doublejointed.c 25 KB

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  1. /*******************************************************************************************
  2. *
  3. * Double Jointed - Double Dragon parody.
  4. *
  5. *
  6. *
  7. *
  8. *
  9. *
  10. ********************************************************************************************/
  11. #include "raylib.h"
  12. #define MAX_FRAME_SPEED 15
  13. #define MIN_FRAME_SPEED 1
  14. #define animIdle 0
  15. #define animKick 1
  16. #define animHit1 2
  17. #define animUcut 3
  18. #define animHit2 4
  19. #define animWalk 5
  20. #define animDamage 6
  21. #define animFlying 7
  22. #define MAX_PLAYERS 1
  23. #define MAX_ENTITIES 2
  24. #define MAX_ITEMS 2
  25. typedef struct item{
  26. bool active;
  27. float facing;
  28. Vector2 position;
  29. int currentFrame;
  30. Rectangle frameRec;
  31. float angle;
  32. float incx;
  33. float incy;
  34. float shadey;
  35. }item;
  36. static struct item it[MAX_ITEMS];
  37. typedef struct entity{
  38. bool active;
  39. float facing; //-1 left, 1 right
  40. Vector2 position;
  41. int w;
  42. int h;
  43. float health;
  44. int damagedelay;
  45. int currentFrame;
  46. int currentAnim; // which animation is currenty active
  47. int lastAnim;
  48. int framesCounter;
  49. int frame_start;
  50. int frame_end;
  51. int lastFiretime;
  52. int lastFireAnim;
  53. Rectangle frameRec;
  54. int mod; //collumn of sprites (+5 = enemy1 +9 = enemy headless)
  55. }entity;
  56. static struct entity e[MAX_ENTITIES];
  57. typedef struct player{
  58. bool active;
  59. float facing; //-1 left, 1 right
  60. Vector2 position;
  61. int w;
  62. int h;
  63. int hitcombo;
  64. int score;
  65. int health;
  66. int currentFrame;
  67. int currentAnim; // which animation is currenty active
  68. int lastAnim;
  69. int framesCounter;
  70. int frame_start;
  71. int frame_end;
  72. int keynothingtime; // when key is down this is zero (used to disable animations..)
  73. int lastFiretime;
  74. int lastFireAnim;
  75. }player;
  76. static struct player p[MAX_PLAYERS];
  77. // controls for player (true/false) ,,add function to read keyboard/joypad/touchscreen
  78. bool LEFT;
  79. bool RIGHT;
  80. bool UP;
  81. bool DOWN;
  82. bool FIRE1;
  83. bool FIRE2;
  84. // currentframe hold the current position of the cells (typewriter style)
  85. int currentFrame;
  86. int framesSpeed = 8; // Number of spritesheet frames shown by second
  87. Rectangle frameRec = { 0.0f, 0.0f, (float)96, (float)96 };
  88. int frame_start = 0;
  89. int frame_end = 0;
  90. int frame_kickstart = 1;
  91. int frame_kickend = 3;
  92. int frame_hit1start = 16;
  93. int frame_hit1end = 18;
  94. int frame_ucutstart = 31;
  95. int frame_ucutend = 33;
  96. int frame_hit2start = 46;
  97. int frame_hit2end = 48;
  98. int frame_walkstart = 61;
  99. int frame_walkend = 62;
  100. int frame_damagestart = 76;
  101. int frame_damageend = 77;
  102. int frame_flyingstart = 92;
  103. int frame_flyingend = 93;
  104. int frame_idlestart = 1;
  105. int frame_idleend = 1;
  106. // this sets the frame to start and sets start and end position(loop)
  107. void setanimation(int anim);
  108. void drawplayers(bool shade);
  109. void updateplayer(int player);
  110. void setplayeranimation(int player, int anim);
  111. void playercontrols(int player);
  112. void drawentities(bool shade);
  113. void setentityanimation(int entity, int anim);
  114. void updateentity(int entity);
  115. void drawitems();
  116. void updateitems();
  117. // Our rectsoverlap function. Returns true/false.
