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@@ -38,7 +38,6 @@
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//#define DEBUG
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-// DONE: Review MAX_* limits, don't waste memory!!!
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#define MAX_ENEMIES 16
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#define MAX_BAMBOO 16
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#define MAX_LEAVES 14
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@@ -96,7 +95,7 @@
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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-typedef enum { WINTER, SPRING, SUMMER, FALL, TRANSITION} SeasonState;
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+typedef enum { WINTER, SPRING, SUMMER, FALL, TRANSITION } SeasonState;
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typedef enum { JUMPING, KICK, FINALFORM, GRABED, ONWIND } KoalaState;
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typedef struct {
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@@ -343,7 +342,6 @@ static Rectangle leftButton = {0, 0, 0, 0};
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static Rectangle rightButton = {0, 0, 0, 0};
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static Rectangle powerButton = {0, 0, 0, 0};
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static Rectangle fire[MAX_FIRE];
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-//static Rectangle flames[MAX_FLAMES];
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static Rectangle ice[MAX_ICE];
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static Rectangle resin[MAX_RESIN];
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static Rectangle wind[MAX_WIND];
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@@ -351,7 +349,7 @@ static Rectangle bamboo[MAX_BAMBOO];
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static Rectangle snake[MAX_ENEMIES];
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static Rectangle dingo[MAX_ENEMIES];
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static Rectangle owl[MAX_ENEMIES];
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-static Rectangle leaf[MAX_LEAVES]; // DONE: Review name!
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+static Rectangle leaf[MAX_LEAVES];
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static Rectangle powerBar;
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static Rectangle backBar;
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static Rectangle fireAnimation;
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@@ -387,7 +385,7 @@ static Vector2 textSize;
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static Vector2 clockPosition;
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static Particle enemyHit[MAX_ENEMIES];
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-static ParticleSystem leafParticles[MAX_LEAVES]; // DONE: Review!!! Creating 40 ParticleSystem!!! -> 40*128 = 5120 Particles! Maybe better create a struct Leaf?
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+static ParticleSystem leafParticles[MAX_LEAVES];
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static ParticleSystem snowParticle;
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static ParticleSystem backSnowParticle;
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static ParticleSystem dandelionParticle;
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@@ -670,7 +668,7 @@ void UpdateGameplayScreen(void)
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transitionFramesCounter += speedMod*TIME_FACTOR;
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- if(transitionFramesCounter <= SEASONTRANSITION)
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+ if (transitionFramesCounter <= SEASONTRANSITION)
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{
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color00 = ColorTransition(initcolor00, finalcolor00, transitionFramesCounter);
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color01 = ColorTransition(initcolor01, finalcolor01, transitionFramesCounter);
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@@ -1043,12 +1041,8 @@ void UpdateGameplayScreen(void)
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#endif
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}
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#if defined(DEBUG)
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- if (currentLeaves < LEAVESTOTRANSFORM && (IsKeyPressed(KEY_ENTER)))
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- {
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- currentLeaves += LEAVESTOTRANSFORM;
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- }
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+ if ((currentLeaves < LEAVESTOTRANSFORM) && (IsKeyPressed(KEY_ENTER))) currentLeaves += LEAVESTOTRANSFORM;
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#endif
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-
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if (coolDown)
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{
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power += 20;
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@@ -1427,10 +1421,6 @@ void UpdateGameplayScreen(void)
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if (CheckCollisionRecs(player, leaf[j]) && leafActive[j])
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{
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- //power += 20;
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- //printf("coin %c", coinType[j]);
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-
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- // DONE: Review
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popupLeaves[j].position = (Vector2){ leaf[j].x, leaf[j].y };
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popupLeaves[j].scale = 1.0f;
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popupLeaves[j].alpha = 1.0f;
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@@ -1438,25 +1428,25 @@ void UpdateGameplayScreen(void)
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PlaySound(fxEatLeaves);
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- if(leafType[j] == 0)
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+ if (leafType[j] == 0)
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{
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currentLeaves++;
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popupLeaves[j].score = 1;
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}
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- else if(leafType[j] == 1)
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+ else if (leafType[j] == 1)
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{
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currentLeaves += 2;
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popupLeaves[j].score = 2;
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}
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- else if(leafType[j] == 2)
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+ else if (leafType[j] == 2)
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{
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currentLeaves += 3;
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popupLeaves[j].score = 3;
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}
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- else if(leafType[j] == 3)
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+ else if (leafType[j] == 3)
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{
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currentLeaves += 4;
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popupLeaves[j].score = 4;
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@@ -2232,7 +2222,6 @@ void UpdateGameplayScreen(void)
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player.x -= speed;
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grabCounter += 1*TIME_FACTOR;
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- // DONE: Review, before checking collision with ALL enemies, check if they are active!
