screenshots

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cmake_minimum_required(VERSION 3.10)
project(calamitycobra C)
set_target_properties(PROPERTIES LINKER_LANGUAGE C)
include_directories(${PROJECT_SOURCE_DIR}/src)
file(GLOB src
"${PROJECT_SOURCE_DIR}/src/*.c"
"${PROJECT_SOURCE_DIR}/src/engine/*.c"
"${PROJECT_SOURCE_DIR}/src/game/*.c"
"${PROJECT_SOURCE_DIR}/src/game/ending/*.c"
"${PROJECT_SOURCE_DIR}/src/game/gui/*.c"
"${PROJECT_SOURCE_DIR}/src/game/info/*.c"
"${PROJECT_SOURCE_DIR}/src/game/intro/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/collectible/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/enemy/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/gui/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/message/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/pause/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/player/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/shadow/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/spawn/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/tutorial/*.c"
"${PROJECT_SOURCE_DIR}/src/game/play/wave/*.c"
"${PROJECT_SOURCE_DIR}/src/game/results/*.c"
"${PROJECT_SOURCE_DIR}/src/game/results/*.c"
"${PROJECT_SOURCE_DIR}/src/game/scene/*.c"
"${PROJECT_SOURCE_DIR}/src/game/title/*.c"
"${PROJECT_SOURCE_DIR}/src/sdl/*.c"
"${PROJECT_SOURCE_DIR}/src/util/*.c"
)
add_executable(calamitycobra ${src})
if (EMSCRIPTEN)
set (CMAKE_C_FLAGS "-O2 --preload-file res --use-preload-plugins -s NO_DYNAMIC_EXECUTION=1 -s ALLOW_MEMORY_GROWTH=1 -s ASSERTIONS=1 -s DISABLE_DEPRECATED_FIND_EVENT_TARGET_BEHAVIOR=0 -s USE_SDL=2 -s USE_SDL_IMAGE=2 -s SDL2_IMAGE_FORMATS='['png']' -s USE_SDL_MIXER=2 -s SDL2_MIXER_FORMATS='['ogg']' -s USE_SDL_TTF=2")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set (CMAKE_C_FLAGS "-DDEBUG -g -Wno-unused-command-line-argument" ${CMAKE_C_FLAGS})
else()
set (CMAKE_BUILD_TyPE "Release")
endif()
set(CMAKE_EXECUTABLE_SUFFIX ".html")
else()
set (CMAKE_C_FLAGS "-O2")
if (CMAKE_BUILD_TYPE STREQUAL "Debug")
set (CMAKE_C_FLAGS "-DDEBUG -g -O2 -Wno-unused-variable -Wno-unused-parameter -Wall -Wextra -pedantic" ${CMAKE_C_FLAGS})
else()
set (CMAKE_BUILD_TYPE "Release")
endif()
if (WIN32)
set (CMAKE_C_FLAGS "-mwindows ${CMAKE_C_FLAGS}")
target_link_libraries(${PROJECT_NAME} mingw32 m SDL2main SDL2 SDL2_ttf SDL2_image SDL2_mixer)
else()
target_link_libraries(${PROJECT_NAME} m SDL2 SDL2_ttf SDL2_image SDL2_mixer)
endif()
endif()
message("System: ${CMAKE_SYSTEM_NAME}")
message("Project: ${PROJECT_NAME}")
message("Build: ${CMAKE_BUILD_TYPE}")
message("Flags: ${CMAKE_C_FLAGS}")

674
LICENSE Executable file
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APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
16. Limitation of Liability.
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
SUCH DAMAGES.
17. Interpretation of Sections 15 and 16.
If the disclaimer of warranty and limitation of liability provided
above cannot be given local legal effect according to their terms,
reviewing courts shall apply local law that most closely approximates
an absolute waiver of all civil liability in connection with the
Program, unless a warranty or assumption of liability accompanies a
copy of the Program in return for a fee.
END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<http://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<http://www.gnu.org/philosophy/why-not-lgpl.html>.

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# "Calamity Cobra in "A Sweet Surprise"
![1](/screenshots/1.png)
![2](/screenshots/2.png)
![3](/screenshots/3.png)
![4](/screenshots/4.png)
My entry for the 2022 WeightGaming Gain Jam. A top down arcade shooter with some fetishy elements.
## Build
### Dependencies
- SDL2
- SDL_image
- SDL_mixer
- SDL_ttf
- emscripten (Web only)
### Linux
This repository uses CMake to compile, so:
`mkdir build`
`cd build`
`cmake ..`
`make`
### Windows
I used MinGW for the Windows build, so basically the same as Linux but you'll need to use MSYS, MinGW, etc. to compile it.
### Web (Emscripten)
Make sure you have Emscripten all configured with all the needed ports (see above).
Then:
`mkdir build`
`cd build`
`emcmake cmake ..`
`emmake make`
Make sure you've got the resources folder and that it's placed in the same directory as the executable. You can get that [here](https://shweetz.net/files/games/calamity-cobra-resources-1.2.7z).

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#pragma once
#include <stdint.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#define FALSE 0
#define TRUE !FALSE
#define PI 3.14159265358979323846
#define SECOND 1000
#define MINUTE 60000
#define RAD_TO_DEG (180 / PI)
#define DEG_TO_RAD (PI / 180)
#define ROTATION_MAX_DEG 360
#define ROTATION_MAX_RAD (2 * PI)
#define FLOOR(x, f) x < f ? f : x
#define CEIL(x, c) x > c ? c : x
#define CLAMP(x, f, c) FLOOR(CEIL(x, c), f)
typedef uint8_t u8;
typedef uint16_t u16;
typedef uint32_t u32;
typedef uint64_t u64;
typedef int8_t s8;
typedef int16_t s16;
typedef int32_t s32;
typedef int64_t s64;
typedef float f32;
typedef double f64;
typedef u8 bool_u8;

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#include "atlas.h"
/*
* Initializes a given atlas, provided a
* texture, rows, columns, each frame's width, and
* each frame's height.
*/
void
atlas_init(Atlas* _a, SDL_Texture* _t, s32 _r, s32 _c, s32 _fW, s32 _fH)
{
memset(_a, '\0', sizeof(Atlas));
_a->texture = _t;
_a->rows = _r;
_a->cols = _c;
_a->frameW = _fW;
_a->frameH = _fH;
}
/*
* Returns the source rectangle of an atlas provided a frame;
* where it's currently "focused" on.
*/
SDL_Rect
atlas_source_rect_get(Atlas* _a, s32 _f)
{
SDL_Rect r;
r.w = _a->frameW;
r.h = _a->frameH;
if (_a->cols == 1)
r.x = 0;
else
r.x = (_f % _a->cols) * _a->frameW;
if (_a->rows == 1)
r.y = 0;
else
r.y = (_f / _a->rows) * _a->frameH;
return r;
}

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#pragma once
#include "texture.h"
#define ATLAS_ROWS_DEFAULT 1
#define ATLAS_COLUMNS_DEFAULT 1
typedef struct Atlas
{
SDL_Texture* texture;
s32 rows;
s32 cols;
s32 frameW;
s32 frameH;
} Atlas;
void atlas_init(Atlas* _a, SDL_Texture* _t, s32 _r, s32 _c, s32 _fW, s32 _fH);
SDL_Rect atlas_source_rect_get(Atlas* _a, s32 _f);

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/*
* DESCRIPTION:
* Circle code.
*/
#include "circle.h"
/* Are two circles colliding? */
bool_u8
circle_collide(Circle* _a, Circle* _b)
{
f64 sum;
f64 distance;
distance = math_distance
(
_a->x,
_a->y,
_b->x,
_b->y
);
sum = _a->r + _b->r;
if (distance < sum)
return TRUE;
return FALSE;
}

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/*
* DESCRIPTION:
* Header file for circle.h.
*/
#pragma once
#include "../util/math.h"
#include "../COMMON.h"
typedef struct Circle
{
f64 r;
f64 x;
f64 y;
} Circle;
bool_u8 circle_collide(Circle* _a, Circle* _b);

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#include "event.h"
/* Updates events. */
void
event_update(Event* _e)
{
SDL_Event event;
memcpy(&_e->prev, &_e->curr, EVENT_MAX);
memset(&_e->curr, '\0', EVENT_MAX);
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
_e->curr[EVENT_QUIT] = TRUE;
break;
default:
break;
}
}
}
/* Is a given event pressed? */
bool_u8
event_press(Event* _e, EventType _t)
{
return (_e->curr[_t] && !_e->prev[_t]);
}
/* Is a given event held? */
bool_u8
event_held(Event* _e, EventType _t)
{
return (_e->curr[_t] && _e->prev[_t]);
}
/* Is a given event released? */
bool_u8
event_release(Event* _e, EventType _t)
{
return (!_e->curr[_t] && _e->prev[_t]);
}

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#pragma once
#include <SDL2/SDL.h>
#include "../COMMON.h"
#define EVENT_MAX 2
typedef enum EventType
{
EVENT_NONE,
EVENT_QUIT
} EventType;
typedef struct Event
{
bool_u8 curr[EVENT_MAX];
bool_u8 prev[EVENT_MAX];
} Event;
void event_update(Event* _e);
bool_u8 event_press(Event* _e, EventType _t);
bool_u8 event_held(Event* _e, EventType _t);
bool_u8 event_release(Event* _e, EventType _t);

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#include "font.h"
/* Loads a given font, with a filepath and a font size specified. */
void
font_init(TTF_Font** _x, char* _p, s32 _s)
{
*_x = TTF_OpenFont(_p, _s);
}
/* Frees a given font. */
void
font_free(TTF_Font* _x)
{
TTF_CloseFont(_x);
}

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#pragma once
#include <SDL2/SDL_ttf.h>
#include "../COMMON.h"
void font_init(TTF_Font** _x, char* _p, s32 _s);
void font_free(TTF_Font* _x);

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#include "keyboard.h"
/* Updates the keyboard. */
void
keyboard_update(Keyboard* _k)
{
const u8* state;
memcpy(&_k->prev, &_k->curr, KEYBOARD_MAX);
memset(&_k->curr, '\0', KEYBOARD_MAX);
state = SDL_GetKeyboardState(NULL);
memcpy(&_k->curr, state, KEYBOARD_MAX);
}
/* Is the given key pressed? */
bool_u8
keyboard_press(Keyboard* _k, KeyboardType _t)
{
return (_k->curr[_t] && !_k->prev[_t]);
}
/* Is the given key held? */
bool_u8
keyboard_held(Keyboard* _k, KeyboardType _t)
{
return (_k->curr[_t] && _k->prev[_t]);
}
/* Is the given key released? */
bool_u8
keyboard_release(Keyboard* _k, KeyboardType _t)
{
return (!_k->curr[_t] && _k->prev[_t]);
}

241
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#pragma once
#include <SDL2/SDL.h>
#include "../COMMON.h"
#define KEYBOARD_MAX 0xFF
typedef enum KeyboardType
{
KEYBOARD_UNKNOWN = 0,
KEYBOARD_UNKNOWN_TWO = 1,
KEYBOARD_UNKNOWN_THREE = 2,
KEYBOARD_UNKNOWN_FOUR = 3,
KEYBOARD_A = 4,
KEYBOARD_B = 5,
KEYBOARD_C = 6,
KEYBOARD_D = 7,
KEYBOARD_E = 8,
KEYBOARD_F = 9,
KEYBOARD_G = 10,
KEYBOARD_H = 11,
KEYBOARD_I = 12,
KEYBOARD_J = 13,
KEYBOARD_K = 14,
KEYBOARD_L = 15,
KEYBOARD_M = 16,
KEYBOARD_N = 17,
KEYBOARD_O = 18,
KEYBOARD_P = 19,
KEYBOARD_Q = 20,
KEYBOARD_R = 21,
KEYBOARD_S = 22,
KEYBOARD_T = 23,
KEYBOARD_U = 24,
KEYBOARD_V = 25,
KEYBOARD_W = 26,
KEYBOARD_X = 27,
KEYBOARD_Y = 28,
KEYBOARD_Z = 29,
KEYBOARD_1 = 30,
KEYBOARD_2 = 31,
KEYBOARD_3 = 32,
KEYBOARD_4 = 33,
KEYBOARD_5 = 34,
KEYBOARD_6 = 35,
KEYBOARD_7 = 36,
KEYBOARD_8 = 37,
KEYBOARD_9 = 38,
KEYBOARD_0 = 39,
KEYBOARD_RETURN = 40,
KEYBOARD_ESCAPE = 41,
KEYBOARD_BACKSPACE = 42,
KEYBOARD_TAB = 43,
KEYBOARD_SPACE = 44,
KEYBOARD_MINUS = 45,
KEYBOARD_EQUALS = 46,
KEYBOARD_LEFTBRACKET = 47,
KEYBOARD_RIGHTBRACKET = 48,
KEYBOARD_BACKSLASH = 49,
KEYBOARD_NONUSHASH = 50,
KEYBOARD_SEMICOLON = 51,
KEYBOARD_APOSTROPHE = 52,
KEYBOARD_GRAVE = 53,
KEYBOARD_COMMA = 54,
KEYBOARD_PERIOD = 55,
KEYBOARD_SLASH = 56,
KEYBOARD_CAPSLOCK = 57,
KEYBOARD_F1 = 58,
KEYBOARD_F2 = 59,
KEYBOARD_F3 = 60,
KEYBOARD_F4 = 61,
KEYBOARD_F5 = 62,
KEYBOARD_F6 = 63,
KEYBOARD_F7 = 64,
KEYBOARD_F8 = 65,
KEYBOARD_F9 = 66,
KEYBOARD_F10 = 67,
KEYBOARD_F11 = 68,
KEYBOARD_F12 = 69,
KEYBOARD_PRINTSCREEN = 70,
KEYBOARD_SCROLLLOCK = 71,
KEYBOARD_PAUSE = 72,
KEYBOARD_INSERT = 73,
KEYBOARD_HOME = 74,
KEYBOARD_PAGEUP = 75,
KEYBOARD_DELETE = 76,
KEYBOARD_END = 77,
KEYBOARD_PAGEDOWN = 78,
KEYBOARD_RIGHT = 79,
KEYBOARD_LEFT = 80,
KEYBOARD_DOWN = 81,
KEYBOARD_UP = 82,
KEYBOARD_NUMLOCKCLEAR = 83,
KEYBOARD_KP_DIVIDE = 84,
KEYBOARD_KP_MULTIPLY = 85,
KEYBOARD_KP_MINUS = 86,
KEYBOARD_KP_PLUS = 87,
KEYBOARD_KP_ENTER = 88,
KEYBOARD_KP_1 = 89,
KEYBOARD_KP_2 = 90,
KEYBOARD_KP_3 = 91,
KEYBOARD_KP_4 = 92,
KEYBOARD_KP_5 = 93,
KEYBOARD_KP_6 = 94,
KEYBOARD_KP_7 = 95,
KEYBOARD_KP_8 = 96,
KEYBOARD_KP_9 = 97,
KEYBOARD_KP_0 = 98,
KEYBOARD_KP_PERIOD = 99,
KEYBOARD_NONUSBACKSLASH = 100,
KEYBOARD_APPLICATION = 101,
KEYBOARD_POWER = 102,
KEYBOARD_KP_EQUALS = 103,
KEYBOARD_F13 = 104,
KEYBOARD_F14 = 105,
KEYBOARD_F15 = 106,
KEYBOARD_F16 = 107,
KEYBOARD_F17 = 108,
KEYBOARD_F18 = 109,
KEYBOARD_F19 = 110,
KEYBOARD_F20 = 111,
KEYBOARD_F21 = 112,
KEYBOARD_F22 = 113,
KEYBOARD_F23 = 114,
KEYBOARD_F24 = 115,
KEYBOARD_EXECUTE = 116,
KEYBOARD_HELP = 117,
KEYBOARD_MENU = 118,
KEYBOARD_SELECT = 119,
KEYBOARD_STOP = 120,
KEYBOARD_AGAIN = 121,
KEYBOARD_UNDO = 122,
KEYBOARD_CUT = 123,
KEYBOARD_COPY = 124,
KEYBOARD_PASTE = 125,
KEYBOARD_FIND = 126,
KEYBOARD_MUTE = 127,
KEYBOARD_VOLUMEUP = 128,
KEYBOARD_VOLUMEDOWN = 129,
KEYBOARD_LOCKINGCAPSLOCK = 130,
KEYBOARD_LOCKINGNUMLOCK = 131,
KEYBOARD_LOCKINGSCROLLLOCK = 132,
KEYBOARD_KP_COMMA = 133,
KEYBOARD_KP_EQUALSAS400 = 134,
KEYBOARD_INTERNATIONAL1 = 135,
KEYBOARD_INTERNATIONAL2 = 136,
KEYBOARD_INTERNATIONAL3 = 137,
KEYBOARD_INTERNATIONAL4 = 138,
KEYBOARD_INTERNATIONAL5 = 139,
KEYBOARD_INTERNATIONAL6 = 140,
KEYBOARD_INTERNATIONAL7 = 141,
KEYBOARD_INTERNATIONAL8 = 142,
KEYBOARD_INTERNATIONAL9 = 143,
KEYBOARD_LANG1 = 144,
KEYBOARD_LANG2 = 145,
KEYBOARD_LANG3 = 146,
KEYBOARD_LANG4 = 147,
KEYBOARD_LANG5 = 148,
KEYBOARD_LANG6 = 149,
KEYBOARD_LANG7 = 150,
KEYBOARD_LANG8 = 151,
KEYBOARD_LANG9 = 152,
KEYBOARD_ALTERASE = 153,
KEYBOARD_SYSREQ = 154,
KEYBOARD_CANCEL = 155,
KEYBOARD_CLEAR = 156,
KEYBOARD_PRIOR = 157,
KEYBOARD_RETURN2 = 158,
KEYBOARD_SEPARATOR = 159,
KEYBOARD_OUT = 160,
KEYBOARD_OPER = 161,
KEYBOARD_CLEARAGAIN = 162,
KEYBOARD_CRSEL = 163,
KEYBOARD_EXSEL = 164,
KEYBOARD_KP_00 = 176,
KEYBOARD_KP_000 = 177,
KEYBOARD_THOUSANDSSEPARATOR = 178,
KEYBOARD_DECIMALSEPARATOR = 179,
KEYBOARD_CURRENCYUNIT = 180,
KEYBOARD_CURRENCYSUBUNIT = 181,
KEYBOARD_KP_LEFTPAREN = 182,
KEYBOARD_KP_RIGHTPAREN = 183,
KEYBOARD_KP_LEFTBRACE = 184,
KEYBOARD_KP_RIGHTBRACE = 185,
KEYBOARD_KP_TAB = 186,
KEYBOARD_KP_BACKSPACE = 187,
KEYBOARD_KP_A = 188,
KEYBOARD_KP_B = 189,
KEYBOARD_KP_C = 190,
KEYBOARD_KP_D = 191,
KEYBOARD_KP_E = 192,
KEYBOARD_KP_F = 193,
KEYBOARD_KP_XOR = 194,
KEYBOARD_KP_POWER = 195,
KEYBOARD_KP_PERCENT = 196,
KEYBOARD_KP_LESS = 197,
KEYBOARD_KP_GREATER = 198,
KEYBOARD_KP_AMPERSAND = 199,
KEYBOARD_KP_DBLAMPERSAND = 200,
KEYBOARD_KP_VERTICALBAR = 201,
KEYBOARD_KP_DBLVERTICALBAR = 202,
KEYBOARD_KP_COLON = 203,
KEYBOARD_KP_HASH = 204,
KEYBOARD_KP_SPACE = 205,
KEYBOARD_KP_AT = 206,
KEYBOARD_KP_EXCLAM = 207,
KEYBOARD_KP_MEMSTORE = 208,
KEYBOARD_KP_MEMRECALL = 209,
KEYBOARD_KP_MEMCLEAR = 210,
KEYBOARD_KP_MEMADD = 211,
KEYBOARD_KP_MEMSUBTRACT = 212,
KEYBOARD_KP_MEMMULTIPLY = 213,
KEYBOARD_KP_MEMDIVIDE = 214,
KEYBOARD_KP_PLUSMINUS = 215,
KEYBOARD_KP_CLEAR = 216,
KEYBOARD_KP_CLEARENTRY = 217,
KEYBOARD_KP_BINARY = 218,
KEYBOARD_KP_OCTAL = 219,
KEYBOARD_KP_DECIMAL = 220,
KEYBOARD_KP_HEXADECIMAL = 221,
KEYBOARD_LCTRL = 224,
KEYBOARD_LSHIFT = 225,
KEYBOARD_LALT = 226,
KEYBOARD_LGUI = 227,
KEYBOARD_RCTRL = 228,
KEYBOARD_RSHIFT = 229,
KEYBOARD_RALT = 230,
KEYBOARD_RGUI = 231
} KeyboardType;
typedef struct Keyboard
{
bool_u8 curr[KEYBOARD_MAX];
bool_u8 prev[KEYBOARD_MAX];
} Keyboard;
void keyboard_update(Keyboard* _k);
bool_u8 keyboard_press(Keyboard* _k, KeyboardType _t);
bool_u8 keyboard_held(Keyboard* _k, KeyboardType _t);
bool_u8 keyboard_release(Keyboard* _k, KeyboardType _t);