  118. static bool rectsoverlap(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2);
  119. Texture2D scarfy;
  120. Texture2D backg;
  121. int main(void)
  122. {
  123. // Initialization
  124. //--------------------------------------------------------------------------------------
  125. const int screenWidth = 940;
  126. const int screenHeight = 720;
  127. InitWindow(screenWidth, screenHeight, "raylib [texture] example - texture rectangle");
  128. // NOTE: Textures MUST be loaded after Window initialization (OpenGL context is required)
  129. //Texture2D scarfy = LoadTexture("resources/mrskelly.png"); // Texture loading
  130. //Texture2D backg = LoadTexture("resources/onedragon.png");
  131. scarfy = LoadTexture("resources/mrskelly.png"); // Texture loading
  132. backg = LoadTexture("resources/onedragon.png");
  133. Vector2 position = { 350.0f, 480.0f };
  134. //Rectangle frameRec = { 0.0f, 0.0f, (float)96, (float)96 };
  135. //int currentFrame = frame_kickstart;
  136. int framesCounter = 0;
  137. SetTargetFPS(60); // Set our game to run at 60 frames-per-second
  138. //--------------------------------------------------------------------------------------
  139. //setanimation(animKick);
  140. //setanimation(animFlying);
  141. it[0].frameRec = (Rectangle){ 0.0f, 0.0f, (float)96, (float)96 };
  142. it[1].frameRec = (Rectangle){ 0.0f, 0.0f, (float)96, (float)96 };
  143. e[0].health = 10;
  144. e[0].frameRec = (Rectangle){ 0.0f, 0.0f, (float)96, (float)96 };
  145. e[0].facing=1;
  146. e[0].position.y = 470;
  147. e[0].position.x = 320;
  148. e[0].mod = 5;
  149. setentityanimation(0,animIdle);
  150. e[1].health = 10;
  151. e[1].frameRec = (Rectangle){ 0.0f, 0.0f, (float)96, (float)96 };
  152. e[1].facing=1;
  153. e[1].position.y = 270;
  154. e[1].position.x = 320;
  155. e[1].mod = 5;
  156. setentityanimation(1,animIdle);
  157. p[0].facing=1;
  158. p[0].position.y = 370;
  159. p[0].position.x = 320;
  160. setplayeranimation(0,animIdle);
  161. //other sprites -
  162. int mod=0;
  163. // Main game loop
  164. while (!WindowShouldClose()) // Detect window close button or ESC key
  165. {
  166. playercontrols(0);
  167. updateplayer(0);
  168. updateentity(0);
  169. updateentity(1);
  170. updateitems();
  171. /*
  172. // Update
  173. //----------------------------------------------------------------------------------
  174. framesCounter++;
  175. // Switch between characters
  176. if(GetRandomValue(0,100)==1){
  177. setanimation(GetRandomValue(1,7));
  178. switch(GetRandomValue(0,2)){
  179. case 0:
  180. mod=0;
  181. break;
  182. case 1:
  183. mod=5;
  184. break;
  185. case 2:
  186. mod = 9;
  187. break;
  188. }
  189. }
  190. if (framesCounter >= (60/framesSpeed))
  191. {
  192. framesCounter = 0;
  193. currentFrame++;
  194. if (currentFrame > frame_end) currentFrame = frame_start;
  195. int ypos = currentFrame/15;
  196. frameRec.y = (float)(currentFrame/15)*(float)96;
  197. frameRec.x = (float)((currentFrame+mod)-ypos*15)*(float)96;
  198. }
  199. // temp controls
  200. if (IsKeyDown(KEY_RIGHT)) position.x+=2;
  201. else if (IsKeyDown(KEY_LEFT)) position.x-=2;
  202. if (IsKeyDown(KEY_DOWN)) position.y+=2;
  203. else if (IsKeyDown(KEY_UP)) position.y-=2;
  204. */
  205. //----------------------------------------------------------------------------------
  206. // Draw
  207. //----------------------------------------------------------------------------------
  208. BeginDrawing();
  209. ClearBackground(RAYWHITE);
  210. DrawTexture(backg, 0, 0, WHITE);
  211. //DrawTexture(scarfy, 15, 40, WHITE);
  212. drawplayers(true);
  213. drawentities(true);
  214. drawitems();
  215. // spceial case if player is near enemy check if he is below than draw infront.
