width = 50;
snake[i].height = 60;
snakeActive[i] = false;
isHitSnake[i] = false;
dingo[i].x = -100;
dingo[i].y = 0;
dingo[i].width = 64;
dingo[i].height = 90;
dingoActive[i] = false;
isHitDingo[i] = false;
owl[i].x = -100;
owl[i].y = 0;
owl[i].width = 40;
owl[i].height = 60;
owlActive[i] = false;
branchActive[i] = false;
isHitOwl[i] = false;
branchPos[i].x = owl[i].x;
branchPos[i].y = owl[i].y;
enemyHit[i].position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
enemyHit[i].speed = (Vector2){ (float)GetRandomValue(-500, 500)/100, (float)GetRandomValue(-500, 500)/100 };
enemyHit[i].size = (float)GetRandomValue(1, 45)/30;
enemyHit[i].rotation = GetRandomValue(0, 360);
enemyHit[i].color = RED;
enemyHit[i].alpha = 1.0f;
enemyHit[i].active = false;
popupScore[i].position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
popupScore[i].scale = (float)GetRandomValue(1, 45)/30;
popupScore[i].alpha = 1.0f;
popupScore[i].active = false;
}
for (int i = 0; i < MAX_LEAVES; i++)
{
leaf[i].x = 0;
leaf[i].y = 0;
leaf[i].width = 30;
leaf[i].height = 30;
leafActive[i] = false;
leafType[i] = -1;
leafParticles[i].position = (Vector2){ 0, 0 };
leafParticles[i].active = false;
popupLeaves[i].position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
popupLeaves[i].scale = (float)GetRandomValue(1, 45)/30;
popupLeaves[i].alpha = 1.0f;
popupLeaves[i].score = 0;
popupLeaves[i].active = false;
for (int j = 0; j < 32; j++)
{
leafParticles[i].particles[j].active = false;
leafParticles[i].particles[j].position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
leafParticles[i].particles[j].speed = (Vector2){ (float)GetRandomValue(-500, 500)/100, (float)GetRandomValue(-500, 500)/100 };
leafParticles[i].particles[j].size = (float)GetRandomValue(3, 10)/5;
leafParticles[i].particles[j].rotation = GetRandomValue(0, 360);
leafParticles[i].particles[j].color = WHITE;
leafParticles[i].particles[j].alpha = 1.0f;
}
}
player.x = GetScreenWidth()*0.26f;
player.y = 100;
player.width = 35;
player.height = 60;
bee.x = -200;
bee.y = 0;
bee.width = 50;
bee.height = 32;
beeActive = false;
popupBee.position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
popupBee.scale = (float)GetRandomValue(1, 45)/30;
popupBee.alpha = 1.0f;
popupBee.active = false;
eagle.x = -128;
eagle.y = 0;
eagle.width = 200;
eagle.height = 80;
eagleActive = false;
popupEagle.position = (Vector2){ GetRandomValue(-20, 20), GetRandomValue(-20, 20) };
popupEagle.scale = (float)GetRandomValue(1, 45)/30;
popupEagle.alpha = 1.0f;
popupEagle.active = false;
counterColor.r = 255;
counterColor.g = 224;
counterColor.b = 185;
counterColor.a = 255;
zero.x = 0;
zero.y = 0;
firePos.x = -200;
firePos.y = 0;
textSize = MeasureTextEx(font, "3", font.baseSize*5, 2);
}