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#include "mouse.h"
/* Updates the mouse. */
void
mouse_update(Mouse* _m)
{
s32 state;
memcpy(&_m->prev, &_m->curr, MOUSE_MAX);
memset(&_m->curr, '\0', MOUSE_MAX);
state = SDL_GetMouseState(NULL, NULL);
if ((state & SDL_BUTTON_LMASK) != 0)
_m->curr[MOUSE_LEFT] = TRUE;
if ((state & SDL_BUTTON_MMASK) != 0)
_m->curr[MOUSE_MIDDLE] = TRUE;
if ((state & SDL_BUTTON_RMASK) != 0)
_m->curr[MOUSE_RIGHT] = TRUE;
SDL_GetMouseState(&_m->x, &_m->y);
}
/* Is a given mouse button pressed? */
bool_u8
mouse_press(Mouse* _m, MouseType _t)
{
return (_m->curr[_t] && !_m->prev[_t]);
}
/* Is a given mouse button held? */
bool_u8
mouse_held(Mouse* _m, MouseType _t)
{
return (_m->curr[_t] && _m->prev[_t]);
}
/* Is a given mouse button released? */
bool_u8
mouse_release(Mouse* _m, MouseType _t)
{
return (!_m->curr[_t] && _m->prev[_t]);
}

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#pragma once
#include <SDL2/SDL.h>
#include "../COMMON.h"
#define MOUSE_MAX 4
typedef enum MouseType
{
MOUSE_NONE,
MOUSE_LEFT,
MOUSE_MIDDLE,
MOUSE_RIGHT
} MouseType;
typedef struct Mouse
{
s32 x;
s32 y;
bool_u8 curr[MOUSE_MAX];
bool_u8 prev[MOUSE_MAX];
} Mouse;
void mouse_update(Mouse* _m);
bool_u8 mouse_press(Mouse* _m, MouseType _t);
bool_u8 mouse_held(Mouse* _m, MouseType _t);
bool_u8 mouse_release(Mouse* _m, MouseType _t);

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#include "music.h"
/* Returns music from a filepath. */
void
music_init(Mix_Music** _x, char* _p)
{
*_x = Mix_LoadMUS(_p);
}
/* Frees given music. */
void
music_free(Mix_Music* _x)
{
Mix_FreeMusic(_x);
}
/* Plays a given music. */
void
music_play(Mix_Music* _x, bool_u8 _l)
{
if (_l)
Mix_PlayMusic(_x, -1);
else
Mix_PlayMusic(_x, 0);
}
/* Stops whatever music is playing. */
void
music_stop(void)
{
Mix_HaltMusic();
}
/* Is music currently playing? */
bool_u8
music_playing(void)
{
return Mix_PlayingMusic();
}

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#pragma once
#include <SDL2/SDL_mixer.h>
#include "../COMMON.h"
void music_init(Mix_Music** _x, char* _path);
void music_free(Mix_Music* _x);
void music_play(Mix_Music* _x, bool_u8 _l);
void music_stop(void);
bool_u8 music_playing(void);

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#include "rectangle.h"
/* Draws a rectangle onto a renderer, given a rectangle and color. */
void
rectangle_draw(SDL_Rect* _x, SDL_Renderer* _r, SDL_Color _c)
{
SDL_Color c;
c = renderer_color_get(_r);
renderer_color_set(_r, _c);
SDL_RenderFillRect(_r, _x);
renderer_color_set(_r, c);
}
/* Is a point colliding with a rectangle? */
bool_u8
rectangle_point_collide(SDL_Rect* _r, f64 _x, f64 _y)
{
SDL_Point p;
p.x = _x;
p.y = _y;
if (SDL_PointInRect(&p, _r))
return TRUE;
return FALSE;
}

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#pragma once
#include "renderer.h"
void rectangle_draw(SDL_Rect* _x, SDL_Renderer* _renderer, SDL_Color _c);
bool_u8 rectangle_point_collide(SDL_Rect* _r, f64 _x, f64 _y);

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#include "renderer.h"
/* Initializes a renderer, given a window and renderer flags. */
void
renderer_init(SDL_Renderer** _x, SDL_Window* _w, s32 _f)
{
*_x = SDL_CreateRenderer
(
_w,
-1,
_f
);
SDL_SetRenderDrawBlendMode(*_x, SDL_BLENDMODE_BLEND);
}
/* Frees a given renderer. */
void
renderer_free(SDL_Renderer* _x)
{
SDL_DestroyRenderer(_x);
}
/* Clears the renderer. */
void
renderer_clear(SDL_Renderer* _x)
{
SDL_RenderClear(_x);
}
/* Presents the renderer to the screen. */
void
renderer_present(SDL_Renderer* _x)
{
SDL_RenderPresent(_x);
}
/* Gets the renderer's current draw color. */
SDL_Color
renderer_color_get(SDL_Renderer* _r)
{
SDL_Color c;
memset(&c, '\0', sizeof(SDL_Color));
SDL_GetRenderDrawColor
(
_r,
&c.r,
&c.g,
&c.b,
&c.a
);
return c;
}
/* Sets the renderer's current draw color. */
void
renderer_color_set(SDL_Renderer* _x, SDL_Color _c)
{
SDL_SetRenderDrawColor
(
_x,
_c.r,
_c.g,
_c.b,
_c.a
);
}
/* Set's the renderer's viewport; e.g., where it's going to be drawing to. */
void
renderer_viewport_set(SDL_Renderer* _x, SDL_Rect _r)
{
SDL_RenderSetViewport(_x, &_r);
}
/* Sets the renderer's viewport to the window's. */
void
renderer_viewport_window_set(SDL_Renderer* _x, SDL_Window* _w)
{
SDL_Rect r;
r = window_rect_get(_w);
renderer_viewport_set(_x, r);
}

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#pragma once
#include "window.h"
SDL_Color renderer_color_get(SDL_Renderer* _r);
void renderer_clear(SDL_Renderer* _x);
void renderer_color_set(SDL_Renderer* _x, SDL_Color _c);
void renderer_free(SDL_Renderer* _x);
void renderer_init(SDL_Renderer** _x, SDL_Window* _w, s32 _f);
void renderer_present(SDL_Renderer* _x);
void renderer_viewport_set(SDL_Renderer* _x, SDL_Rect _r);
void renderer_viewport_window_set(SDL_Renderer* _x, SDL_Window* _w);

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#include "sound.h"
/* Initializes a sound from a given filepath. */
void
sound_init(Mix_Chunk** _x, char* _path)
{
*_x = Mix_LoadWAV(_path);
}
/* Frees a given sound. */
void
sound_free(Mix_Chunk* _x)
{
Mix_FreeChunk(_x);
}
/* Plays a given sound, with its channel specified. */
void
sound_play(Mix_Chunk* _x, s32 _channel)
{
Mix_PlayChannel(_channel, _x, 0);
}

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#pragma once
#include <SDL2/SDL_mixer.h>
#include "../COMMON.h"
void sound_init(Mix_Chunk** _x, char* _path);
void sound_free(Mix_Chunk* _x);
void sound_play(Mix_Chunk* _x, s32 _channel);

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#include "sprite.h"
/* Gets the sprite's current rectangle. */
SDL_Rect
sprite_rect_get(Sprite* _x)
{
SDL_Rect r;
memset(&r, '\0', sizeof(SDL_Rect));
r.w = _x->w * _x->scale * _x->squash;
r.h = _x->h * _x->scale * _x->stretch;
switch (_x->origin)
{
case ORIGIN_TOP_LEFT:
r.x = _x->x;
r.y = _x->y;
break;
/* FALLTHROUGH */
case ORIGIN_MIDDLE:
default:
r.x = _x->x - (r.w / 2);
r.y = _x->y - (r.h / 2);
break;
}
return r;
}
/*
* Initializes a sprite with an atlas, its origin,
* its width and its height.
*/
void
sprite_atlas_init(Sprite* _x, Atlas* _a, OriginType _o, s32 _w, s32 _h)
{
memset(_x, '\0', sizeof(Sprite));
_x->atlas = *_a;
_x->origin = _o;
_x->w = _w;
_x->h = _h;
_x->rotation = SPRITE_ROTATION_DEFAULT;
_x->frame = SPRITE_FRAME_DEFAULT;
_x->scale = SPRITE_SCALE_DEFAULT;
_x->squash = SPRITE_SQUASH_DEFAULT;
_x->stretch = SPRITE_STRETCH_DEFAULT;
_x->color = SPRITE_COLOR_DEFAULT;
_x->flip = FLIP_NONE;
}
/*
* Initializes a sprite, given a texture, an origin,
* its width and its height.
*/
void
sprite_init(Sprite* _x, SDL_Texture* _t, OriginType _o, s32 _w, s32 _h)
{
Atlas a;
atlas_init
(
&a,
_t,
ATLAS_ROWS_DEFAULT,
ATLAS_COLUMNS_DEFAULT,
_w,
_h
);
sprite_atlas_init
(
_x,
&a,
_o,
_w,
_h
);
}
/* Draws the sprite. */
void
sprite_draw(Sprite* _x, SDL_Renderer* _r)
{
SDL_Rect sourceRect;
SDL_Rect destRect;
s32 flip;
destRect = sprite_rect_get(_x);
if (_x->atlas.rows == 1 && _x->atlas.cols == 1)
{
sourceRect.x = 0;
sourceRect.y = 0;
sourceRect.w = texture_w_get(_x->atlas.texture);
sourceRect.h = texture_h_get(_x->atlas.texture);
}
else
sourceRect = atlas_source_rect_get(&_x->atlas, _x->frame);
switch (_x->flip)
{
case FLIP_HORIZONTAL:
flip = SDL_FLIP_HORIZONTAL;
break;
case FLIP_VERTICAL:
flip = SDL_FLIP_VERTICAL;
break;
case FLIP_HORIZONTAL_VERTICAL:
flip = SDL_FLIP_HORIZONTAL | SDL_FLIP_VERTICAL;
break;
/* FALLTHROUGH */
case FLIP_NONE:
default:
flip = SDL_FLIP_NONE;
break;
}
SDL_SetTextureAlphaMod
(
_x->atlas.texture,
_x->color.a
);
SDL_SetTextureColorMod
(
_x->atlas.texture,
_x->color.r,
_x->color.g,
_x->color.b
);
SDL_RenderCopyEx
(
_r,
_x->atlas.texture,
&sourceRect,
&destRect,
_x->rotation,
NULL,
flip
);
}

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#pragma once
#include "atlas.h"
#define SPRITE_SCALE_DEFAULT 1.0
#define SPRITE_SQUASH_DEFAULT 1.0
#define SPRITE_STRETCH_DEFAULT 1.0
#define SPRITE_FRAME_DEFAULT 0
#define SPRITE_ROTATION_DEFAULT 0.0
typedef enum OriginType
{
ORIGIN_NONE,
ORIGIN_TOP_LEFT,
ORIGIN_MIDDLE
} OriginType;
typedef enum FlipType
{
FLIP_NONE,
FLIP_HORIZONTAL,
FLIP_VERTICAL,
FLIP_HORIZONTAL_VERTICAL
} FlipType;
typedef struct Sprite
{
FlipType flip;
OriginType origin;
f64 rotation;
f64 scale;
f64 squash;
f64 stretch;
f64 x;
f64 y;
s32 frame;
s32 h;
s32 w;
Atlas atlas;
SDL_Color color;
} Sprite;
static const SDL_Color SPRITE_COLOR_DEFAULT = {255, 255, 255, 255};
SDL_Rect sprite_rect_get(Sprite* _x);
void sprite_atlas_init(Sprite* _x, Atlas* _a, OriginType _o, s32 _w, s32 _h);
void sprite_init(Sprite* _x, SDL_Texture* _t, OriginType _o, s32 _w, s32 _h);
void sprite_draw(Sprite* _x, SDL_Renderer* _r);
void sprite_free(Sprite* _x);

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#include "text.h"
static void text_surface_init(SDL_Surface** _x, SDL_Renderer* _r, TTF_Font* _f, SDL_Color _c, char* _s, s32 _w);
static void text_texture_init(SDL_Texture** _x, SDL_Renderer* _r, TTF_Font* _f, SDL_Color _c, char* _s, s32 _w);
/*
* Initializes a SDL_Surface with text, given
* a renderer, a font, a color, a string,
* and a text wrap width.
*/
static void
text_surface_init
(
SDL_Surface** _x,
SDL_Renderer* _r,
TTF_Font* _f,
SDL_Color _c,
char* _s,
s32 _w
)
{
*_x = TTF_RenderText_Blended_Wrapped
(
_f,
_s,
_c,
_w
);
}
/*
* Initializes a SDL_Texture with text,
* given a renderer, a font, a color, a string, and a
* text wrap width.
*/
static void
text_texture_init
(
SDL_Texture** _x,
SDL_Renderer* _r,
TTF_Font* _f,
SDL_Color _c,
char* _s,
s32 _w
)
{
SDL_Surface* s;
text_surface_init
(
&s,
_r,
_f,
_c,
_s,
_w
);
*_x = SDL_CreateTextureFromSurface(_r, s);
SDL_FreeSurface(s);
}
/* Initializes a sprite with text,
* given a renderer, a font, a color, a string, an origin,
* and a text wrap width.
*/
void
text_sprite_init
(
Sprite* _x,
SDL_Renderer* _r,
TTF_Font* _f,
SDL_Color _c,
OriginType _o,
char* _s,
s32 _w
)
{
SDL_Texture* t;
text_texture_init
(
&t,
_r,
_f,
_c,
_s,
_w
);
sprite_init
(
_x,
t,
_o,
texture_w_get(t),
texture_h_get(t)
);
}

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#pragma once
#include "font.h"
#include "sprite.h"
void text_sprite_init(Sprite* _x, SDL_Renderer* _r, TTF_Font* _f, SDL_Color _c, OriginType _o, char* _s, s32 _w);

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#include "texture.h"
/* Initializes a texture, given a renderer and a path. */
void
texture_init(SDL_Texture** _x, SDL_Renderer* _r, char* _p)
{
*_x = IMG_LoadTexture(_r, _p);
}
/* Frees a given texture. */
void
texture_free(SDL_Texture* _x)
{
SDL_DestroyTexture(_x);
}
/* Returns a texture's width. */
s32
texture_w_get(SDL_Texture* _x)
{
s32 w;
SDL_QueryTexture(_x, NULL, NULL, &w, NULL);
return w;
}
/* Returns a texture's height. */
s32
texture_h_get(SDL_Texture* _x)
{
s32 h;
SDL_QueryTexture(_x, NULL, NULL, NULL, &h);
return h;
}

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#pragma once
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "../COMMON.h"
void texture_init(SDL_Texture** _x, SDL_Renderer* _r, char* _p);
void texture_free(SDL_Texture* _x);
s32 texture_w_get(SDL_Texture* _x);
s32 texture_h_get(SDL_Texture* _x);

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#include "tick.h"
/* Update ticks. */
void
tick_update(Tick* _x)
{
_x->prev = _x->curr;
_x->curr = SDL_GetTicks64();
_x->delta = _x->curr - _x->prev;
_x->cum += _x->delta;
}