  216. if(rectsoverlap(p[0].position.x,p[0].position.y,96,96,e[0].position.x,e[0].position.y,96,96)){
  217. if(p[0].position.y>e[0].position.y){
  218. drawplayers(false);
  219. }
  220. }
  221. /*
  222. DrawRectangleLines(15, 40, scarfy.width, scarfy.height, LIME);
  223. DrawRectangleLines(15 + (int)frameRec.x, 40 + (int)frameRec.y, (int)frameRec.width, (int)frameRec.height, RED);
  224. DrawText("FRAME SPEED: ", 165, 210, 10, DARKGRAY);
  225. DrawText(TextFormat("%02i FPS", framesSpeed), 575, 210, 10, DARKGRAY);
  226. DrawText("PRESS RIGHT/LEFT KEYS to CHANGE SPEED!", 290, 240, 10, DARKGRAY);
  227. for (int i = 0; i < MAX_FRAME_SPEED; i++)
  228. {
  229. if (i < framesSpeed) DrawRectangle(250 + 21*i, 205, 20, 20, RED);
  230. DrawRectangleLines(250 + 21*i, 205, 20, 20, MAROON);
  231. }
  232. //DrawTextureRec(scarfy, frameRec, position, WHITE); // Draw part of the texture
  233. DrawTextureRec(scarfy, frameRec, (Vector2){position.x+96,position.y}, WHITE); // Draw part of the texture
  234. DrawTexturePro(scarfy, (Rectangle){frameRec.x,frameRec.y,-96,96},// the -96 (-)means mirror on x axis
  235. (Rectangle){position.x,position.y,96,96},
  236. (Vector2){0,0},0,WHITE);
  237. DrawText("(c) Scarfy sprite by Eiden Marsal", screenWidth - 200, screenHeight - 20, 10, GRAY);
  238. */
  239. DrawRectangle(0,2,screenWidth,23,WHITE);
  240. DrawText("Cursor LEFT/RIGHT/UP/DOWN Z(FIRE1)/X(FIRE2)", 0, 0, 30, BLACK);
  241. DrawText(FormatText("hitcombo %i",p[0].hitcombo), 0, 20, 30, BLACK);
  242. EndDrawing();
  243. //----------------------------------------------------------------------------------
  244. }
  245. // De-Initialization
  246. //--------------------------------------------------------------------------------------
  247. UnloadTexture(scarfy); // Texture unloading
  248. UnloadTexture(backg);
  249. CloseWindow(); // Close window and OpenGL context
  250. //--------------------------------------------------------------------------------------
  251. return 0;
  252. }
  253. void setanimation(int anim){
  254. switch(anim){
  255. case animKick:
  256. frame_start = frame_kickstart;
  257. frame_end = frame_kickend;
  258. break;
  259. case animHit1:
  260. frame_start = frame_hit1start;
  261. frame_end = frame_hit1end;
  262. break;
  263. case animUcut:
  264. frame_start = frame_ucutstart;
  265. frame_end = frame_ucutend;
  266. break;
  267. case animHit2:
  268. frame_start = frame_hit2start;
  269. frame_end = frame_hit2end;
  270. break;
  271. case animWalk:
  272. frame_start = frame_walkstart;
  273. frame_end = frame_walkend;
  274. break;
  275. case animDamage:
  276. frame_start = frame_damagestart;
  277. frame_end = frame_damageend;
  278. break;
  279. case animFlying:
  280. frame_start = frame_flyingstart;
  281. frame_end = frame_flyingend;
  282. break;
  283. }
  284. currentFrame = frame_start;
  285. }
  286. void drawitems(){
  287. for(int i=0;i<MAX_ITEMS;i++){
  288. if(it[i].active==false)continue;
  289. DrawEllipse(it[i].position.x+47,it[i].shadey+106,16,8,(Color){0,0,0,96});
  290. // get the head cell
  291. it[i].frameRec.y = 0;
