196 lines
5.2 KiB
C++
196 lines
5.2 KiB
C++
#include <raylib.h>
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struct AnimData
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{
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Rectangle rec;
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Vector2 pos;
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int frame;
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float updateTime;
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float runningTime;
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};
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int main() {
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/* // Specified width and height
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const int windowWidth{800};
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const int windowHeight{600};
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*/
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// windows array dimensions
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float windowArray[2] = { 800.0, 600.0 };
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// Initialize the window
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InitWindow(windowArray[0], windowArray[1], "ECS Dapper Dasher");
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// Acceleration due to gravity (pixels per frame/frame)
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const int gravity{ 1'000 };
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// Scarfy setup
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Texture2D scarfy = LoadTexture("textures/scarfy.png"); // Load the texture
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AnimData scarfyData;
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scarfyData.rec.width = scarfy.width / 6;
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scarfyData.rec.height = scarfy.height;
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scarfyData.rec.x = 0;
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scarfyData.rec.y = 0;
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scarfyData.pos.x = windowArray[0] / 2 - scarfyData.rec.width / 2;
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scarfyData.pos.y = windowArray[1] - scarfyData.rec.height;
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scarfyData.frame = 0;
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scarfyData.updateTime = 1.0 / 12.0;
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scarfyData.runningTime = 0.0;
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// Nebula setup
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Texture2D nebula = LoadTexture("textures/12_nebula_spritesheet.png"); // Load the texture
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// Nebula anim
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AnimData nebData{
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{windowArray[0], windowArray[1] - nebula.height / 8}, // Vector2 pos
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0, // int frame
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1.0 / 12.0, // float updateTime
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0.0 // float runningTime
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};
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AnimData neb2Data{
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{0.0, 0.0, nebula.width / 8, nebula.height / 8}, // Rectangle rec
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{windowArray[0] + 300, windowArray[1] - nebula.height / 8}, // Vector2 pos
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0, // int frame
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1.0 / 16.0, // float updateTime
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0.0 // float runningTime
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};
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// Nebulea
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AnimData nebulae[2] =
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{
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nebData,
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neb2Data
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};
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int nebVel{-200}; // Nebula x velocity (pixels per second)
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// Animation Frame
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int frame{};
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const float updateTime{1.0 / 12.0}; // Time between frames
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float runningTime{}; // Time since last frame change
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// Is the rectangle in the air
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bool isInAir{};
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int velocity{}; // Current velocity
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// Jump velocity (pixels per second)
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const int jumpVelocity{-600};
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// Main game loop
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SetTargetFPS(60);
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while (!WindowShouldClose())
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{
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// Delta time
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const float dT = GetFrameTime(); // Delta time (time since last frame)
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// Start Game Logic
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BeginDrawing();
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ClearBackground(WHITE);
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// perform ground check
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if (scarfyData.pos.y >= windowArray[1] - scarfyData.rec.height) {
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velocity = 0; // Reset velocity when on the ground
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isInAir = false;
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}
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else
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{
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velocity += gravity * dT; // Apply gravity when in the air
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isInAir = true;
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}
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// Jump logic / jump check
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if (IsKeyPressed(KEY_SPACE) && !isInAir) {
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velocity += jumpVelocity; // Jump velocity
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}
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// Nebula movement
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nebData.pos.x += nebVel * dT;
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// Nebula 2 movement
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neb2Data.pos.x += nebVel * dT;
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// Update position
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scarfyData.pos.y += velocity * dT;
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// Scarfy Animation Logic
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if (!isInAir)
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{
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// Update running time
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runningTime += dT;
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if (runningTime >= updateTime)
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{
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runningTime = 0.0;
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// Update animation frame
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scarfyData.rec.x = frame * scarfyData.rec.width;
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frame++;
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if (frame > 5)
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{
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frame = 0;
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}
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}
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}
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// Nebula animation frame
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nebulae[0].runningTime += dT;
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if (nebulae[0].runningTime >= (nebData.updateTime))
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{
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nebulae[0].runningTime = 0.0;
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nebulae[0].rec.x = nebulae[0].frame * nebulae[0].rec.width;
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nebulae[0].frame++;
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if (nebulae[0].frame > 7)
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{
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nebulae[0].frame = 0;
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}
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}
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// Nebula animation frame
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nebulae[1].runningTime += dT;
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if (nebulae[1].runningTime >= (nebulae[1].updateTime))
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{
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nebulae[1].runningTime = 0.0;
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nebulae[1].rec.x = nebulae[1].frame * nebulae[1].rec.width;
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nebulae[1].frame++;
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if (nebulae[1].frame > 7)
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{
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nebulae[1].frame = 0;
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}
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}
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for (int i = 0; i < 2; i++)
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{
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// Respawn nebula if it goes off screen
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if (nebulae[i].pos.x <= -nebulae[i].rec.width)
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{
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nebulae[i].pos.x = windowArray[0];
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}
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}
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// draw Nebula
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DrawTextureRec(nebula, nebulae[0].rec, nebulae[0].pos, WHITE); // Draw the texture
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// draw second Nebula
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DrawTextureRec(nebula, nebulae[1].rec, nebulae[1].pos, RED); // Draw the texture
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// draw Scarfy
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DrawTextureRec(scarfy, scarfyData.rec, scarfyData.pos, WHITE); // Draw the texture
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// End Game Logic
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EndDrawing();
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}
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// Unload texture
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UnloadTexture(scarfy);
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UnloadTexture(nebula);
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// Close the window properly
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CloseWindow();
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}
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