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#pragma once
#include <SDL2/SDL.h>
#include "../COMMON.h"
typedef struct Tick
{
u64 curr;
u64 prev;
u64 delta;
u64 cum;
} Tick;
void tick_update(Tick* _x);

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#include "window.h"
/*
* Initializes a window, given a window title,
* a width, a height, and window flags.
*/
void
window_init(SDL_Window** _x, char* _s, s32 _w, s32 _h, s32 _f)
{
*_x = SDL_CreateWindow
(
_s,
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
_w,
_h,
_f
);
}
/* Frees a given window. */
void
window_free(SDL_Window* _x)
{
SDL_DestroyWindow(_x);
}
/* Gets the window's width. */
s32
window_w_get(SDL_Window* _x)
{
s32 w;
SDL_GetWindowSize(_x, &w, NULL);
return w;
}
/* Get's the window's height. */
s32
window_h_get(SDL_Window* _x)
{
s32 h;
SDL_GetWindowSize(_x, NULL, &h);
return h;
}
/* Gets the window's rectangle. */
SDL_Rect
window_rect_get(SDL_Window* _x)
{
SDL_Rect r;
memset(&r, '\0', sizeof(SDL_Rect));
r.x = 0;
r.y = 0;
r.w = window_w_get(_x);
r.h = window_h_get(_x);
return r;
}
/* Sets video mode to fullscreen. */
void
window_fullscreen_enter(SDL_Window* _x)
{
SDL_SetWindowFullscreen(_x, SDL_WINDOW_FULLSCREEN);
}
/* Entering fake fullscreen (desktop). */
void
window_fullscreen_desktop_enter(SDL_Window* _x)
{
SDL_SetWindowFullscreen(_x, SDL_WINDOW_FULLSCREEN_DESKTOP);
}
/* Exiting fullscreen. */
void
window_fullscreen_exit(SDL_Window* _x)
{
SDL_SetWindowFullscreen(_x, 0);
}

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#pragma once
#include <SDL2/SDL.h>
#include "../COMMON.h"
void window_init(SDL_Window** _x, char* _s, s32 _w, s32 _h, s32 _f);
void window_free(SDL_Window* _x);
void window_fullscreen_enter(SDL_Window* _x);
void window_fullscreen_desktop_enter(SDL_Window* _x);
void window_fullscreen_exit(SDL_Window* _x);
s32 window_w_get(SDL_Window* _x);
s32 window_h_get(SDL_Window* _x);
SDL_Rect window_rect_get(SDL_Window* _x);

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/*
* DESCRIPTION:
* Common file for "game" directory.
*/
#pragma once
#include "../engine/circle.h"
#include "../engine/event.h"
#include "../engine/font.h"
#include "../engine/keyboard.h"
#include "../engine/mouse.h"
#include "../engine/music.h"
#include "../engine/rectangle.h"
#include "../engine/renderer.h"
#include "../engine/sound.h"
#include "../engine/text.h"
#include "../engine/tick.h"
#include "../engine/window.h"
#include "../util/list.h"
#include "../util/math.h"
#include "../util/random.h"
#define TEXTURE_COUNT 46
#define SOUND_COUNT 25
#define FONT_COUNT 6
#define MUSIC_COUNT 8
#define PLAYER_FATNESS_MAX 3
#define PLAYER_FATNESS_THRESHOLD 2
typedef enum TextureType
{
TEXTURE_NONE,
TEXTURE_LOGO,
TEXTURE_GUI_CURSOR,
TEXTURE_GUI_SNAKE,
TEXTURE_GUI_REDIRECT,
TEXTURE_GUI_CASH,
TEXTURE_GUI_UPGRADE_SNAKE,
TEXTURE_GUI_UPGRADE_LIFETIME,
TEXTURE_GUI_UPGRADE_REDIRECT,
TEXTURE_GUI_SIGN_SMALL,
TEXTURE_GUI_SIGN_BIG,
TEXTURE_SHADOW,
TEXTURE_ARC,
TEXTURE_PLAY_BG,
TEXTURE_PLAYER_STAGE_ONE,
TEXTURE_PLAYER_STAGE_TWO,
TEXTURE_PLAYER_STAGE_THREE,
TEXTURE_PLAYER_TAIL_STAGE_ONE,
TEXTURE_PLAYER_TAIL_STAGE_TWO,
TEXTURE_PLAYER_TAIL_STAGE_THREE,
TEXTURE_PLAYER_SNAKE,
TEXTURE_ENEMY_CUPPER,
TEXTURE_ENEMY_CHIPPER,
TEXTURE_ENEMY_CHIP,
TEXTURE_ENEMY_CRUMBLER,
TEXTURE_COLLECTIBLE_DOLLARS,
TEXTURE_COLLECTIBLE_SACK,
TEXTURE_COLLECTIBLE_BULLIONS,
TEXTURE_COLLECTIBLE_MIRACLE_CURE,
TEXTURE_COLLECTIBLE_DYNAMITE,
TEXTURE_COLLECTIBLE_BERSERK,
TEXTURE_INFO_THEME,
TEXTURE_INFO_WILDCARD_ADMIN,
TEXTURE_INFO_WILDCARD_PATREON,
TEXTURE_INFO_WILDCARD_COMMUNITY,
TEXTURE_INTRO_SCENE_ONE,
TEXTURE_INTRO_SCENE_TWO,
TEXTURE_INTRO_SCENE_THREE,
TEXTURE_INTRO_SCENE_FOUR,
TEXTURE_INTRO_SCENE_FIVE,
TEXTURE_ENDING_FAIL,
TEXTURE_ENDING_ONE,
TEXTURE_ENDING_TWO,
TEXTURE_ENDING_THREE,
TEXTURE_TITLE_BACKGROUND,
TEXTURE_RESULTS,
} TextureType;
typedef enum SoundType
{
SOUND_NONE,
SOUND_MENU,
SOUND_BLIP,
SOUND_SNAKE_FIRE,
SOUND_SNAKE_REDIRECT,
SOUND_SNAKE_RETURN,
SOUND_ENEMY_HURT,
SOUND_CUPPER_KILL,
SOUND_CHIPPER_KILL,
SOUND_CRUMBLER_KILL,
SOUND_CHIP_KILL,
SOUND_RUMBLE,
SOUND_COLLECTIBLE,
SOUND_DOLLARS,
SOUND_SACK,
SOUND_BULLIONS,
SOUND_PURCHASE,
SOUND_MIRACLE_CURE,
SOUND_DYNAMITE,
SOUND_BERSERK,
SOUND_SWALLOW,
SOUND_GROWTH,
SOUND_ERROR,
SOUND_GO,
SOUND_SPIT,
} SoundType;
typedef enum MusicType
{
MUSIC_NONE,
MUSIC_WIND,
MUSIC_PLAY,
MUSIC_WAVE_CLEAR,
MUSIC_WAVE_FAIL,
MUSIC_RESULTS,
MUSIC_TITLE,
MUSIC_INTRO,
} MusicType;
typedef enum FontType
{
FONT_NONE,
FONT_TINY,
FONT_SMALL,
FONT_MEDIUM,
FONT_BIG,
FONT_MEGA,
} FontType;
typedef enum StateType
{
STATE_NONE,
STATE_TITLE,
STATE_INTRO,
STATE_PLAY,
STATE_INFO,
STATE_ENDING_FAIL,
STATE_ENDING_ONE,
STATE_ENDING_TWO,
STATE_ENDING_THREE,
STATE_RESULTS
} StateType;
typedef enum EnemyType
{
ENEMY_NONE,
ENEMY_CUPPER,
ENEMY_CHIPPER,
ENEMY_CRUMBLER,
ENEMY_CHIP
} EnemyType;
typedef enum CollectibleType
{
COLLECTIBLE_NONE,
COLLECTIBLE_DOLLARS,
COLLECTIBLE_SACK,
COLLECTIBLE_BULLIONS,
COLLECTIBLE_MIRACLE_CURE,
COLLECTIBLE_DYNAMITE,
COLLECTIBLE_BERSERK
} CollectibleType;
typedef enum PowerupType
{
POWERUP_NONE,
} PowerupType;
typedef enum Direction
{
DIRECTION_LEFT,
DIRECTION_RIGHT,
DIRECTION_UP,
DIRECTION_DOWN
} Direction;
typedef enum SnakeFrameType
{
SNAKE_NONE,
SNAKE_REDIRECT,
SNAKE_RETURN
} SnakeFrameType;
typedef enum ButtonStateType
{
BUTTON_STATE_NONE,
BUTTON_STATE_HOVER,
BUTTON_STATE_HOVERING,
BUTTON_STATE_PRESS,
BUTTON_STATE_HELD
} ButtonStateType;
typedef enum EndingType
{
ENDING_FAIL,
ENDING_ONE,
ENDING_TWO,
ENDING_THREE
} EndingType;
typedef struct Game Game;
typedef struct Button
{
Sprite sprite;
ButtonStateType state;
} Button;
typedef struct Cursor
{
Sprite sprite;
} Cursor;
typedef struct Snake
{
Sprite sprite;
Circle shadow;
Sprite arc;
f64 dX;
f64 dY;
s32 damage;
s32 lifetime;
s32 animationTimer;
s32 returnTimer;
s32 redirectCount;
s32 redirectTimer;
bool_u8 isReturning;
} Snake;
typedef struct Collectible
{
Sprite sprite;
Circle shadow;
s32 lifetime;
bool_u8 isActive;
s32 activeTimer;
f64 dX;
f64 dY;
CollectibleType type;
bool_u8 isAttached;
Snake* attachedSnake;
} Collectible;
typedef struct Enemy
{
EnemyType type;
Sprite sprite;
Circle shadow;
bool_u8 isActing;
bool_u8 isActive;
List snakesHit; /* Snake* */
List returnSnakesHit; /* Snake* */
f64 range;
s32 attackTimer;
s32 animationTimer;
s32 lifetime;
s32 hitTimer;
s32 hitTimerMax;
s32 health;
f64 dX;
f64 dY;
} Enemy;
typedef struct Message
{
Sprite sprite;
f64 x;
f64 y;
f64 dX;
f64 dY;
f64 dR;
s32 lifetime;
} Message;
typedef struct Player
{
Circle shadow;
Direction direction;
List snakes;
Sprite sprite;
Sprite tailSprite;
bool_u8 isAbleToFire;
bool_u8 isAbleToMove;
bool_u8 isBeingFattened;
bool_u8 isCashUpdate;
bool_u8 isBeingDefeated;
bool_u8 isDefeat;
bool_u8 isFatnessUpdate;
bool_u8 isLifetimeUpgradeUpdate;
bool_u8 isPowerUp;
bool_u8 isRedirectUpdate;
bool_u8 isRedirectUpgradeUpdate;
bool_u8 isSnakeUpdate;
bool_u8 isSnakeUpgradeUpdate;
bool_u8 isTailAnimate;
bool_u8 isStationary;
bool_u8 isKeyboardMove;
f64 dX;
f64 dY;
s32 cash;
s32 enemiesKilled;
s32 fatness;
s32 fatnessTimer;
s32 cashCollected;
s32 lifetime;
s32 lifetimeUpgradeLevel;
s32 powerUpTimer;
s32 redirectMax;
s32 redirectTimer;
s32 redirectUpgradeLevel;
s32 redirects;
s32 snakeMax;
s32 snakeReserve;
s32 snakeUpgradeLevel;
s32 defeatTimer;
s32 tailTimer;
s32 waveEnemiesKilled;
s32 redirectRechargeTimer;
s32 redirectUpgradePrice;
s32 snakeUpgradePrice;
s32 lifetimeUpgradePrice;
} Player;
typedef struct GUI
{
Cursor cursor;
Sprite snakeSprite;
Sprite snakeText;
Sprite redirectSprite;
Sprite redirectText;
Sprite cashSprite;
Sprite cashText;
Sprite snakeUpgradeText;
Sprite lifetimeUpgradeText;
Sprite redirectUpgradeText;
Sprite upgradeText;
Button snakeUpgradeButton;
Button lifetimeUpgradeButton;
Button redirectUpgradeButton;
Button readyButton;
Sprite waveText;
Sprite snakeUpgradeBackgroundSprite;
Sprite redirectUpgradeBackgroundSprite;
Sprite lifetimeUpgradeBackgroundSprite;
Sprite upgradeBackgroundSprite;
Sprite readyBackgroundSprite;
Sprite cashBackgroundSprite;
Sprite cashTextBackgroundSprite;
Sprite waveBackgroundSprite;
Sprite bountyBackgroundSprite;
Sprite bountyText;
} GUI;
typedef struct Play
{
struct Game* g;
Sprite pauseText;
GUI gui;
Player player;
bool_u8 isWaveFailed;
bool_u8 isWaveCleared;
bool_u8 isGameCleared;
bool_u8 isPaused;
bool_u8 isBetweenWaves;
bool_u8 isReady;
bool_u8 isCountdown;
bool_u8 isCountdownComplete;
bool_u8 isWaveClearMusicComplete;
bool_u8 isWaveUpdate;
bool_u8 isUpgradesActive;
bool_u8 isUpgradeUpdate;
bool_u8 isBountyUpdate;
bool_u8 isGameClearing;
bool_u8 isGracePeriod;
bool_u8 isTutorial;
Sprite tutorialText;
Sprite bg;
s32 gameClearTimer;
s32 countdownTimer;
s32 tutorialTimer;
s32 wave;
s32 game;
s32 spawnTimer;
s32 enemyMax;
s32 gracePeriodTimer;
List enemies; /* Enemy */
List spawnEnemies; /* EnemyType */
List collectibles; /* Collectible */
List messages; /* Message */
} Play;
typedef struct Title
{
struct Game* g;
Cursor cursor;
Sprite startBackgroundSprite;
Sprite infoBackgroundSprite;
Sprite backgroundSprite;
Button startButton;
Button infoButton;
bool_u8 isInfoPressed;
bool_u8 isStartPressed;
Sprite logoSprite;
} Title;
typedef struct Scene
{
char* text;
TextureType textureType;
} Scene;
typedef struct SceneHandler
{
struct Game* g;
Scene* scenes;
Sprite sprite;
Sprite text;
bool_u8 isTextEnd;
bool_u8 isEnd;
s32 updateTimer;
s32 sceneCount;
s32 sceneIndex;
s32 textIndex;
s32 textLength;
} SceneHandler;
typedef struct Intro
{
Game* g;
SceneHandler sceneHandler;
} Intro;
typedef struct Info
{
struct Game* g;
bool_u8 isBackPressed;
Sprite licenseText;
Sprite themeText;
Sprite themeSprite;
Sprite wildcardAdminSprite;
Sprite wildcardAdminText;
Sprite wildcardPatreonSprite;
Sprite wildcardPatreonText;
Sprite wildcardCommunitySprite;
Sprite wildcardCommunityText;
Sprite backBackgroundSprite;
Button backButton;
Cursor cursor;
} Info;
typedef struct Ending
{
Game* g;
SceneHandler sceneHandler;
EndingType type;
Button plusButton;
Button endButton;
bool_u8 isActualEnding;
bool_u8 isNewGamePlus;
bool_u8 isResults;
Cursor cursor;
} Ending;
typedef struct Results
{
struct Game* g;
bool_u8 isEnd;
Sprite highestWave;
Sprite cashCollected;
Sprite cashHeld;
Sprite bountiesHunted;
Sprite thanksText;
Sprite resultsText;
Sprite sprite;
} Results;
typedef struct Game
{
Ending ending;
Event event;
Info info;
Intro intro;
Keyboard keyboard;
Mix_Chunk* sounds[SOUND_COUNT];
Mix_Music* music[MUSIC_COUNT];
Mouse mouse;
Play play;
Results results;
SDL_Renderer* renderer;
SDL_Texture* textures[TEXTURE_COUNT];
SDL_Window* window;
StateType state;
StateType stateNext;
TTF_Font* fonts[FONT_COUNT];
Tick tick;
Title title;
bool_u8 isStateTransition;
bool_u8 isStateTransitioning;
bool_u8 isNextStateWillBeInit;
bool_u8 isPrevStateWillBeFreed;
bool_u8 isNextStateResourcesWillBeInit;
bool_u8 isPrevStateResourcesWillBeFreed;
bool_u8 isFullScreen;
s32 stateTimer;
} Game;