  292. it[i].frameRec.x = 96*4;
  293. //DrawTextureRec(scarfy, it[0].frameRec, (Vector2){it[0].position.x,it[0].position.y}, WHITE); // Draw part of the texture
  294. DrawTexturePro(scarfy, (Rectangle){it[i].frameRec.x,it[i].frameRec.y,-96,96},// the -96 (-)means mirror on x axis
  295. (Rectangle){it[i].position.x+48,it[i].position.y+48,96,96},
  296. (Vector2){96/2,96/2},it[i].angle,WHITE);
  297. }
  298. }
  299. void drawentities(bool shade){
  300. for(int i=0;i<MAX_ENTITIES;i++){
  301. if(e[i].facing==1){
  302. if(shade)DrawEllipse(e[i].position.x+40,e[i].position.y+96,20,10,(Color){0,0,0,96});
  303. DrawTextureRec(scarfy, e[i].frameRec, (Vector2){e[i].position.x,e[i].position.y}, WHITE); // Draw part of the texture
  304. }else{
  305. if(shade)DrawEllipse(e[i].position.x+48,e[i].position.y+96,20,10,(Color){0,0,0,96});
  306. DrawTexturePro(scarfy, (Rectangle){e[i].frameRec.x,e[i].frameRec.y,-96,96},// the -96 (-)means mirror on x axis
  307. (Rectangle){e[i].position.x,e[i].position.y,96,96},
  308. (Vector2){0,0},0,WHITE);
  309. }
  310. }
  311. }
  312. void drawplayers(bool shade){
  313. if(p[0].facing==1){
  314. if(shade)DrawEllipse(p[0].position.x+40,p[0].position.y+96,20,10,(Color){0,0,0,96});
  315. DrawTextureRec(scarfy, frameRec, (Vector2){p[0].position.x,p[0].position.y}, WHITE); // Draw part of the texture
  316. }else{
  317. if(shade)DrawEllipse(p[0].position.x+48,p[0].position.y+96,20,10,(Color){0,0,0,96});
  318. DrawTexturePro(scarfy, (Rectangle){frameRec.x,frameRec.y,-96,96},// the -96 (-)means mirror on x axis
  319. (Rectangle){p[0].position.x,p[0].position.y,96,96},
  320. (Vector2){0,0},0,WHITE);
  321. }
  322. }
  323. void setentityanimation(int entity, int anim){
  324. e[entity].lastAnim = anim;
  325. switch(anim){
  326. case animIdle:
  327. e[entity].frame_start = frame_idlestart+e[entity].mod;
  328. e[entity].frame_end = frame_idleend+e[entity].mod;
  329. e[entity].currentFrame = e[entity].frame_start;
  330. break;
  331. case animKick:
  332. e[entity].frame_start = frame_kickstart+e[entity].mod;
  333. e[entity].frame_end = frame_kickend+e[entity].mod;
  334. e[entity].currentFrame = e[entity].frame_start;
  335. break;
  336. case animHit1:
  337. e[entity].frame_start = frame_hit1start+e[entity].mod;
  338. e[entity].frame_end = frame_hit1end+e[entity].mod;
  339. e[entity].currentFrame = e[entity].frame_start;
  340. break;
  341. case animUcut:
  342. e[entity].frame_start = frame_ucutstart+e[entity].mod;
  343. e[entity].frame_end = frame_ucutend+e[entity].mod;
  344. e[entity].currentFrame = e[entity].frame_start;
  345. break;
  346. case animHit2:
  347. e[entity].frame_start = frame_hit2start+e[entity].mod;
  348. e[entity].frame_end = frame_hit2end+e[entity].mod;
  349. e[entity].currentFrame = e[entity].frame_start;
  350. break;
  351. case animWalk:
  352. if(p[0].currentAnim!=animWalk){
  353. e[entity].frame_start = frame_walkstart+e[entity].mod;
  354. e[entity].frame_end = frame_walkend+e[entity].mod;
  355. e[entity].currentFrame = e[entity].frame_start;
  356. }
  357. break;
  358. case animDamage:
  359. e[entity].frame_start = frame_damagestart+e[entity].mod;
