raylib/games/skully_escape/player.c
raysan5 4a3509f06d Added game sources: Skully Escape
This game was developed for King GameJam 2015
2016-02-07 11:09:12 +01:00

281 lines
7.3 KiB
C

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