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/*
* DESCRIPTION:
* Game's strings, in English.
*/
#pragma once
#define STRING_WINDOW_TITLE "Calamity Cobra in \"A Sweet Surprise\""
#define STRING_PLAY_WAVE "Wave "
#define STRING_PLAY_WAVE_PLUS "+"
#define STRING_INTRO_SCENE_ONE "On an dry, summer evening in the hottest dunes of the West, a lone silhouette clashes against the gradient of the skyline."
#define STRING_INTRO_SCENE_TWO "Calamity Cobra, rugged sharpshooter and bounty hunter extraordinaire, the fiestiest femme fatale in the region, is on the prowl for a new bounty. Clutching a wanted poster within her claws, her shielded eyes read the page...just one more time. Its message is vague; it says something about some troublesome pests that oddly resemble...baked goods?"
#define STRING_INTRO_SCENE_THREE "Peering out into the distance, Calamity Cobra spies a lonesome wooden sign with nothing but the words \"Dessert Desert\". The place was covered in assorted sweet goods, and giant towers of pudding adorned the horizon. It was just where the poster said those sugary bastards would be!!"
#define STRING_INTRO_SCENE_FOUR "Suddenly, without a moment's notice...herds of those high-calorie vermin burst out into the scene and surround Calamity Cobra!!"
#define STRING_INTRO_SCENE_FIVE "With the quickest draw in all of the land, Calamity Cobra arms herself with her very own Snekgun (patent pending), and prepares to bring justice to all the waistlines those high-calorie miscreants have ruined and to remind those not-so-sweet sweets why her name is CALAMITY COBRA!!"
#define STRING_ENDING_FAIL "Calamity Cobra had misjudged how vicious the denizens of the Dessert Desert would be. Held captive by a thick, mountainous layer of flab, Calamity Cobra lays immobile in the midst of the cream-covered land, helplessly awaiting further feedings...(Try again!!)"
#define STRING_ENDING_ONE "Having cleared out all the troublesome treats in her sight, Calamity Cobra departs from the cursed cream-covered lands, with a nice haul to boot. She just wishes that she wouldn't have to spend some of it on a new tailor... (Ending 1. Shoot for $50,000 on hand!!)"
#define STRING_ENDING_TWO "After destroying an army's worth of those conniving confections, creamy viscera coated Calamity Cobra's shredded outfit. Absolutely exhausted from her relentless slaughter, Calamity Cobra begins the long trip back to town with her bundles of cash. It's not going to be easy, seeing how she's also got to carry the weight of her sized-up body... (Ending 2. Shoot for $100,000 on hand!)"
#define STRING_ENDING_THREE "Did Cecillia do it for the money? Partly. For the fame, for the glory? Sure. But this was the bounty she'd been looking for her whole life, and it brought her something else that those two could hardly bring: immense pleasure. Having suffered the consequences of her vicious, unrelenting slaughter, Cecillia languished her new enormity with pride. Plucking the lollipop from her mouth, Cecilla decided the reward could wait...enjoying her new size was priority number one. (Best Ending. Congratulations!!!)"
#define STRING_PLAY_UPGRADE "UPGRADES - Use the dough you've earned and buy shweet upgrades for your Snekgun!!"
#define STRING_PLAY_UPGRADE_SNAKES "SNAKES+ - You can now have more snakes on screen."
#define STRING_PLAY_UPGRADE_LIFETIME "LIFETIME+ - Your snakes will last longer before tiring out."
#define STRING_PLAY_UPGRADE_REDIRECT "REDIRECTS+ - You can now redirect your snakes an additional time, for more damage."
#define STRING_INFO_LICENSES "Thank you for playing Calamity Cobra in \"A Sweet Surprise\"! 2022 Weightgaming.com Gain Jam. Software by @ShweetMagnet licensed under GNU GPLv3. Art licensed under CC0, by @ShweetMagnet. Sound and music licensed under CC0, by @bugsinplanters. \"Jackwrite\" font licensed under OFL, by Jack Daw from dafont.com. \"Sheet of old paper\" graphic licensed under CC0, by Q-x from opengameart.org"
#define STRING_INFO_THEME "Theme: \"Greed\"\nThe game centers around a greedy miscreant bounty hunter on the hunt. Money can drop from enemies, and greed can be your downfall if you waltz into a hoard of them to collect some chump change or carelessly fire a snake to collect goodies. You can use said money to pay for shweet upgrades, and the endings certainly highlight Calamity Cobra's avarice."
#define STRING_INFO_WILDCARD_ADMIN "Wildcard (Admin): \"New Game+\"\nAfter beating the first batch of waves, you can start over the beginning, keeping your cash and upgrades. Be wary though, as enemies will be beefier, faster and spawn sooner!! Luckily, you get a cash multiplier and goodies are more common!!"
#define STRING_INFO_WILDCARD_PATREON "Wildcard (Patreon): \"Progress Through Failure\"\nIf you either screw up (or intentionally get hit), the wave will be instantly cleared, allowing you to proceed to the next one. However, you'll be punished with a fattening, meaning you move slower and become easier to hit!!"
#define STRING_INFO_WILDCARD_COMMUNITY "Wildcard (Community): \"Minions\"\nCalamity Cobra's patented Snekgun fires friendly serpent minions that can be redirected on her command. Use them to dispatch your foes, and collect goodies, just as good minions should!!"
#define STRING_INFO_BACK "Back"
#define STRING_PLAY_TUTORIAL_MOUSE "Hold RIGHT MOUSE to move. Press LEFT MOUSE to fire snakes, and press RIGHT MOUSE/R to redirect snakes, which deal more damage. Collect cash, hunt bounties, and watch your waistline!!"
#define STRING_PLAY_TUTORIAL_KEYBOARD "Use arrow keys/WASD to move. Press LEFT MOUSE to fire snakes, and press RIGHT MOUSE/R to redirect snakes, which deal more damage. Collect cash, hunt bounties, and watch your waistline!!"
#define STRING_PLAY_PAUSE "PAUSE!!"
#define STRING_PLAY_GUI_SNAKE_POWER_UP "INFINITE"
#define STRING_PLAY_MESSAGE_WAVE_CLEAR "WAVE CLEARED!!"
#define STRING_PLAY_MESSAGE_WAVE_FAIL "WAVE FAILED..."
#define STRING_PLAY_MESSAGE_PURCHASE_NO_CASH "YOU'RE BROKE!!"
#define STRING_PLAY_MESSAGE_PURCHASE_MAXED "MAXED!!"
#define STRING_PLAY_MESSAGE_GAME_CLEAR "GAME CLEARED!!"
#define STRING_PLAY_MESSAGE_POWER_UP "BERSERK!!"
#define STRING_PLAY_MESSAGE_POWER_DOWN "BERSERK OVER..."
#define STRING_PLAY_MESSAGE_MIRACLE_CURE "-1 FATNESS!!"
#define STRING_PLAY_MESSAGE_DYNAMITE "KABOOM!!"
#define STRING_PLAY_GUI_WAVE "WAVE "
#define STRING_PLAY_GUI_READY "LET'S WRASSLE!!"
#define STRING_PLAY_GUI_BOUNTY_NONE "..."
#define STRING_PLAY_GUI_BOUNTY_DEAD "X-X"
#define STRING_ENDING_NEW_GAME_PLUS "New Game+"
#define STRING_ENDING_RESULTS "Forfeit"
#define STRING_RESULTS "RESULTS"
#define STRING_RESULTS_BOUNTIES_HUNTED "Bounties Hunted: "
#define STRING_RESULTS_CASH_COLLECTED "Cash Collected: "
#define STRING_RESULTS_CASH_HELD "Cash Held:"
#define STRING_RESULTS_HIGHEST_WAVE "Highest Wave: "
#define STRING_RESULTS_THANKS "Thanks for playing!! c:"
#define STRING_TITLE_START "Start!!"
#define STRING_TITLE_INFO "Credits / Info"

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/*
* DESCRIPTION:
* Fail ending code.
*/
#include "ending.h"
/* Initializes ending. */
void
ending_init(Ending* _e, Game* _g, EndingType _t)
{
Sprite plusButtonSprite;
Sprite endButtonSprite;
memset(_e, '\0', sizeof(Intro));
_e->g = _g;
_e->type = _t;
switch (_e->type)
{
case ENDING_FAIL:
scene_init
(
&_e->sceneHandler,
_e->g,
(Scene*)ENDING_FAIL_SCENES,
ENDING_FAIL_SCENE_COUNT
);
break;
case ENDING_ONE:
scene_init
(
&_e->sceneHandler,
_e->g,
(Scene*)ENDING_ONE_SCENES,
ENDING_ONE_SCENE_COUNT
);
_e->isActualEnding = TRUE;
break;
case ENDING_TWO:
scene_init
(
&_e->sceneHandler,
_e->g,
(Scene*)ENDING_TWO_SCENES,
ENDING_TWO_SCENE_COUNT
);
_e->isActualEnding = TRUE;
break;
case ENDING_THREE:
scene_init
(
&_e->sceneHandler,
_e->g,
(Scene*)ENDING_THREE_SCENES,
ENDING_THREE_SCENE_COUNT
);
_e->isActualEnding = TRUE;
break;
default:
break;
}
text_sprite_init
(
&plusButtonSprite,
_e->g->renderer,
_e->g->fonts[FONT_BIG],
ENDING_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_ENDING_NEW_GAME_PLUS,
0
);
plusButtonSprite.x = ENDING_PLUS_BUTTON_OFFSET_X;
plusButtonSprite.y = ENDING_PLUS_BUTTON_OFFSET_Y;
text_sprite_init
(
&endButtonSprite,
_e->g->renderer,
_e->g->fonts[FONT_BIG],
ENDING_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_ENDING_RESULTS,
0
);
endButtonSprite.x = ENDING_END_BUTTON_OFFSET_X;
endButtonSprite.y = ENDING_END_BUTTON_OFFSET_Y;
button_init(&_e->plusButton, &plusButtonSprite);
button_init(&_e->endButton, &endButtonSprite);
cursor_init(&_e->cursor, &_e->g->mouse, _e->g->textures[TEXTURE_GUI_CURSOR]);
music_play(_e->g->music[MUSIC_WIND], TRUE);
}
/* Frees ending. */
void
ending_free(Ending* _e)
{
if (_e->plusButton.sprite.atlas.texture)
texture_free(_e->plusButton.sprite.atlas.texture);
if (_e->endButton.sprite.atlas.texture)
texture_free(_e->endButton.sprite.atlas.texture);
scene_free(&_e->sceneHandler, _e->g);
}
/* Updates ending. */
void
ending_update(Ending* _e)
{
scene_update(&_e->sceneHandler, _e->g);
cursor_update(&_e->cursor, &_e->g->mouse);
if (_e->sceneHandler.isEnd)
{
if (_e->isActualEnding)
{
button_update(&_e->plusButton, &_e->g->mouse);
button_update(&_e->endButton, &_e->g->mouse);
if (_e->plusButton.state == BUTTON_STATE_PRESS)
{
_e->isNewGamePlus = TRUE;
sound_play(_e->g->sounds[SOUND_MENU], -1);
}
else if (_e->endButton.state == BUTTON_STATE_PRESS)
{
_e->isResults = TRUE;
sound_play(_e->g->sounds[SOUND_MENU], -1);
}
}
else
{
if (mouse_press(&_e->g->mouse, MOUSE_LEFT))
{
_e->isResults = TRUE;
sound_play(_e->g->sounds[SOUND_MENU], -1);
}
}
}
}
/* Draws ending. */
void
ending_draw(Ending* _e)
{
scene_draw(&_e->sceneHandler, _e->g);
cursor_draw(&_e->cursor, _e->g->renderer);
if (_e->isActualEnding && _e->sceneHandler.isEnd)
{
button_draw(&_e->plusButton, _e->g->renderer);
button_draw(&_e->endButton, _e->g->renderer);
}
}

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src/game/ending/ending.h Executable file
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/*
* DESCRIPTION:
* Header file for ending_fail.c.
*/
#pragma once
#include "../gui/button.h"
#include "../gui/cursor.h"
#include "../scene/scene.h"
#include "../GAME_STRINGS.h"
#define ENDING_FAIL_SCENE_COUNT 1
#define ENDING_ONE_SCENE_COUNT 1
#define ENDING_TWO_SCENE_COUNT 1
#define ENDING_THREE_SCENE_COUNT 1
#define ENDING_PLUS_BUTTON_OFFSET_X 150
#define ENDING_PLUS_BUTTON_OFFSET_Y 550
#define ENDING_END_BUTTON_OFFSET_X 600
#define ENDING_END_BUTTON_OFFSET_Y 550
#define ENDING_TWO_CASH_THRESHOLD 50000
#define ENDING_THREE_CASH_THRESHOLD 100000
static const Scene ENDING_FAIL_SCENES[ENDING_FAIL_SCENE_COUNT] =
{
{
.textureType = TEXTURE_ENDING_FAIL,
.text = STRING_ENDING_FAIL
}
};
static const Scene ENDING_ONE_SCENES[ENDING_ONE_SCENE_COUNT] =
{
{
.textureType = TEXTURE_ENDING_ONE,
.text = STRING_ENDING_ONE
}
};
static const Scene ENDING_TWO_SCENES[ENDING_TWO_SCENE_COUNT] =
{
{
.textureType = TEXTURE_ENDING_TWO,
.text = STRING_ENDING_TWO
}
};
static const Scene ENDING_THREE_SCENES[ENDING_THREE_SCENE_COUNT] =
{
{
.textureType = TEXTURE_ENDING_THREE,
.text = STRING_ENDING_THREE
}
};
static const SDL_Color ENDING_TEXT_COLOR = {255, 255, 255, 255};
void ending_update(Ending* _e);
void ending_init(Ending* _e, Game* _g, EndingType _t);
void ending_draw(Ending* _e);
void ending_free(Ending* _e);

100
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/*
* DESCRIPTION:
* Main game functions.
*/
#include "game.h"
static void game_update(Game* _g);
static void game_draw(Game* _g);
/* Updates the game. */
static void
game_update(Game* _g)
{
event_update(&_g->event);
mouse_update(&_g->mouse);
keyboard_update(&_g->keyboard);
game_state_update(_g);
/*
if (keyboard_press(&_g->keyboard, KEYBOARD_F))
{
if (_g->isFullScreen)
window_fullscreen_enter(_g->window);
else
window_fullscreen_exit(_g->window);
_g->isFullScreen = !_g->isFullScreen;
}
*/
}
/* Draws the game. */
static void
game_draw(Game* _g)
{
renderer_color_set(_g->renderer, RENDERER_COLOR);
renderer_clear(_g->renderer);
game_state_draw(_g);
renderer_present(_g->renderer);
}
/* Initializes game. */
void
game_init(Game* _g)
{
memset(_g, '\0', sizeof(Game));
window_init
(
&_g->window,
WINDOW_TITLE,
WINDOW_WIDTH,
WINDOW_HEIGHT,
WINDOW_FLAGS
);
renderer_init
(
&_g->renderer,
_g->window,
RENDERER_FLAGS
);
SDL_ShowCursor(SDL_DISABLE);
game_state_transition(_g, STATE_TITLE, TRUE, TRUE, TRUE, TRUE);
_g->stateTimer = STATE_TRANSITION_TIMER_MAX;
}
/* Frees game resources. */
void
game_free(Game* _g)
{
game_state_free(_g);
game_music_clear(_g);
game_font_clear(_g);
game_sound_clear(_g);
game_texture_clear(_g);
}
/* Main game loop. */
void
game_loop(Game* _g)
{
tick_update(&_g->tick);
while (_g->tick.cum > FRAME_DELAY)
{
game_update(_g);
_g->tick.cum -= FRAME_DELAY;
}
game_draw(_g);
}

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/*
* DESCRIPTION:
* Header file for game.c.
*/
#pragma once
#include "GAME_STRINGS.h"
#include "game_state.h"
#define WINDOW_WIDTH 800
#define WINDOW_HEIGHT 600
#define WINDOW_FLAGS 0
#define WINDOW_TITLE STRING_WINDOW_TITLE
#define RENDERER_FLAGS SDL_RENDERER_ACCELERATED
#define FPS 60
#define FRAME_DELAY (SECOND / FPS)
static const SDL_Color RENDERER_COLOR = {0, 0, 0, 255};
void game_free(Game* _g);
void game_init(Game* _g);
void game_loop(Game* _g);

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src/game/game_ending.c Executable file
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/*
* DESCRIPTION:
* The "Title" state's meta functions.
*/
#include "game_ending.h"
/* Initializes the Intro state's resources. */
void
game_ending_init(Game* _g)
{
for (s32 i = 0; i < ENDING_TEXTURE_COUNT; i++)
{
s32 index;
index = ENDING_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < ENDING_SOUND_COUNT; i++)
{
s32 index;
index = ENDING_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < ENDING_FONT_COUNT; i++)
{
s32 index;
index = ENDING_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < ENDING_MUSIC_COUNT; i++)
{
s32 index;
index = ENDING_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
}
/* Frees the Intro state's resources. */
void
game_ending_free(Game* _g)
{
for (s32 i = 0; i < ENDING_TEXTURE_COUNT; i++)
{
s32 index;
index = ENDING_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < ENDING_SOUND_COUNT; i++)
{
s32 index;
index = ENDING_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < ENDING_FONT_COUNT; i++)
{
s32 index;
index = ENDING_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < ENDING_MUSIC_COUNT; i++)
{
s32 index;
index = ENDING_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Intro state. */
void
game_ending_update(Game* _g)
{
ending_update(&_g->ending);
}
/* Draws the Intro state. */
void
game_ending_draw(Game* _g)
{
ending_draw(&_g->ending);
}

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/*
* DESCRIPTION:
* Header file for game_ending.c.
*/
#pragma once
#include "ending/ending.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define ENDING_TEXTURE_COUNT 5
#define ENDING_SOUND_COUNT 2
#define ENDING_MUSIC_COUNT 1
#define ENDING_FONT_COUNT 2
static const TextureType ENDING_TEXTURES[ENDING_TEXTURE_COUNT] =
{
TEXTURE_ENDING_FAIL,
TEXTURE_ENDING_ONE,
TEXTURE_ENDING_TWO,
TEXTURE_ENDING_THREE,
TEXTURE_GUI_CURSOR
};
static const SoundType ENDING_SOUNDS[ENDING_SOUND_COUNT] =
{
SOUND_BLIP,
SOUND_MENU
};
static const MusicType ENDING_MUSIC[ENDING_MUSIC_COUNT] =
{
MUSIC_WIND
};
static const FontType ENDING_FONTS[ENDING_FONT_COUNT] =
{
FONT_SMALL,
FONT_BIG
};
void game_ending_draw(Game* _g);
void game_ending_free(Game* _g);
void game_ending_init(Game* _g);
void game_ending_update(Game* _g);

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/*
* DESCRIPTION:
* Loads/frees game fonts.
*/
#include "game_font.h"
/* Loads a game font. */
void
game_font_init(Game* _g, FontType _f)
{
if (!_g->fonts[_f])
font_init(&_g->fonts[_f], (char*)FONT_PATHS[_f], (s32)FONT_SIZES[_f]);
}
/* Frees a game font. */
void
game_font_free(Game* _g, FontType _f)
{
if (_g->fonts[_f])
{
font_free(_g->fonts[_f]);
_g->fonts[_f] = NULL;
}
}
/* Clears all fonts. */
void
game_font_clear(Game* _g)
{
for (s32 i = 0; i < FONT_COUNT; i++)
{
if (_g->fonts[i])
game_font_free(_g, (FontType)i);
}
}

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/*
* DESCRIPTION:
* Header file for game_font.h.
*/
#pragma once
#include "GAME_COMMON.h"
static const char* FONT_PATHS[FONT_COUNT] =
{
"",
"res/font/fontJackwrite.ttf",
"res/font/fontJackwrite.ttf",
"res/font/fontJackwrite.ttf",
"res/font/fontJackwrite.ttf",
"res/font/fontJackwrite.ttf",
};
static const s32 FONT_SIZES[FONT_COUNT] =
{
0,
12,
16,
24,
32,
48
};
void game_font_init(Game* _g, FontType _f);
void game_font_free(Game* _g, FontType _f);
void game_font_clear(Game* _g);