  360. e[entity].frame_end = frame_damageend+e[entity].mod;
  361. e[entity].currentFrame = e[entity].frame_start;
  362. break;
  363. case animFlying:
  364. e[entity].frame_start = frame_flyingstart+e[entity].mod;
  365. e[entity].frame_end = frame_flyingend+e[entity].mod;
  366. e[entity].currentFrame = e[entity].frame_start;
  367. break;
  368. }
  369. e[entity].currentAnim = anim;
  370. }
  371. void setplayeranimation(int player, int anim){
  372. p[player].lastAnim = anim;
  373. switch(anim){
  374. case animIdle:
  375. p[player].frame_start = frame_idlestart;
  376. p[player].frame_end = frame_idleend;
  377. p[player].currentFrame = p[player].frame_start;
  378. break;
  379. case animKick:
  380. p[player].frame_start = frame_kickstart;
  381. p[player].frame_end = frame_kickend;
  382. p[player].currentFrame = p[player].frame_start;
  383. break;
  384. case animHit1:
  385. p[player].frame_start = frame_hit1start;
  386. p[player].frame_end = frame_hit1end;
  387. p[player].currentFrame = p[player].frame_start;
  388. break;
  389. case animUcut:
  390. p[player].frame_start = frame_ucutstart;
  391. p[player].frame_end = frame_ucutend;
  392. p[player].currentFrame = p[player].frame_start;
  393. break;
  394. case animHit2:
  395. p[player].frame_start = frame_hit2start;
  396. p[player].frame_end = frame_hit2end;
  397. p[player].currentFrame = p[player].frame_start;
  398. break;
  399. case animWalk:
  400. if(p[0].currentAnim!=animWalk){
  401. p[player].frame_start = frame_walkstart;
  402. p[player].frame_end = frame_walkend;
  403. p[player].currentFrame = p[player].frame_start;
  404. }
  405. break;
  406. case animDamage:
  407. p[player].frame_start = frame_damagestart;
  408. p[player].frame_end = frame_damageend;
  409. p[player].currentFrame = p[player].frame_start;
  410. break;
  411. case animFlying:
  412. p[player].frame_start = frame_flyingstart;
  413. p[player].frame_end = frame_flyingend;
  414. p[player].currentFrame = p[player].frame_start;
  415. break;
  416. }
  417. p[player].currentAnim = anim;
  418. }
  419. void updateitems(){
  420. for(int i=0;i<MAX_ITEMS;i++){
  421. if(it[i].incx!=0){
  422. if(it[i].incx>0){
  423. it[i].incx-=.05;
  424. it[i].angle+=10;
  425. }
  426. if(it[i].incx<0){
  427. it[i].incx+=.05;
  428. it[i].angle-=10;
  429. }
  430. if(it[i].incx>-0.1 && it[i].incx<0.1){
  431. it[i].incx=0;
  432. }
  433. it[i].incy+=.42;
  434. it[i].position.x+=it[i].incx;
  435. if(it[i].incy<8)it[i].position.y+=it[i].incy;
  436. }
  437. }
  438. }
  439. void updateentity(int entity){
  440. // animation
  441. e[entity].lastFiretime++;
  442. e[entity].framesCounter++;
  443. if (e[entity].framesCounter >= (60/framesSpeed))
  444. {
  445. e[entity].framesCounter = 0;
  446. e[entity].currentFrame++;
  447. if (e[entity].currentFrame > e[entity].frame_end) e[entity].currentFrame = e[entity].frame_start;
  448. int ypos = e[entity].currentFrame/15;
  449. e[entity].frameRec.y = (float)(e[entity].currentFrame/15)*(float)96;
  450. e[entity].frameRec.x = (float)((e[entity].currentFrame)-ypos*15)*(float)96;