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for (int i = 0; i < MAX_ENEMIES; i++)
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{
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if (CheckCollisionRecs(player, snake[i]) && !isHitSnake[i] && snakeActive[i])
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@@ -2286,7 +2275,6 @@ void UpdateGameplayScreen(void)
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enemyHit[i].speed = (Vector2){ dingo[i].x, dingo[i].y };
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enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
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enemyHit[i].rotation = 0.0f;
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- //enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
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enemyHit[i].alpha = 1.0f;
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enemyHit[i].active = true;
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@@ -2317,7 +2305,6 @@ void UpdateGameplayScreen(void)
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enemyHit[i].speed = (Vector2){ owl[i].x, owl[i].y };
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enemyHit[i].size = (float)GetRandomValue(5, 10)/30;
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enemyHit[i].rotation = 0.0f;
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- //enemyHit[i].color = (Color){ GetRandomValue(0, 255), GetRandomValue(0, 255), GetRandomValue(0, 255), 255 };
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enemyHit[i].alpha = 1.0f;
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enemyHit[i].active = true;
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@@ -2392,9 +2379,7 @@ void UpdateGameplayScreen(void)
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thisFrameKoala = 0;
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}
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- //if (curFrameKoala > 1) curFrameKoala = ;
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-
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- if(curFrameKoala <= 1 )koalaAnimationTransform.x = gameplay_koala_transform.x + koalaAnimationTransform.width*curFrameKoala;
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+ if (curFrameKoala <= 1) koalaAnimationTransform.x = gameplay_koala_transform.x + koalaAnimationTransform.width*curFrameKoala;
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if (transAniCounter >= 5)
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{
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@@ -2407,8 +2392,7 @@ void UpdateGameplayScreen(void)
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finalColor = RED;
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finalColor2 = WHITE;
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}
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-
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- if (!transBackAnim)
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+ else
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{
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finalColor = WHITE;
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finalColor2 = RED;
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@@ -2420,9 +2404,7 @@ void UpdateGameplayScreen(void)
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thisFrameKoala = 0;
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curFrameKoala = 0;
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speedFX.active = true;
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- //speedMod = 2;
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transCount = 0;
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- //printf ("THIS ISN'T EVEN MY FINAL FORM");
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bambooTimer += 15*TIME_FACTOR;
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}
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}
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@@ -2558,7 +2540,7 @@ void UpdateGameplayScreen(void)
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velocity -= 1*TIME_FACTOR;
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player.y -= velocity;
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- if(player.y >= GetScreenHeight())
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+ if (player.y >= GetScreenHeight())
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{
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deathsCounter++;
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finishScreen = 1;
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@@ -2781,7 +2763,7 @@ void DrawGameplayScreen(void)
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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;
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case FINALFORM:
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{
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- 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);
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+ 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);
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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);
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} break;
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@@ -3781,7 +3763,7 @@ static void Reset(void)
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bamboo[i].y = 0;
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bamboo[i].width = 50;
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bamboo[i].height = GetScreenHeight();
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- if(i > 5) bambooActive[i] = false;
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+ if (i > 5) bambooActive[i] = false;
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else bambooActive[i] = true;
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}
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