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/*
* DESCRIPTION:
* The "Info" state's meta functions.
*/
#include "game_info.h"
/* Initializes the Play state's resources. */
void
game_info_init(Game* _g)
{
for (s32 i = 0; i < INFO_TEXTURE_COUNT; i++)
{
s32 index;
index = INFO_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < INFO_SOUND_COUNT; i++)
{
s32 index;
index = INFO_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < INFO_FONT_COUNT; i++)
{
s32 index;
index = INFO_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < INFO_MUSIC_COUNT; i++)
{
s32 index;
index = INFO_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
info_init(&_g->info, _g);
}
/* Frees the Play state's resources. */
void
game_info_free(Game* _g)
{
info_free(&_g->info);
for (s32 i = 0; i < INFO_TEXTURE_COUNT; i++)
{
s32 index;
index = INFO_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < INFO_SOUND_COUNT; i++)
{
s32 index;
index = INFO_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < INFO_FONT_COUNT; i++)
{
s32 index;
index = INFO_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < INFO_MUSIC_COUNT; i++)
{
s32 index;
index = INFO_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Play state. */
void
game_info_update(Game* _g)
{
info_update(&_g->info);
}
/* Draws the Play state. */
void
game_info_draw(Game* _g)
{
info_draw(&_g->info);
}

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/*
* DESCRIPTION:
* Header file for game_info.c.
*/
#pragma once
#include "info/info.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define INFO_TEXTURE_COUNT 6
#define INFO_SOUND_COUNT 1
#define INFO_MUSIC_COUNT 1
#define INFO_FONT_COUNT 4
static const TextureType INFO_TEXTURES[INFO_TEXTURE_COUNT] =
{
TEXTURE_GUI_SIGN_SMALL,
TEXTURE_GUI_CURSOR,
TEXTURE_INFO_THEME,
TEXTURE_INFO_WILDCARD_ADMIN,
TEXTURE_INFO_WILDCARD_PATREON,
TEXTURE_INFO_WILDCARD_COMMUNITY
};
static const SoundType INFO_SOUNDS[INFO_SOUND_COUNT] =
{
SOUND_MENU
};
static const MusicType INFO_MUSIC[INFO_MUSIC_COUNT] =
{
MUSIC_TITLE
};
static const FontType INFO_FONTS[INFO_FONT_COUNT] =
{
FONT_TINY,
FONT_SMALL,
FONT_MEDIUM,
FONT_BIG
};
void game_info_draw(Game* _g);
void game_info_free(Game* _g);
void game_info_init(Game* _g);
void game_info_update(Game* _g);

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/*
* DESCRIPTION:
* The "Title" state's meta functions.
*/
#include "game_intro.h"
/* Initializes the Intro state's resources. */
void
game_intro_init(Game* _g)
{
for (s32 i = 0; i < INTRO_TEXTURE_COUNT; i++)
{
s32 index;
index = INTRO_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < INTRO_SOUND_COUNT; i++)
{
s32 index;
index = INTRO_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < INTRO_FONT_COUNT; i++)
{
s32 index;
index = INTRO_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < INTRO_MUSIC_COUNT; i++)
{
s32 index;
index = INTRO_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
}
/* Frees the Intro state's resources. */
void
game_intro_free(Game* _g)
{
for (s32 i = 0; i < INTRO_TEXTURE_COUNT; i++)
{
s32 index;
index = INTRO_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < INTRO_SOUND_COUNT; i++)
{
s32 index;
index = INTRO_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < INTRO_FONT_COUNT; i++)
{
s32 index;
index = INTRO_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < INTRO_MUSIC_COUNT; i++)
{
s32 index;
index = INTRO_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Intro state. */
void
game_intro_update(Game* _g)
{
intro_update(&_g->intro);
}
/* Draws the Intro state. */
void
game_intro_draw(Game* _g)
{
intro_draw(&_g->intro);
}

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/*
* DESCRIPTION:
* Header file for game_intro.c.
*/
#pragma once
#include "intro/intro.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define INTRO_TEXTURE_COUNT 5
#define INTRO_SOUND_COUNT 2
#define INTRO_MUSIC_COUNT 1
#define INTRO_FONT_COUNT 1
static const TextureType INTRO_TEXTURES[INTRO_TEXTURE_COUNT] =
{
TEXTURE_INTRO_SCENE_ONE,
TEXTURE_INTRO_SCENE_TWO,
TEXTURE_INTRO_SCENE_THREE,
TEXTURE_INTRO_SCENE_FOUR,
TEXTURE_INTRO_SCENE_FIVE,
};
static const SoundType INTRO_SOUNDS[INTRO_SOUND_COUNT] =
{
SOUND_BLIP,
SOUND_MENU
};
static const MusicType INTRO_MUSIC[INTRO_MUSIC_COUNT] =
{
MUSIC_INTRO
};
static const FontType INTRO_FONTS[INTRO_FONT_COUNT] =
{
FONT_SMALL
};
void game_intro_draw(Game* _g);
void game_intro_free(Game* _g);
void game_intro_init(Game* _g);
void game_intro_update(Game* _g);

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/*
* DESCRIPTION:
* Loads/frees game music.
*/
#include "game_music.h"
/* Loads a game music. */
void
game_music_init(Game* _g, MusicType _m)
{
if (!_g->music[_m])
music_init(&_g->music[_m], (char*)MUSIC_PATHS[_m]);
}
/* Frees a game music. */
void
game_music_free(Game* _g, MusicType _m)
{
if (_g->music[_m])
{
music_free(_g->music[_m]);
_g->music[_m] = NULL;
}
}
/* Clears all music. */
void
game_music_clear(Game* _g)
{
for (s32 i = 0; i < MUSIC_COUNT; i++)
{
if (_g->music[i])
game_music_free(_g, (MusicType)i);
}
}

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/*
* DESCRIPTION:
* Header file for game_music.h
*/
#pragma once
#include "GAME_COMMON.h"
static const char* MUSIC_PATHS[MUSIC_COUNT] =
{
"",
"res/audio/music/musWind.ogg",
"res/audio/music/musPlay.ogg",
"res/audio/music/musWaveClear.ogg",
"res/audio/music/musWaveFail.ogg",
"res/audio/music/musResults.ogg",
"res/audio/music/musTitle.ogg",
"res/audio/music/musIntro.ogg",
};
void game_music_init(Game* _g, MusicType _m);
void game_music_free(Game* _g, MusicType _m);
void game_music_clear(Game* _g);

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/*
* DESCRIPTION:
* The "Play" state's meta functions.
*/
#include "game_play.h"
/* Initializes the Play state's resources. */
void
game_play_init(Game* _g)
{
for (s32 i = 0; i < PLAY_TEXTURE_COUNT; i++)
{
s32 index;
index = PLAY_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < PLAY_SOUND_COUNT; i++)
{
s32 index;
index = PLAY_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < PLAY_FONT_COUNT; i++)
{
s32 index;
index = PLAY_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < PLAY_MUSIC_COUNT; i++)
{
s32 index;
index = PLAY_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
}
/* Frees the Play state's resources. */
void
game_play_free(Game* _g)
{
for (s32 i = 0; i < PLAY_TEXTURE_COUNT; i++)
{
s32 index;
index = PLAY_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < PLAY_SOUND_COUNT; i++)
{
s32 index;
index = PLAY_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < PLAY_FONT_COUNT; i++)
{
s32 index;
index = PLAY_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < PLAY_MUSIC_COUNT; i++)
{
s32 index;
index = PLAY_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Play state. */
void
game_play_update(Game* _g)
{
play_update(&_g->play);
}
/* Draws the Play state. */
void
game_play_draw(Game* _g)
{
play_draw(&_g->play);
}

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/*
* DESCRIPTION:
* Header file for game_play.c.
*/
#pragma once
#include "play/play.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define PLAY_TEXTURE_COUNT 29
#define PLAY_SOUND_COUNT 23
#define PLAY_MUSIC_COUNT 4
#define PLAY_FONT_COUNT 5
static const TextureType PLAY_TEXTURES[PLAY_TEXTURE_COUNT] =
{
TEXTURE_GUI_CURSOR,
TEXTURE_GUI_SNAKE,
TEXTURE_GUI_REDIRECT,
TEXTURE_GUI_CASH,
TEXTURE_GUI_UPGRADE_SNAKE,
TEXTURE_GUI_UPGRADE_LIFETIME,
TEXTURE_GUI_UPGRADE_REDIRECT,
TEXTURE_GUI_SIGN_SMALL,
TEXTURE_GUI_SIGN_BIG,
TEXTURE_SHADOW,
TEXTURE_ARC,
TEXTURE_PLAY_BG,
TEXTURE_PLAYER_STAGE_ONE,
TEXTURE_PLAYER_STAGE_TWO,
TEXTURE_PLAYER_STAGE_THREE,
TEXTURE_PLAYER_TAIL_STAGE_ONE,
TEXTURE_PLAYER_TAIL_STAGE_TWO,
TEXTURE_PLAYER_TAIL_STAGE_THREE,
TEXTURE_PLAYER_SNAKE,
TEXTURE_ENEMY_CUPPER,
TEXTURE_ENEMY_CHIPPER,
TEXTURE_ENEMY_CHIP,
TEXTURE_ENEMY_CRUMBLER,
TEXTURE_COLLECTIBLE_DOLLARS,
TEXTURE_COLLECTIBLE_SACK,
TEXTURE_COLLECTIBLE_BULLIONS,
TEXTURE_COLLECTIBLE_MIRACLE_CURE,
TEXTURE_COLLECTIBLE_DYNAMITE,
TEXTURE_COLLECTIBLE_BERSERK
};
static const SoundType PLAY_SOUNDS[PLAY_SOUND_COUNT] =
{
SOUND_MENU,
SOUND_SNAKE_FIRE,
SOUND_SNAKE_REDIRECT,
SOUND_SNAKE_RETURN,
SOUND_ENEMY_HURT,
SOUND_CUPPER_KILL,
SOUND_CHIPPER_KILL,
SOUND_CRUMBLER_KILL,
SOUND_CHIP_KILL,
SOUND_RUMBLE,
SOUND_COLLECTIBLE,
SOUND_DOLLARS,
SOUND_SACK,
SOUND_BULLIONS,
SOUND_PURCHASE,
SOUND_MIRACLE_CURE,
SOUND_DYNAMITE,
SOUND_BERSERK,
SOUND_SWALLOW,
SOUND_GROWTH,
SOUND_ERROR,
SOUND_GO,
SOUND_SPIT
};
static const MusicType PLAY_MUSIC[PLAY_MUSIC_COUNT] =
{
MUSIC_WIND,
MUSIC_PLAY,
MUSIC_WAVE_CLEAR,
MUSIC_WAVE_FAIL
};
static const FontType PLAY_FONTS[PLAY_FONT_COUNT] =
{
FONT_TINY,
FONT_SMALL,
FONT_MEDIUM,
FONT_BIG,
FONT_MEGA
};
void game_play_draw(Game* _g);
void game_play_free(Game* _g);
void game_play_init(Game* _g);
void game_play_update(Game* _g);

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/*
* DESCRIPTION:
* The "Title" state's meta functions.
*/
#include "game_results.h"
/* Initializes the Intro state's resources. */
void
game_results_init(Game* _g)
{
for (s32 i = 0; i < RESULTS_TEXTURE_COUNT; i++)
{
s32 index;
index = RESULTS_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < RESULTS_SOUND_COUNT; i++)
{
s32 index;
index = RESULTS_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < RESULTS_FONT_COUNT; i++)
{
s32 index;
index = RESULTS_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < RESULTS_MUSIC_COUNT; i++)
{
s32 index;
index = RESULTS_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
}
/* Frees the Intro state's resources. */
void
game_results_free(Game* _g)
{
for (s32 i = 0; i < RESULTS_TEXTURE_COUNT; i++)
{
s32 index;
index = RESULTS_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < RESULTS_SOUND_COUNT; i++)
{
s32 index;
index = RESULTS_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < RESULTS_FONT_COUNT; i++)
{
s32 index;
index = RESULTS_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < RESULTS_MUSIC_COUNT; i++)
{
s32 index;
index = RESULTS_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Intro state. */
void
game_results_update(Game* _g)
{
results_update(&_g->results);
}
/* Draws the Intro state. */
void
game_results_draw(Game* _g)
{
results_draw(&_g->results);
}

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/*
* DESCRIPTION:
* Header file for game_results.c.
*/
#pragma once
#include "results/results.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define RESULTS_TEXTURE_COUNT 1
#define RESULTS_SOUND_COUNT 1
#define RESULTS_MUSIC_COUNT 1
#define RESULTS_FONT_COUNT 2
static const TextureType RESULTS_TEXTURES[RESULTS_TEXTURE_COUNT] =
{
TEXTURE_RESULTS
};
static const SoundType RESULTS_SOUNDS[RESULTS_SOUND_COUNT] =
{
SOUND_MENU
};
static const MusicType RESULTS_MUSIC[RESULTS_MUSIC_COUNT] =
{
MUSIC_RESULTS
};
static const FontType RESULTS_FONTS[RESULTS_FONT_COUNT] =
{
FONT_BIG,
FONT_MEGA
};
void game_results_draw(Game* _g);
void game_results_free(Game* _g);
void game_results_init(Game* _g);
void game_results_update(Game* _g);

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/*
* DESCRIPTION:
* Loads/frees game sounds.
*/
#include "game_sound.h"
/* Loads a game sound. */
void
game_sound_init(Game* _g, SoundType _s)
{
if (!_g->sounds[_s])
sound_init(&_g->sounds[_s], (char*)SOUND_PATHS[_s]);
}
/* Frees a game sound. */
void
game_sound_free(Game* _g, SoundType _s)
{
if (_g->sounds[_s])
{
sound_free(_g->sounds[_s]);
_g->sounds[_s] = NULL;
}
}
/* Clears all sounds. */
void
game_sound_clear(Game* _g)
{
for (s32 i = 0; i < SOUND_COUNT; i++)
{
if (_g->sounds[i])
game_sound_free(_g, (SoundType)i);
}
}

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/*
* DESCRIPTION:
* Header file for game_sound.h
*/
#pragma once
#include "GAME_COMMON.h"
static const char* SOUND_PATHS[SOUND_COUNT] =
{
"",
"res/audio/sfx/sfxMenu.ogg",
"res/audio/sfx/sfxBlip.ogg",
"res/audio/sfx/sfxSnakeFire.ogg",
"res/audio/sfx/sfxSnakeRedirect.ogg",
"res/audio/sfx/sfxSnakeReturn.ogg",
"res/audio/sfx/sfxEnemyHurt.ogg",
"res/audio/sfx/sfxCupperKill.ogg",
"res/audio/sfx/sfxChipperKill.ogg",
"res/audio/sfx/sfxCrumblerKill.ogg",
"res/audio/sfx/sfxChipKill.ogg",
"res/audio/sfx/sfxRumble.ogg",
"res/audio/sfx/sfxCollectible.ogg",
"res/audio/sfx/sfxDollars.ogg",
"res/audio/sfx/sfxSack.ogg",
"res/audio/sfx/sfxBullions.ogg",
"res/audio/sfx/sfxPurchase.ogg",
"res/audio/sfx/sfxMiracleCure.ogg",
"res/audio/sfx/sfxDynamite.ogg",
"res/audio/sfx/sfxBerserk.ogg",
"res/audio/sfx/sfxSwallow.ogg",
"res/audio/sfx/sfxGrowth.ogg",
"res/audio/sfx/sfxError.ogg",
"res/audio/sfx/sfxGo.ogg",
"res/audio/sfx/sfxSpit.ogg",
};
void game_sound_init(Game* _g, SoundType _s);
void game_sound_free(Game* _g, SoundType _s);
void game_sound_clear(Game* _g);