  451. }
  452. if(e[entity].currentAnim == animDamage){
  453. setentityanimation(entity,animIdle);
  454. }
  455. if(e[entity].currentAnim == animWalk){
  456. setentityanimation(entity,animIdle);
  457. }
  458. if(e[entity].currentAnim == animHit1){
  459. setentityanimation(entity,animIdle);
  460. }
  461. if(e[entity].currentAnim == animHit2){
  462. setentityanimation(entity,animIdle);
  463. }
  464. if(e[entity].currentAnim == animKick){
  465. setentityanimation(entity,animIdle);
  466. }
  467. }
  468. void updateplayer(int player){
  469. // animation
  470. p[player].lastFiretime++;
  471. p[player].keynothingtime++;
  472. p[player].framesCounter++;
  473. if (p[0].framesCounter >= (60/framesSpeed))
  474. {
  475. p[0].framesCounter = 0;
  476. p[0].currentFrame++;
  477. if (p[0].currentFrame > p[0].frame_end) p[0].currentFrame = p[0].frame_start;
  478. int ypos = p[0].currentFrame/15;
  479. frameRec.y = (float)(p[0].currentFrame/15)*(float)96;
  480. frameRec.x = (float)((p[0].currentFrame)-ypos*15)*(float)96;
  481. }
  482. //
  483. // Player hits a enemy!
  484. //
  485. // Is he nearby
  486. for(int entity=0;entity<MAX_ENTITIES;entity++){
  487. if(e[entity].damagedelay>0)e[entity].damagedelay-=1;
  488. if(rectsoverlap(p[player].position.x,p[player].position.y,70,60,e[entity].position.x,e[entity].position.y+10,60,40)){
  489. // Are we on the final damaging frame.
  490. if(p[0].currentFrame == frame_hit1end || p[0].currentFrame == frame_hit2end || p[0].currentFrame == frame_kickend || p[0].currentFrame == frame_ucutend){
  491. // Are we faced into the right direction
  492. bool goahead=false;
  493. if(p[player].facing==-1 && e[entity].position.x<p[player].position.x){
  494. goahead=true;
  495. }
  496. if(p[player].facing==1 && e[entity].position.x>p[player].position.x){
  497. goahead=true;
  498. }
  499. // We have hit 'em
  500. if(goahead && e[entity].damagedelay==0){
  501. //
  502. e[entity].damagedelay=10;
  503. //if(e[0].health>0)e[0].health-=2;
  504. //if(e[0].health<4 && e[0].health>0 && p[player].hitcombo==4){
  505. if(p[player].hitcombo==4){
  506. p[player].hitcombo=0;
  507. e[entity].health=0;
  508. setentityanimation(entity,animDamage);
  509. //
  510. if(e[entity].mod==5){
  511. e[entity].mod = 9;
  512. it[entity].active=true;
  513. it[entity].shadey=e[entity].position.y;
  514. it[entity].incx=5;
  515. it[entity].incy=-5;
  516. it[entity].position = e[entity].position;
  517. if(p[0].position.x>e[entity].position.x)it[entity].incx=-it[entity].incx;
  518. }
  519. }else{
  520. if(p[player].hitcombo==4)p[player].hitcombo=0;
  521. setentityanimation(entity,animDamage);
  522. p[player].hitcombo++;
  523. }
  524. }
  525. }
  526. }
  527. }
  528. // player movement
  529. if(p[player].currentAnim == animWalk && p[player].keynothingtime>1){
  530. setplayeranimation(player,animIdle);
  531. }
  532. if(p[player].currentAnim == animHit1 && p[player].keynothingtime>15){
  533. setplayeranimation(player,animIdle);
  534. }
  535. if(p[player].currentAnim == animHit2 && p[player].keynothingtime>15){
  536. setplayeranimation(player,animIdle);