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/*
* DESCRIPTION:
* Game states.
*/
#include "game_state.h"
static void game_state_transition_update(Game* _g);
static void game_state_set(Game* _g, StateType _s);
/* Update state change transition. */
static void
game_state_transition_update(Game* _g)
{
if (_g->isStateTransitioning)
{
_g->stateTimer++;
if (_g->stateTimer >= STATE_TRANSITION_TIMER_MAX)
{
game_state_set(_g, _g->stateNext);
_g->stateNext = STATE_NONE;
_g->isStateTransitioning = FALSE;
}
}
else
{
_g->stateTimer--;
if (_g->stateTimer <= 0)
_g->isStateTransition = FALSE;
}
}
/* Sets the game's state to a specified one. */
static void
game_state_set(Game* _g, StateType _s)
{
game_state_free(_g);
_g->state = _s;
if (_g->isNextStateResourcesWillBeInit)
{
switch (_g->state)
{
case STATE_TITLE:
game_title_init(_g);
break;
case STATE_INTRO:
game_intro_init(_g);
break;
case STATE_PLAY:
game_play_init(_g);
break;
case STATE_INFO:
game_info_init(_g);
break;
case STATE_ENDING_FAIL:
case STATE_ENDING_ONE:
case STATE_ENDING_TWO:
case STATE_ENDING_THREE:
game_ending_init(_g);
break;
case STATE_RESULTS:
game_results_init(_g);
break;
default:
break;
}
_g->isNextStateResourcesWillBeInit = FALSE;
}
if (_g->isNextStateWillBeInit)
{
switch (_g->state)
{
case STATE_TITLE:
title_init(&_g->title, _g);
break;
case STATE_INTRO:
intro_init(&_g->intro, _g);
break;
case STATE_PLAY:
play_init(&_g->play, _g);
break;
case STATE_INFO:
info_init(&_g->info, _g);
break;
case STATE_ENDING_FAIL:
ending_init(&_g->ending, _g, ENDING_FAIL);
break;
case STATE_ENDING_ONE:
ending_init(&_g->ending, _g, ENDING_ONE);
break;
case STATE_ENDING_TWO:
ending_init(&_g->ending, _g, ENDING_TWO);
break;
case STATE_ENDING_THREE:
ending_init(&_g->ending, _g, ENDING_THREE);
break;
case STATE_RESULTS:
results_init(&_g->results, _g);
break;
default:
break;
}
_g->isNextStateWillBeInit = FALSE;
}
}
/* Transition the a state type with a fade-in/fade-out. */
void
game_state_transition(Game* _g, StateType _s, bool_u8 _i, bool_u8 _f, bool_u8 _rI, bool_u8 _rF)
{
_g->stateTimer = 0;
_g->stateNext = _s;
_g->isNextStateWillBeInit = _i;
_g->isPrevStateWillBeFreed = _f;
_g->isNextStateResourcesWillBeInit = _rI;
_g->isPrevStateResourcesWillBeFreed = _rF;
_g->isStateTransitioning = TRUE;
_g->isStateTransition = TRUE;
}
/* Frees everything related to the game's current state. */
void
game_state_free(Game* _g)
{
if (_g->isPrevStateResourcesWillBeFreed)
{
switch (_g->state)
{
case STATE_TITLE:
game_title_free(_g);
break;
case STATE_INTRO:
game_intro_free(_g);
break;
case STATE_PLAY:
game_play_free(_g);
break;
case STATE_INFO:
game_info_free(_g);
break;
case STATE_ENDING_FAIL:
case STATE_ENDING_ONE:
case STATE_ENDING_TWO:
case STATE_ENDING_THREE:
game_ending_free(_g);
break;
case STATE_RESULTS:
game_results_free(_g);
break;
default:
break;
}
_g->isPrevStateResourcesWillBeFreed = FALSE;
}
if (_g->isPrevStateWillBeFreed)
{
switch (_g->state)
{
case STATE_TITLE:
title_free(&_g->title);
break;
case STATE_INTRO:
intro_free(&_g->intro);
break;
case STATE_PLAY:
play_free(&_g->play);
break;
case STATE_INFO:
info_free(&_g->info);
break;
case STATE_ENDING_FAIL:
case STATE_ENDING_ONE:
case STATE_ENDING_TWO:
case STATE_ENDING_THREE:
ending_free(&_g->ending);
break;
case STATE_RESULTS:
results_free(&_g->results);
break;
default:
break;
}
_g->isPrevStateWillBeFreed = FALSE;
}
}
/* Updates the game's state. */
void
game_state_update(Game* _g)
{
if (_g->isStateTransition)
game_state_transition_update(_g);
switch (_g->state)
{
case STATE_TITLE:
game_title_update(_g);
if
(
_g->title.isStartPressed &&
!_g->isStateTransition
)
{
_g->title.isStartPressed = FALSE;
game_state_transition(_g, STATE_INTRO, TRUE, TRUE, TRUE, TRUE);
}
if
(
_g->title.isInfoPressed &&
!_g->isStateTransition
)
{
_g->title.isInfoPressed = FALSE;
game_state_transition(_g, STATE_INFO, TRUE, TRUE, TRUE, TRUE);
}
break;
case STATE_INTRO:
game_intro_update(_g);
if
(
_g->intro.sceneHandler.isEnd &&
!_g->isStateTransition
)
game_state_transition(_g, STATE_PLAY, TRUE, TRUE, TRUE, TRUE);
break;
case STATE_PLAY:
game_play_update(_g);
if
(
keyboard_press(&_g->keyboard, KEYBOARD_ESCAPE) &&
_g->play.isPaused &&
!_g->isStateTransition
)
game_state_transition(_g, STATE_TITLE, TRUE, TRUE, TRUE, TRUE);
else if
(
_g->play.player.isDefeat &&
!_g->isStateTransition
)
game_state_transition(_g, STATE_ENDING_FAIL, TRUE, TRUE, TRUE, TRUE);
else if
(
_g->play.isGameCleared &&
!_g->isStateTransition
)
{
if (_g->play.player.cash >= ENDING_THREE_CASH_THRESHOLD)
game_state_transition(_g, STATE_ENDING_THREE, TRUE, FALSE, TRUE, FALSE);
else if (_g->play.player.cash >= ENDING_TWO_CASH_THRESHOLD)
game_state_transition(_g, STATE_ENDING_TWO, TRUE, FALSE, TRUE, FALSE);
else
game_state_transition(_g, STATE_ENDING_ONE, TRUE, FALSE, TRUE, FALSE);
}
break;
case STATE_INFO:
game_info_update(_g);
if
(
_g->info.isBackPressed &&
!_g->isStateTransition
)
{
_g->info.isBackPressed = FALSE;
game_state_transition(_g, STATE_TITLE, TRUE, TRUE, TRUE, TRUE);
}
break;
case STATE_ENDING_FAIL:
game_ending_update(_g);
if
(
_g->ending.sceneHandler.isEnd &&
!_g->isStateTransition
)
game_state_transition(_g, STATE_RESULTS, TRUE, TRUE, TRUE, TRUE);
break;
case STATE_ENDING_ONE:
case STATE_ENDING_TWO:
case STATE_ENDING_THREE:
game_ending_update(_g);
if (!_g->isStateTransition)
{
if (_g->ending.isNewGamePlus)
{
game_state_transition(_g, STATE_PLAY, FALSE, TRUE, FALSE, FALSE);
wave_new_game_plus(&_g->play);
_g->ending.isNewGamePlus = FALSE;
_g->ending.isActualEnding = FALSE;
}
else if (_g->ending.isResults)
{
game_state_transition(_g, STATE_RESULTS, TRUE, TRUE, TRUE, TRUE);
_g->ending.isResults = FALSE;
_g->ending.isActualEnding = FALSE;
}
}
break;
case STATE_RESULTS:
game_results_update(_g);
if
(
_g->results.isEnd &&
!_g->isStateTransition
)
game_state_transition(_g, STATE_TITLE, TRUE, TRUE, TRUE, TRUE);
break;
default:
break;
}
}
/* Draws the game's state. */
void
game_state_draw(Game* _g)
{
switch (_g->state)
{
case STATE_TITLE:
game_title_draw(_g);
break;
case STATE_INTRO:
game_intro_draw(_g);
break;
case STATE_PLAY:
game_play_draw(_g);
break;
case STATE_INFO:
game_info_draw(_g);
break;
case STATE_ENDING_FAIL:
case STATE_ENDING_ONE:
case STATE_ENDING_TWO:
case STATE_ENDING_THREE:
game_ending_draw(_g);
break;
case STATE_RESULTS:
game_results_draw(_g);
break;
default:
break;
}
if (_g->isStateTransition)
{
f64 progress;
SDL_Rect rect;
SDL_Color color;
progress = (f64)_g->stateTimer / STATE_TRANSITION_TIMER_MAX;
rect.x = 0;
rect.y = 0;
rect.w = STATE_TRANSITION_RECTANGLE_WIDTH;
rect.h = STATE_TRANSITION_RECTANGLE_HEIGHT;
color = STATE_TRANSITION_COLOR;
color.a = SDL_ALPHA_OPAQUE * progress;
rectangle_draw(&rect, _g->renderer, color);
}
}

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/*
* DESCRIPTION:
* Header file for game_state.c.
*/
#pragma once
#include "game_ending.h"
#include "game_info.h"
#include "game_play.h"
#include "game_intro.h"
#include "game_title.h"
#include "game_results.h"
#define STATE_TRANSITION_TIMER_MAX 30
#define STATE_TRANSITION_RECTANGLE_WIDTH 800
#define STATE_TRANSITION_RECTANGLE_HEIGHT 600
static const SDL_Color STATE_TRANSITION_COLOR = {0, 0, 0, 255};
void game_state_free(Game* _g);
void game_state_update(Game* _g);
void game_state_draw(Game* _g);
void game_state_transition(Game* _g, StateType _s, bool_u8 _i, bool_u8 _f, bool_u8 _rI, bool_u8 _rF);

37
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/*
* DESCRIPTION:
* Loads/frees game textures.
*/
#include "game_texture.h"
/* Loads a game texture. */
void
game_texture_init(Game* _g, TextureType _t)
{
if (!_g->textures[_t])
texture_init(&_g->textures[_t], _g->renderer, (char*)TEXTURE_PATHS[_t]);
}
/* Frees a game texture. */
void
game_texture_free(Game* _g, TextureType _t)
{
if (_g->textures[_t])
{
texture_free(_g->textures[_t]);
_g->textures[_t] = NULL;
}
}
/* Clears all textures. */
void
game_texture_clear(Game* _g)
{
for (s32 i = 0; i < TEXTURE_COUNT; i++)
{
if (_g->textures[i])
game_texture_free(_g, (TextureType)i);
}
}

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/*
* DESCRIPTION:
* Header file for game_texture.c.
*/
#pragma once
#include "GAME_COMMON.h"
static const char* TEXTURE_PATHS[TEXTURE_COUNT] =
{
"",
"res/gfx/title/gfxLogo.png",
"res/gfx/gui/gfxGuiCursor.png",
"res/gfx/play/gui/gfxGuiSnake.png",
"res/gfx/play/gui/gfxGuiRedirect.png",
"res/gfx/play/gui/gfxGuiCash.png",
"res/gfx/play/gui/gfxGuiUpgradeSnake.png",
"res/gfx/play/gui/gfxGuiUpgradeLifetime.png",
"res/gfx/play/gui/gfxGuiUpgradeRedirect.png",
"res/gfx/gui/gfxGuiSignSmall.png",
"res/gfx/gui/gfxGuiSignBig.png",
"res/gfx/play/gfxShadow.png",
"res/gfx/play/player/gfxArc.png",
"res/gfx/play/bg/gfxPlayBG.png",
"res/gfx/play/player/gfxPlayerStageOne.png",
"res/gfx/play/player/gfxPlayerStageTwo.png",
"res/gfx/play/player/gfxPlayerStageThree.png",
"res/gfx/play/player/gfxPlayerTailStageOne.png",
"res/gfx/play/player/gfxPlayerTailStageTwo.png",
"res/gfx/play/player/gfxPlayerTailStageThree.png",
"res/gfx/play/player/gfxPlayerSnake.png",
"res/gfx/play/enemy/gfxEnemyCupper.png",
"res/gfx/play/enemy/gfxEnemyChipper.png",
"res/gfx/play/enemy/gfxEnemyChip.png",
"res/gfx/play/enemy/gfxEnemyCrumbler.png",
"res/gfx/play/collectible/gfxCollectibleDollars.png",
"res/gfx/play/collectible/gfxCollectibleSack.png",
"res/gfx/play/collectible/gfxCollectibleBullions.png",
"res/gfx/play/collectible/gfxCollectibleMiracleCure.png",
"res/gfx/play/collectible/gfxCollectibleDynamite.png",
"res/gfx/play/collectible/gfxCollectibleBerserk.png",
"res/gfx/info/gfxTheme.png",
"res/gfx/info/gfxWildcardAdmin.png",
"res/gfx/info/gfxWildcardPatreon.png",
"res/gfx/info/gfxWildcardCommunity.png",
"res/gfx/intro/gfxIntroSceneOne.png",
"res/gfx/intro/gfxIntroSceneTwo.png",
"res/gfx/intro/gfxIntroSceneThree.png",
"res/gfx/intro/gfxIntroSceneFour.png",
"res/gfx/intro/gfxIntroSceneFive.png",
"res/gfx/ending/gfxEndingFail.png",
"res/gfx/ending/gfxEndingOne.png",
"res/gfx/ending/gfxEndingTwo.png",
"res/gfx/ending/gfxEndingThree.png",
"res/gfx/title/gfxTitleBG.png",
"res/gfx/results/gfxResults.png",
};
void game_texture_init(Game* _g, TextureType _t);
void game_texture_free(Game* _g, TextureType _t);
void game_texture_clear(Game* _g);

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/*
* DESCRIPTION:
* The "Title" state's meta functions.
*/
#include "game_title.h"
/* Initializes the Play state's resources. */
void
game_title_init(Game* _g)
{
for (s32 i = 0; i < TITLE_TEXTURE_COUNT; i++)
{
s32 index;
index = TITLE_TEXTURES[i];
game_texture_init(_g, (TextureType)index);
}
for (s32 i = 0; i < TITLE_SOUND_COUNT; i++)
{
s32 index;
index = TITLE_SOUNDS[i];
game_sound_init(_g, (SoundType)index);
}
for (s32 i = 0; i < TITLE_FONT_COUNT; i++)
{
s32 index;
index = TITLE_FONTS[i];
game_font_init(_g, (FontType)index);
}
for (s32 i = 0; i < TITLE_MUSIC_COUNT; i++)
{
s32 index;
index = TITLE_MUSIC[i];
game_music_init(_g, (MusicType)index);
}
}
/* Frees the Play state's resources. */
void
game_title_free(Game* _g)
{
for (s32 i = 0; i < TITLE_TEXTURE_COUNT; i++)
{
s32 index;
index = TITLE_TEXTURES[i];
game_texture_free(_g, (TextureType)index);
}
for (s32 i = 0; i < TITLE_SOUND_COUNT; i++)
{
s32 index;
index = TITLE_SOUNDS[i];
game_sound_free(_g, (SoundType)index);
}
for (s32 i = 0; i < TITLE_FONT_COUNT; i++)
{
s32 index;
index = TITLE_FONTS[i];
game_font_free(_g, (FontType)index);
}
for (s32 i = 0; i < TITLE_MUSIC_COUNT; i++)
{
s32 index;
index = TITLE_MUSIC[i];
game_music_free(_g, (MusicType)index);
}
}
/* Updates the Play state. */
void
game_title_update(Game* _g)
{
title_update(&_g->title);
}
/* Draws the Play state. */
void
game_title_draw(Game* _g)
{
title_draw(&_g->title);
}

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/*
* DESCRIPTION:
* Header file for game_title.c.
*/
#pragma once
#include "title/title.h"
#include "game_font.h"
#include "game_music.h"
#include "game_sound.h"
#include "game_texture.h"
#define TITLE_TEXTURE_COUNT 5
#define TITLE_SOUND_COUNT 1
#define TITLE_MUSIC_COUNT 1
#define TITLE_FONT_COUNT 2
static const TextureType TITLE_TEXTURES[TITLE_TEXTURE_COUNT] =
{
TEXTURE_LOGO,
TEXTURE_GUI_SIGN_SMALL,
TEXTURE_GUI_SIGN_BIG,
TEXTURE_GUI_CURSOR,
TEXTURE_TITLE_BACKGROUND
};
static const SoundType TITLE_SOUNDS[TITLE_SOUND_COUNT] =
{
SOUND_MENU
};
static const MusicType TITLE_MUSIC[TITLE_MUSIC_COUNT] =
{
MUSIC_TITLE
};
static const FontType TITLE_FONTS[TITLE_FONT_COUNT] =
{
FONT_MEDIUM,
FONT_BIG
};
void game_title_draw(Game* _g);
void game_title_free(Game* _g);
void game_title_init(Game* _g);
void game_title_update(Game* _g);

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/*
* DESCRIPTION:
* Basic GUI button.
*/
#include "button.h"
/* Initializes a button. */
void
button_init(Button* _b, Sprite* _s)
{
memset(_b, '\0', sizeof(Button));
_b->sprite = *_s;
}
/* Updates a button. */
void
button_update(Button* _b, Mouse* _m)
{
SDL_Rect rect;
rect = sprite_rect_get(&_b->sprite);
_b->state = BUTTON_STATE_NONE;
if (rectangle_point_collide(&rect, _m->x, _m->y))
{
if (_b->state == BUTTON_STATE_HOVER)
_b->state = BUTTON_STATE_HOVERING;
else
_b->state = BUTTON_STATE_HOVER;
if (mouse_held(_m, MOUSE_LEFT))
_b->state = BUTTON_STATE_HELD;
else if (mouse_press(_m, MOUSE_LEFT))
_b->state = BUTTON_STATE_PRESS;
}
else
_b->state = BUTTON_STATE_NONE;
switch (_b->state)
{
case BUTTON_STATE_PRESS:
_b->sprite.color = BUTTON_PRESS_COLOR;
break;
case BUTTON_STATE_HELD:
_b->sprite.color = BUTTON_HELD_COLOR;
break;
case BUTTON_STATE_HOVER:
case BUTTON_STATE_HOVERING:
_b->sprite.color = BUTTON_HOVER_COLOR;
break;
case BUTTON_STATE_NONE:
default:
_b->sprite.color = BUTTON_NONE_COLOR;
break;
}
}
/* Draws a button. */
void
button_draw(Button* _b, SDL_Renderer* _r)
{
sprite_draw(&_b->sprite, _r);
}

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/*
* DESCRIPTION:
* Header file for button.c.
*/
#pragma once
#include "../GAME_COMMON.h"
static const SDL_Color BUTTON_NONE_COLOR = {255, 255, 255, 255};
static const SDL_Color BUTTON_HOVER_COLOR = {192, 192, 192, 255};
static const SDL_Color BUTTON_PRESS_COLOR = {128, 128, 128, 255};
static const SDL_Color BUTTON_HELD_COLOR = {64, 64, 6, 255};
void button_init(Button* _b, Sprite* _s);
void button_update(Button* _b, Mouse* _m);
void button_draw(Button* _b, SDL_Renderer* _r);

73
src/game/gui/cursor.c Executable file
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/*
* DESCRIPTION:
* Gameplay's cursor.
*/
#include "cursor.h"
/* Initializes the cursor. */
void
cursor_init(Cursor* _c, Mouse* _m, SDL_Texture* _t)
{
Atlas atlas;
atlas_init
(
&atlas,
_t,
CURSOR_ROWS,
CURSOR_COLUMNS,
CURSOR_FRAME_WIDTH,
CURSOR_FRAME_HEIGHT
);
sprite_atlas_init
(
&_c->sprite,
&atlas,
ORIGIN_MIDDLE,
CURSOR_WIDTH,
CURSOR_HEIGHT
);
_c->sprite.frame = 0;
_c->sprite.x = _m->x;
_c->sprite.y = _m->y;
_c->sprite.color.a = CURSOR_ALPHA;
}
/* Frees cursor resources. */
void
cursor_free(Cursor* _c)
{
}
/* Updates the cursor. */
void
cursor_update(Cursor* _c, Mouse* _m)
{
if (mouse_held(_m, MOUSE_LEFT))
_c->sprite.frame = 1;
else if (mouse_held(_m, MOUSE_RIGHT))
_c->sprite.frame = 2;
else
_c->sprite.frame = 0;
_c->sprite.x = _m->x;
_c->sprite.y = _m->y;
_c->sprite.x = _c->sprite.x < CURSOR_X_MIN ? CURSOR_X_MIN : _c->sprite.x;
_c->sprite.x = _c->sprite.x > CURSOR_X_MAX ? CURSOR_X_MAX : _c->sprite.x;
_c->sprite.y = _c->sprite.y < CURSOR_Y_MIN ? CURSOR_Y_MIN : _c->sprite.y;
_c->sprite.y = _c->sprite.y > CURSOR_Y_MAX ? CURSOR_Y_MAX : _c->sprite.y;
}
/* Draws the cursor. */
void
cursor_draw(Cursor* _c, SDL_Renderer* _r)
{
sprite_draw(&_c->sprite, _r);
}

25
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/*
* DESCRIPTION:
* Header file for cursor.c.
*/
#pragma once
#include "../GAME_COMMON.h"
#define CURSOR_WIDTH 32
#define CURSOR_HEIGHT 32
#define CURSOR_FRAME_WIDTH 32
#define CURSOR_FRAME_HEIGHT 32
#define CURSOR_ROWS 1
#define CURSOR_COLUMNS 3
#define CURSOR_ALPHA 128
#define CURSOR_X_MAX 800
#define CURSOR_X_MIN 0
#define CURSOR_Y_MAX 600
#define CURSOR_Y_MIN 0
void cursor_draw(Cursor* _c, SDL_Renderer* _r);
void cursor_free(Cursor* _c);
void cursor_init(Cursor* _c, Mouse* _m, SDL_Texture* _t);
void cursor_update(Cursor* _c, Mouse* _m);

239
src/game/info/info.c Executable file
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/*
* DESCRIPTION:
* Displays game info (credits/licenses).
*/
#include "info.h"
/* Initialize info. */
void
info_init(Info* _i, Game* _g)
{
Sprite buttonSprite;
memset(_i, '\0', sizeof(Info));
_i->g = _g;
cursor_init(&_i->cursor, &_i->g->mouse, _i->g->textures[TEXTURE_GUI_CURSOR]);
text_sprite_init
(
&_i->licenseText,
_i->g->renderer,
_i->g->fonts[FONT_SMALL],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_LICENSES,
INFO_LICENSE_TEXT_WRAP
);
_i->licenseText.x = INFO_LICENSE_TEXT_OFFSET_X;
_i->licenseText.y = INFO_LICENSE_TEXT_OFFSET_Y;
sprite_init
(
&_i->themeSprite,
_i->g->textures[TEXTURE_INFO_THEME],
ORIGIN_MIDDLE,
INFO_THEME_WIDTH,
INFO_THEME_HEIGHT
);
_i->themeSprite.x = INFO_THEME_OFFSET_X;
_i->themeSprite.y = INFO_THEME_OFFSET_Y;
sprite_init
(
&_i->wildcardAdminSprite,
_i->g->textures[TEXTURE_INFO_WILDCARD_ADMIN],
ORIGIN_MIDDLE,
INFO_WILDCARD_WIDTH,
INFO_WILDCARD_HEIGHT
);
_i->wildcardAdminSprite.x = INFO_WILDCARD_ADMIN_OFFSET_X;
_i->wildcardAdminSprite.y = INFO_WILDCARD_ADMIN_OFFSET_Y;
sprite_init
(
&_i->wildcardPatreonSprite,
_i->g->textures[TEXTURE_INFO_WILDCARD_PATREON],
ORIGIN_MIDDLE,
INFO_WILDCARD_WIDTH,
INFO_WILDCARD_HEIGHT
);
_i->wildcardPatreonSprite.x = INFO_WILDCARD_PATREON_OFFSET_X;
_i->wildcardPatreonSprite.y = INFO_WILDCARD_PATREON_OFFSET_Y;
sprite_init
(
&_i->wildcardCommunitySprite,
_i->g->textures[TEXTURE_INFO_WILDCARD_COMMUNITY],
ORIGIN_MIDDLE,
INFO_WILDCARD_WIDTH,
INFO_WILDCARD_HEIGHT
);
_i->wildcardCommunitySprite.x = INFO_WILDCARD_COMMUNITY_OFFSET_X;
_i->wildcardCommunitySprite.y = INFO_WILDCARD_COMMUNITY_OFFSET_Y;
sprite_init
(
&_i->backBackgroundSprite,
_i->g->textures[TEXTURE_GUI_SIGN_SMALL],
ORIGIN_MIDDLE,
INFO_BUTTON_BACKGROUND_WIDTH,
INFO_BUTTON_BACKGROUND_HEIGHT
);
_i->backBackgroundSprite.x = INFO_BUTTON_OFFSET_X;
_i->backBackgroundSprite.y = INFO_BUTTON_OFFSET_Y;
text_sprite_init
(
&buttonSprite,
_i->g->renderer,
_i->g->fonts[FONT_MEDIUM],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_BACK,
0
);
buttonSprite.rotation = INFO_BUTTON_TEXT_ROTATION;
buttonSprite.x = _i->backBackgroundSprite.x;
buttonSprite.y = _i->backBackgroundSprite.y;
button_init(&_i->backButton, &buttonSprite);
text_sprite_init
(
&_i->themeText,
_i->g->renderer,
_i->g->fonts[FONT_TINY],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_THEME,
INFO_THEME_WRAP
);
_i->themeText.x = INFO_THEME_TEXT_OFFSET_X;
_i->themeText.y = INFO_THEME_TEXT_OFFSET_Y;
text_sprite_init
(
&_i->wildcardAdminText,
_i->g->renderer,
_i->g->fonts[FONT_TINY],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_WILDCARD_ADMIN,
INFO_WILDCARD_WRAP
);
_i->wildcardAdminText.x = INFO_WILDCARD_ADMIN_TEXT_OFFSET_X;
_i->wildcardAdminText.y = INFO_WILDCARD_ADMIN_TEXT_OFFSET_Y;
text_sprite_init
(
&_i->wildcardPatreonText,
_i->g->renderer,
_i->g->fonts[FONT_TINY],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_WILDCARD_PATREON,
INFO_WILDCARD_WRAP
);
_i->wildcardPatreonText.x = INFO_WILDCARD_PATREON_TEXT_OFFSET_X;
_i->wildcardPatreonText.y = INFO_WILDCARD_PATREON_TEXT_OFFSET_Y;
text_sprite_init
(
&_i->wildcardCommunityText,
_i->g->renderer,
_i->g->fonts[FONT_TINY],
INFO_TEXT_COLOR,
ORIGIN_MIDDLE,
STRING_INFO_WILDCARD_COMMUNITY,
INFO_WILDCARD_WRAP
);
_i->wildcardCommunityText.x = INFO_WILDCARD_COMMUNITY_TEXT_OFFSET_X;
_i->wildcardCommunityText.y = INFO_WILDCARD_COMMUNITY_TEXT_OFFSET_Y;
}
/* Frees info. */
void
info_free(Info* _i)
{
if (_i->licenseText.atlas.texture)
texture_free(_i->licenseText.atlas.texture);
if (_i->backButton.sprite.atlas.texture)
texture_free(_i->backButton.sprite.atlas.texture);
if (_i->themeText.atlas.texture)
texture_free(_i->themeText.atlas.texture);
if (_i->wildcardAdminText.atlas.texture)
texture_free(_i->wildcardAdminText.atlas.texture);
if (_i->wildcardPatreonText.atlas.texture)
texture_free(_i->wildcardPatreonText.atlas.texture);
if (_i->wildcardCommunityText.atlas.texture)
texture_free(_i->wildcardCommunityText.atlas.texture);
cursor_free(&_i->cursor);
}
/* Updates info. */
void
info_update(Info* _i)
{
cursor_update(&_i->cursor, &_i->g->mouse);
button_update(&_i->backButton, &_i->g->mouse);
if (_i->backButton.state == BUTTON_STATE_PRESS)
{
_i->isBackPressed = TRUE;
sound_play(_i->g->sounds[SOUND_MENU], -1);
}
}
/* Draw info. */
void
info_draw(Info* _i)
{
SDL_Rect r;
r.x = 0;
r.y = 0;
r.w = INFO_RECTANGLE_WIDTH;
r.h = INFO_RECTANGLE_HEIGHT;
rectangle_draw(&r, _i->g->renderer, INFO_BACKGROUND_COLOR);
sprite_draw(&_i->licenseText, _i->g->renderer);
sprite_draw(&_i->themeSprite, _i->g->renderer);
sprite_draw(&_i->wildcardAdminSprite, _i->g->renderer);
sprite_draw(&_i->wildcardPatreonSprite, _i->g->renderer);
sprite_draw(&_i->wildcardCommunitySprite, _i->g->renderer);
sprite_draw(&_i->themeText, _i->g->renderer);
sprite_draw(&_i->wildcardAdminText, _i->g->renderer);
sprite_draw(&_i->wildcardPatreonText, _i->g->renderer);
sprite_draw(&_i->wildcardCommunityText, _i->g->renderer);
sprite_draw(&_i->backBackgroundSprite, _i->g->renderer);
button_draw(&_i->backButton, _i->g->renderer);
cursor_draw(&_i->cursor, _i->g->renderer);
}

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/*
* DESCRIPTION:
* Header file for info.c.
*/
#pragma once
#include "../GAME_STRINGS.h"
#include "../gui/button.h"
#include "../gui/cursor.h"
#define INFO_LICENSE_TEXT_OFFSET_X 400
#define INFO_BUTTON_OFFSET_X 750
#define INFO_BUTTON_OFFSET_Y 50
#define INFO_LICENSE_TEXT_OFFSET_X 400
#define INFO_LICENSE_TEXT_OFFSET_Y 80
#define INFO_BUTTON_TEXT_ROTATION -5
#define INFO_BUTTON_BACKGROUND_WIDTH 96
#define INFO_BUTTON_BACKGROUND_HEIGHT 96
#define INFO_WILDCARD_WIDTH 175
#define INFO_WILDCARD_HEIGHT 225
#define INFO_THEME_WIDTH 225
#define INFO_THEME_HEIGHT 60
#define INFO_THEME_OFFSET_X 175
#define INFO_THEME_OFFSET_Y 200
#define INFO_WILDCARD_ADMIN_OFFSET_X 100
#define INFO_WILDCARD_PATREON_OFFSET_X 475
#define INFO_WILDCARD_COMMUNITY_OFFSET_X 475
#define INFO_WILDCARD_ADMIN_OFFSET_Y 480
#define INFO_WILDCARD_PATREON_OFFSET_Y 255
#define INFO_WILDCARD_COMMUNITY_OFFSET_Y 480
#define INFO_WILDCARD_ADMIN_TEXT_OFFSET_X 290
#define INFO_WILDCARD_ADMIN_TEXT_OFFSET_Y 480
#define INFO_WILDCARD_COMMUNITY_TEXT_OFFSET_X 675
#define INFO_WILDCARD_COMMUNITY_TEXT_OFFSET_Y 480
#define INFO_WILDCARD_PATREON_TEXT_OFFSET_X 675
#define INFO_WILDCARD_PATREON_TEXT_OFFSET_Y 255
#define INFO_THEME_TEXT_OFFSET_X 200
#define INFO_THEME_TEXT_OFFSET_Y 300
#define INFO_THEME_WRAP 350
#define INFO_WILDCARD_WRAP 200
#define INFO_LICENSE_TEXT_WRAP 500
#define INFO_RECTANGLE_WIDTH 800
#define INFO_RECTANGLE_HEIGHT 600
static const SDL_Color INFO_BACKGROUND_COLOR = {0, 0, 0, 255};
static const SDL_Color INFO_TEXT_COLOR = {255, 255, 255, 255};
void info_draw(Info* _i);
void info_free(Info* _i);
void info_init(Info* _i, Game* _g);
void info_update(Info* _i);

46
src/game/intro/intro.c Executable file
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/*
* DESCRIPTION:
* Intro code.
*/
#include "intro.h"
/* Initializes intro. */
void
intro_init(Intro* _i, Game* _g)
{
memset(_i, '\0', sizeof(Intro));
_i->g = _g;
scene_init
(
&_i->sceneHandler,
_i->g,
(Scene*)INTRO_SCENES,
INTRO_SCENE_COUNT
);
music_play(_i->g->music[MUSIC_INTRO], TRUE);
}
/* Frees intro. */
void
intro_free(Intro* _i)
{
scene_free(&_i->sceneHandler, _i->g);
}
/* Updates intro. */
void
intro_update(Intro* _i)
{
scene_update(&_i->sceneHandler, _i->g);
}
/* Draws intro. */
void
intro_draw(Intro* _i)
{
scene_draw(&_i->sceneHandler, _i->g);
}

40
src/game/intro/intro.h Executable file
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/*
* DESCRIPTION:
* Header file for intro.c.
*/
#pragma once
#include "../scene/scene.h"
#include "../GAME_STRINGS.h"
#define INTRO_SCENE_COUNT 5
static const Scene INTRO_SCENES[INTRO_SCENE_COUNT] =
{
{
.textureType = TEXTURE_INTRO_SCENE_ONE,
.text = STRING_INTRO_SCENE_ONE
},
{
.textureType = TEXTURE_INTRO_SCENE_TWO,
.text = STRING_INTRO_SCENE_TWO
},
{
.textureType = TEXTURE_INTRO_SCENE_THREE,
.text = STRING_INTRO_SCENE_THREE
},
{
.textureType = TEXTURE_INTRO_SCENE_FOUR,
.text = STRING_INTRO_SCENE_FOUR
},
{
.textureType = TEXTURE_INTRO_SCENE_FIVE,
.text = STRING_INTRO_SCENE_FIVE
}
};
void intro_update(Intro* _i);
void intro_init(Intro* _i, Game* _g);
void intro_draw(Intro* _i);
void intro_free(Intro* _i);

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/*
* DESCRIPTION:
* Berserk powerup.
*/
#include "berserk.h"
/* Initializes the berserk. */
void
berserk_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_BERSERK],
ORIGIN_MIDDLE,
BERSERK_WIDTH,
BERSERK_HEIGHT
);
}
/* What happens when you collect the berserk? */
void
berserk_collect(Collectible* _c, List* _l, Play* _p)
{
_p->player.isPowerUp = TRUE;
_p->player.isSnakeUpdate = TRUE;
_p->player.powerUpTimer = BERSERK_PLAYER_TIMER_MAX;
sound_play(_p->g->sounds[SOUND_BERSERK], -1);
message_power_up_add(_c->sprite.x, _c->sprite.y, _p);
}

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/*
* DESCRIPTION:
* Header file for berserk.c.
*/
#include "../message/message.h"
#define BERSERK_WIDTH 64
#define BERSERK_HEIGHT 64
#define BERSERK_PLAYER_TIMER_MAX 600
void berserk_init(Collectible* _c, List* _l, Play* _p);
void berserk_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* Large money collectible.
*/
#include "bullions.h"
/* Initializes the bullions. */
void
bullions_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_BULLIONS],
ORIGIN_MIDDLE,
BULLIONS_WIDTH,
BULLIONS_HEIGHT
);
}
/* What happens when you collect the bullions? */
void
bullions_collect(Collectible* _c, List* _l, Play* _p)
{
player_cash_acquire(&_p->player, BULLIONS_CASH_VALUE, _p);
sound_play(_p->g->sounds[SOUND_BULLIONS], -1);
}

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/*
* DESCRIPTION:
* Header file for bullions.c.
*/
#include "../player/player_cash.h"
#define BULLIONS_WIDTH 64
#define BULLIONS_HEIGHT 64
#define BULLIONS_CASH_VALUE 500
void bullions_init(Collectible* _c, List* _l, Play* _p);
void bullions_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* Collectible code.
*/
#include "collectible.h"
/* Adds a new collectible. */
Collectible*
collectible_add(List* _l, CollectibleType _c, f64 _x, f64 _y, Play* _p)
{
Collectible collectible;
f64 angle;
memset(&collectible, '\0', sizeof(Collectible));
collectible.type = _c;
switch (collectible.type)
{
case COLLECTIBLE_DOLLARS:
dollars_init(&collectible, _l, _p);
break;
case COLLECTIBLE_SACK:
sack_init(&collectible, _l, _p);
break;
case COLLECTIBLE_BULLIONS:
bullions_init(&collectible, _l, _p);
break;
case COLLECTIBLE_MIRACLE_CURE:
miracle_cure_init(&collectible, _l, _p);
break;
case COLLECTIBLE_DYNAMITE:
dynamite_init(&collectible, _l, _p);
break;
case COLLECTIBLE_BERSERK:
berserk_init(&collectible, _l, _p);
break;
default:
break;
}
collectible.sprite.x = _x;
collectible.sprite.y = _y;
collectible.shadow.x = collectible.sprite.x + COLLECTIBLE_SHADOW_OFFSET_Y;
collectible.shadow.y = collectible.sprite.y + COLLECTIBLE_SHADOW_OFFSET_Y;
collectible.shadow.r = COLLECTIBLE_SHADOW_RADIUS;
collectible.lifetime = COLLECTIBLE_LIFETIME;
collectible.isActive = FALSE;
collectible.activeTimer = COLLECTIBLE_ACTIVE_TIMER_MAX;
angle = random_f64_in_range_get(0, ROTATION_MAX_RAD);
collectible.dX = cos(angle) * COLLECTIBLE_VELOCITY;
collectible.dY = sin(angle) * COLLECTIBLE_VELOCITY;
sound_play(_p->g->sounds[SOUND_COLLECTIBLE], -1);
return (Collectible*)list_append_new(_l, (void*)&collectible, sizeof(Collectible));
}
/* Removes a collectible. */
void
collectible_remove(Collectible* _c, List* _l, Play* _p)
{
list_node_from_data_remove(_l, _c, sizeof(Collectible));
}
/* A collectible is collected. */
void
collectible_collect(Collectible* _c, List* _l, Play* _p)
{
switch (_c->type)
{
case COLLECTIBLE_DOLLARS:
dollars_collect(_c, _l, _p);
break;
case COLLECTIBLE_SACK:
sack_collect(_c, _l, _p);
break;
case COLLECTIBLE_BULLIONS:
bullions_collect(_c, _l, _p);
break;
case COLLECTIBLE_MIRACLE_CURE:
miracle_cure_collect(_c, _l, _p);
break;
case COLLECTIBLE_DYNAMITE:
dynamite_collect(_c, _l, _p);
break;
case COLLECTIBLE_BERSERK:
berserk_collect(_c, _l, _p);
break;
default:
break;
}
collectible_remove(_c, _l, _p);
}
/* Updates a collectible. */
void
collectible_update(Collectible* _c, List* _l, Play* _p)
{
_c->sprite.x += _c->dX;
_c->sprite.y += _c->dY;
_c->shadow.x = _c->sprite.x + COLLECTIBLE_SHADOW_OFFSET_X;
_c->shadow.y = _c->sprite.y + COLLECTIBLE_SHADOW_OFFSET_Y;
_c->dX *= COLLECTIBLE_FRICTION;
_c->dY *= COLLECTIBLE_FRICTION;
_c->lifetime--;
if (!_c->isActive)
{
f64 progress;
_c->activeTimer--;
progress = (f64)_c->activeTimer / COLLECTIBLE_ACTIVE_TIMER_MAX;
_c->sprite.color.a = SDL_ALPHA_OPAQUE * (1 - progress);
if (_c->activeTimer <= 0)
{
_c->sprite.color.a = SDL_ALPHA_OPAQUE;
_c->activeTimer = 0;
_c->isActive = TRUE;
}
}
if (_c->attachedSnake)
{
_c->sprite.x = _c->attachedSnake->sprite.x;
_c->sprite.y = _c->attachedSnake->sprite.y;
}
if (circle_collide(&_c->shadow, &_p->player.shadow))
collectible_collect(_c, _l, _p);
else
{
if (_c->lifetime <= 0)
collectible_remove(_c, _l, _p);
else if (_c->lifetime <= COLLECTIBLE_DISAPPEAR_THRESHOLD)
{
if (_c->lifetime % COLLECTIBLE_DISAPPEAR_MODULO == 0)
_c->sprite.color.a = 0;
else
_c->sprite.color.a = SDL_ALPHA_OPAQUE;
}
}
}