  537. }
  538. if(p[player].currentAnim == animUcut && p[player].keynothingtime>15){
  539. setplayeranimation(player,animIdle);
  540. }
  541. if(p[player].currentAnim == animKick && p[player].keynothingtime>15){
  542. setplayeranimation(player,animIdle);
  543. }
  544. if(LEFT==false && RIGHT==false && UP==false && DOWN==false && FIRE1){
  545. bool cont=true;
  546. if(p[player].lastFireAnim == animHit1 || p[player].lastFireAnim == animHit2){
  547. if(p[player].hitcombo==4){
  548. //p[player].hitcombo=0;
  549. setplayeranimation(player,animUcut);
  550. p[player].lastFireAnim=animUcut;
  551. cont=false;
  552. }
  553. }
  554. if(cont){
  555. if(p[player].lastFireAnim==animHit2){
  556. setplayeranimation(player,animHit1);
  557. p[player].lastFireAnim=animHit1;
  558. }else{
  559. setplayeranimation(player,animHit2);
  560. p[player].lastFireAnim=animHit2;
  561. }
  562. }
  563. FIRE1=false;
  564. }
  565. if(LEFT==false && RIGHT==false && UP==false && DOWN==false && FIRE2){
  566. p[player].hitcombo=0;
  567. setplayeranimation(player,animKick);
  568. FIRE2=false;
  569. }
  570. if (RIGHT){
  571. p[player].hitcombo=0;
  572. p[player].lastFiretime=50;
  573. p[0].facing = 1;
  574. p[0].position.x+=2;
  575. RIGHT=false;
  576. setplayeranimation(player,animWalk);
  577. }
  578. else if (LEFT){
  579. p[player].hitcombo=0;
  580. p[player].lastFiretime=50;
  581. p[0].facing=-1;
  582. p[0].position.x-=2;
  583. LEFT=false;
  584. setplayeranimation(player,animWalk);
  585. }
  586. if (DOWN){
  587. p[player].hitcombo=0;
  588. p[player].lastFiretime=50;
  589. p[0].position.y+=2;
  590. DOWN=false;
  591. setplayeranimation(player,animWalk);
  592. }
  593. else if (UP){
  594. p[player].hitcombo=0;
  595. p[player].lastFiretime=50;
  596. p[0].position.y-=2;
  597. UP=false;
  598. setplayeranimation(player,animWalk);
  599. }
  600. }
  601. void playercontrols(int player){
  602. if (p[player].lastFiretime>30 && IsKeyDown(KEY_Z) && FIRE1==false && FIRE2==false){
  603. FIRE1 = true;
  604. p[player].lastFiretime=0;
  605. p[player].keynothingtime = 0;
  606. }
  607. if (p[player].lastFiretime>30 && IsKeyDown(KEY_X) && FIRE1==false && FIRE2==false){
  608. FIRE2 = true;
  609. p[player].lastFiretime=0;
  610. p[player].keynothingtime = 0;
  611. }
  612. if(p[player].lastFiretime<20)return; //WATCH this return!!
  613. if (IsKeyDown(KEY_RIGHT)){
  614. RIGHT = true;
  615. LEFT = false;
  616. p[player].keynothingtime = 0;
  617. }
  618. else if (IsKeyDown(KEY_LEFT)){
  619. LEFT = true;
  620. RIGHT = false;
  621. p[player].keynothingtime = 0;
  622. }
  623. if (IsKeyDown(KEY_DOWN)){
  624. DOWN = true;
  625. UP = false;
  626. p[player].keynothingtime = 0;
  627. }
  628. else if (IsKeyDown(KEY_UP)){
  629. UP = true;
  630. DOWN = false;
  631. p[player].keynothingtime = 0;
  632. }
  633. }
  634. // Rectangles overlap
  635. bool rectsoverlap(int x1,int y1,int w1,int h1,int x2,int y2,int w2,int h2){
  636. if(x1 >= (x2 + w2) || (x1 + w1) <= x2) return false;
  637. if(y1 >= (y2 + h2) || (y1 + h1) <= y2) return false;
  638. return true;
  639. }