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/*
* DESCRIPTION:
* Header file for collectible.c.
*/
#pragma once
#include "bullions.h"
#include "dollars.h"
#include "sack.h"
#include "berserk.h"
#include "dynamite.h"
#include "miracle_cure.h"
#define COLLECTIBLE_ACTIVE_TIMER_MAX 30
#define COLLECTIBLE_SHADOW_RADIUS 16
#define COLLECTIBLE_SHADOW_OFFSET_X 0
#define COLLECTIBLE_SHADOW_OFFSET_Y 16
#define COLLECTIBLE_FRICTION 0.90
#define COLLECTIBLE_VELOCITY 3
#define COLLECTIBLE_DISAPPEAR_THRESHOLD 60
#define COLLECTIBLE_DISAPPEAR_MODULO 5
#define COLLECTIBLE_LIFETIME 500
Collectible* collectible_add(List* _l, CollectibleType _c, f64 _x, f64 _y, Play* _p);
void collectible_remove(Collectible* _c, List* _l, Play* _p);
void collectible_update(Collectible* _c, List* _l, Play* _p);
void collectible_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* Collectbles; the money/powerups that come out of enemies.
*/
#include "collectibles.h"
/* Initializes collectibles. */
void
collectibles_init(List* _l, Play* _p)
{
list_init(_l);
}
/* Initializes collectibles. */
void
collectibles_free(List* _l, Play* _p)
{
list_free(_l);
}
/* Updates collectibles. */
void
collectibles_update(List* _l, Play* _p)
{
Collectible** collectibles;
s32 collectibleCount;
collectibles = (Collectible**)list_data_get(_l);
collectibleCount = _l->count;
for (s32 i = 0; i < collectibleCount; i++)
{
Collectible* c;
c = collectibles[i];
collectible_update(c, _l, _p);
}
free(collectibles);
}
/* Draws all collectibles. */
void
collectibles_draw(List* _l, Play* _p)
{
Collectible** collectibles;
s32 collectibleCount;
collectibles = (Collectible**)list_data_get(_l);
collectibleCount = _l->count;
for (s32 i = 0; i < collectibleCount; i++)
{
Collectible* c;
c = collectibles[i];
shadow_draw(&c->shadow, _p);
}
for (s32 i = 0; i < collectibleCount; i++)
{
Collectible* c;
c = collectibles[i];
sprite_draw(&c->sprite, _p->g->renderer);
}
free(collectibles);
}

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/*
* DESCRIPTION:
* Header file for collectibles.c.
*/
#pragma once
#include "collectible.h"
#include "../shadow/shadow.h"
static const SDL_Color COLLECTIBLE_SHADOW_COLOR = {0, 0, 0, 64};
void collectibles_init(List* _l, Play* _p);
void collectibles_free(List* _l, Play* _p);
void collectibles_update(List* _l, Play* _p);
void collectibles_draw(List* _l, Play* _p);

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/*
* DESCRIPTION:
* Small money collectible.
*/
#include "dollars.h"
/* Initializes the dollars. */
void
dollars_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_DOLLARS],
ORIGIN_MIDDLE,
DOLLARS_WIDTH,
DOLLARS_HEIGHT
);
}
/* What happens when you collect the dollars? */
void
dollars_collect(Collectible* _c, List* _l, Play* _p)
{
player_cash_acquire(&_p->player, DOLLARS_CASH_VALUE, _p);
sound_play(_p->g->sounds[SOUND_DOLLARS], -1);
}

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/*
* DESCRIPTION:
* Header file for dollars.c.
*/
#include "../player/player_cash.h"
#define DOLLARS_WIDTH 32
#define DOLLARS_HEIGHT 32
#define DOLLARS_CASH_VALUE 100
void dollars_init(Collectible* _c, List* _l, Play* _p);
void dollars_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* Dynamite collectible; blows stuff up.
*/
#include "dynamite.h"
/* Initializes the dynamite. */
void
dynamite_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_DYNAMITE],
ORIGIN_MIDDLE,
DYNAMITE_WIDTH,
DYNAMITE_HEIGHT
);
}
/* What happens when you collect the dynamite? */
void
dynamite_collect(Collectible* _c, List* _l, Play* _p)
{
Enemy** enemies;
s32 enemyCount;
enemies = (Enemy**)list_data_get(&_p->enemies);
enemyCount = _p->enemies.count;
for (s32 i = 0; i < enemyCount; i++)
{
Enemy* e;
e = enemies[i];
enemy_damage(e, DYNAMITE_DAMAGE, &_p->enemies, _p);
}
free(enemies);
message_dynamite_add(_c->sprite.x, _c->sprite.y, _p);
sound_play(_p->g->sounds[SOUND_DYNAMITE], 3);
}

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/*
* DESCRIPTION:
* Header file for dynamite.c.
*/
#include "../enemy/enemies.h"
#define DYNAMITE_WIDTH 64
#define DYNAMITE_HEIGHT 64
#define DYNAMITE_DAMAGE 10
void dynamite_init(Collectible* _c, List* _l, Play* _p);
void dynamite_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* "Miracle Cure", heals you for one fatness.
*/
#include "miracle_cure.h"
/* Initializes the miracle cure. */
void
miracle_cure_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_MIRACLE_CURE],
ORIGIN_MIDDLE,
MIRACLE_CURE_WIDTH,
MIRACLE_CURE_HEIGHT
);
}
/* What happens when you collect the miracle cure? */
void
miracle_cure_collect(Collectible* _c, List* _l, Play* _p)
{
_p->player.fatness--;
_p->player.isFatnessUpdate = TRUE;
if (_p->player.fatness < 0)
{
_p->player.fatness = 0;
player_cash_acquire(&_p->player, MIRACLE_CURE_CASH_VALUE, _p);
sound_play(_p->g->sounds[SOUND_BULLIONS], -1);
}
else
{
message_miracle_cure_add(_c->sprite.x, _c->sprite.y, _p);
sound_play(_p->g->sounds[SOUND_MIRACLE_CURE], -1);
}
}

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/*
* DESCRIPTION:
* Header file for miracle_cure.c.
*/
#include "../player/player_cash.h"
#define MIRACLE_CURE_WIDTH 64
#define MIRACLE_CURE_HEIGHT 64
#define MIRACLE_CURE_CASH_VALUE 1000
void miracle_cure_init(Collectible* _c, List* _l, Play* _p);
void miracle_cure_collect(Collectible* _c, List* _l, Play* _p);

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/*
* DESCRIPTION:
* Medium money collectible.
*/
#include "sack.h"
/* Initializes the sack. */
void
sack_init(Collectible* _c, List* _l, Play* _p)
{
sprite_init
(
&_c->sprite,
_p->g->textures[TEXTURE_COLLECTIBLE_SACK],
ORIGIN_MIDDLE,
SACK_WIDTH,
SACK_HEIGHT
);
}
/* What happens when you collect the sack? */
void
sack_collect(Collectible* _c, List* _l, Play* _p)
{
player_cash_acquire(&_p->player, SACK_CASH_VALUE, _p);
sound_play(_p->g->sounds[SOUND_SACK], -1);
}

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/*
* DESCRIPTION:
* Header file for sack.c.
*/
#include "../player/player_cash.h"
#define SACK_WIDTH 64
#define SACK_HEIGHT 64
#define SACK_CASH_VALUE 250
void sack_init(Collectible* _c, List* _l, Play* _p);
void sack_collect(Collectible* _c, List* _l, Play* _p);

116
src/game/play/enemy/chip.c Executable file
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/*
* DESCRIPTION:
* AI for the "Chip" enemy.
*/
#include "chip.h"
static s32 chip_health_get(Enemy* _e, List* _l, Play* _p);
static f64 chip_velocity_get(Enemy* _e, List* _l, Play* _p);
/* Gets the health of the Chip. */
static s32
chip_health_get(Enemy* _e, List* _l, Play* _p)
{
s32 health;
health = CHIP_HEALTH_BASE + ((_p->game - 1) * CHIP_HEALTH_GAME_MULTIPLIER);
health = CEIL(health, CHIP_HEALTH_MAX);
return health;
}
/* Gets the velocity of the Chip. */
static f64
chip_velocity_get(Enemy* _e, List* _l, Play* _p)
{
f64 velocity;
velocity = CHIP_VELOCITY_BASE + ((_p->game - 1) * CHIP_VELOCITY_GAME_MULTIPLIER);
velocity = CEIL(velocity, CHIP_VELOCITY_MAX);
return velocity;
}
/* Initializes Chip. */
void
chip_init(Enemy* _e, List* _l, Play* _p)
{
sprite_init
(
&_e->sprite,
_p->g->textures[TEXTURE_ENEMY_CHIP],
ORIGIN_MIDDLE,
CHIP_WIDTH,
CHIP_HEIGHT
);
_e->shadow.r = CHIP_SHADOW_RADIUS;
}
/* Sets the Chip. */
void
chip_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p)
{
f64 angle;
f64 velocity;
_e->sprite.x = _x;
_e->sprite.y = _y;
_e->shadow.x = _e->sprite.x + CHIP_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CHIP_SHADOW_OFFSET_Y;
_e->sprite.rotation = random_f64_in_range_get(0, ROTATION_MAX_DEG);
velocity = chip_velocity_get(_e, _l, _p);
angle = math_atan
(
_e->shadow.x,
_e->shadow.y,
_p->player.shadow.x,
_p->player.shadow.y
);
_e->dX = -cos(angle) * velocity;
_e->dY = -sin(angle) * velocity;
_e->health = chip_health_get(_e, _l, _p);
_e->isActive = TRUE;
_e->lifetime = CHIP_LIFETIME;
}
/*
* Updates Chip.
* Just flies towards the player, and will remove
* itself if enough time has passed.
*/
void
chip_update(Enemy* _e, List* _l, Play* _p)
{
SDL_Rect rect;
SDL_Rect windowRect;
rect = sprite_rect_get(&_e->sprite);
windowRect = window_rect_get(_p->g->window);
_e->lifetime--;
_e->sprite.x += _e->dX;
_e->sprite.y += _e->dY;
_e->sprite.rotation += CHIP_ROTATION_DELTA;
_e->shadow.x = _e->sprite.x + CHIP_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CHIP_SHADOW_OFFSET_Y;
if
(
_e->lifetime <= 0 ||
(_e->lifetime < CHIP_LIFETIME / 2 && !SDL_HasIntersection(&rect, &windowRect))
)
enemy_remove(_l, _e, _p);
}

27
src/game/play/enemy/chip.h Executable file
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/*
* DESCRIPTION:
* Header file for chip.c.
*/
#pragma once
#include "../../GAME_COMMON.h"
#include "enemy.h"
#define CHIP_HEALTH_BASE 1
#define CHIP_HEALTH_GAME_MULTIPLIER 0
#define CHIP_HEALTH_MAX 99
#define CHIP_VELOCITY_GAME_MULTIPLIER 1
#define CHIP_VELOCITY_MAX 10
#define CHIP_WIDTH 16
#define CHIP_HEIGHT 16
#define CHIP_VELOCITY_BASE 3
#define CHIP_LIFETIME 300
#define CHIP_SHADOW_OFFSET_X 0
#define CHIP_SHADOW_OFFSET_Y 32
#define CHIP_SHADOW_RADIUS 8
#define CHIP_ROTATION_DELTA 5
void chip_init(Enemy* _e, List* _l, Play* _p);
void chip_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p);
void chip_update(Enemy* _e, List* _l, Play* _p);

209
src/game/play/enemy/chipper.c Executable file
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/*
* DESCRIPTION:
* AI for the "Chipper" enemy.
*/
#include "chipper.h"
static s32 chipper_health_get(Enemy* _e, List* _l, Play* _p);
static s32 chipper_attack_timer_max_get(Enemy* _e, List* _l, Play* _p);
/* Gets the Chipper health. */
static s32
chipper_health_get(Enemy* _e, List* _l, Play* _p)
{
s32 health;
health = (s32)(CHIPPER_HEALTH_BASE + ((_p->game - 1) * CHIPPER_HEALTH_GAME_MULTIPLIER));
health = CEIL(health, CHIPPER_HEALTH_MAX);
return health;
}
/* Gets the Chipper attack timer max. */
static s32
chipper_attack_timer_max_get(Enemy* _e, List* _l, Play* _p)
{
s32 attackTimerMax;
attackTimerMax = (s32)(CHIPPER_ATTACK_TIMER_MAX_BASE - ((_p->game - 1) * CHIPPER_ATTACK_TIMER_MAX_GAME_MULTIPLIER));
attackTimerMax = FLOOR(attackTimerMax, CHIPPER_ATTACK_TIMER_MAX_MIN);
return attackTimerMax;
}
/* Initializes Chipper. */
void
chipper_init(Enemy* _e, List* _l, Play* _p)
{
Atlas atlas;
atlas_init
(
&atlas,
_p->g->textures[TEXTURE_ENEMY_CHIPPER],
CHIPPER_ROWS,
CHIPPER_COLUMNS,
CHIPPER_WIDTH,
CHIPPER_HEIGHT
);
sprite_atlas_init
(
&_e->sprite,
&atlas,
ORIGIN_MIDDLE,
CHIPPER_WIDTH,
CHIPPER_HEIGHT
);
_e->shadow.r = CHIPPER_SHADOW_RADIUS;
_e->sprite.frame = 2;
}
/* Sets the Chipper. */
void
chipper_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p)
{
_e->sprite.x = _x;
_e->sprite.y = _y;
_e->shadow.x = _e->sprite.x + CHIPPER_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CHIPPER_SHADOW_OFFSET_Y;
_e->isActive = TRUE;
_e->isActing = FALSE;
_e->range = random_f64_in_range_get(CHIPPER_RANGE_MIN, CHIPPER_RANGE_MAX);
_e->attackTimer = chipper_attack_timer_max_get(_e, _l, _p);
_e->health = chipper_health_get(_e, _l, _p);
}
/*
* Updates Chipper.
* Basically, it's going to slowly approach the player,
* get into range of them,
* and fire projectiles (chips) at the player.
*/
void
chipper_update(Enemy* _e, List* _l, Play* _p)
{
f64 distance;
f64 angle;
SDL_Rect rect;
SDL_Rect windowRect;
rect = sprite_rect_get(&_e->sprite);
windowRect = window_rect_get(_p->g->window);
distance = math_distance
(
_e->shadow.x,
_e->shadow.y,
_p->player.shadow.x,
_p->player.shadow.y
);
angle = math_atan
(
_e->shadow.x,
_e->shadow.y,
_p->player.shadow.x,
_p->player.shadow.y
);
if (_p->player.sprite.x < _e->sprite.x)
_e->sprite.flip = FLIP_HORIZONTAL;
else
_e->sprite.flip = FLIP_NONE;
/* Is this Chipper within range, and is fully on screen? */
if
(
distance <= _e->range &&
SDL_HasIntersection(&rect, &windowRect)
)
{
if (!_e->isActing)
_e->animationTimer = 0;
_e->isActing = TRUE;
}
else
{
if (_e->isActing)
_e->animationTimer = 0;
_e->isActing = FALSE;
}
_e->animationTimer--;
if (_e->isActing) /* Waiting to shoot */
{
_e->dX = 0;
_e->dY = 0;
_e->sprite.frame = 1;
_e->attackTimer--;
if (_e->animationTimer > 0)
{
f64 progress;
_e->sprite.frame = 3;
progress = 1 - ((f64)_e->animationTimer / CHIPPER_ANIMATION_TIMER_MAX);
_e->sprite.squash = SPRITE_SQUASH_DEFAULT + (cos(ROTATION_MAX_RAD * progress) * CHIPPER_SQUASH_MULTIPLIER);
_e->sprite.stretch = SPRITE_STRETCH_DEFAULT + (cos(ROTATION_MAX_RAD * progress) * CHIPPER_STRETCH_MULTIPLIER);
if (_e->animationTimer <= 0)
{
_e->sprite.squash = SPRITE_SQUASH_DEFAULT;
_e->sprite.stretch = SPRITE_STRETCH_DEFAULT;
}
}
if (_e->attackTimer <= 0) /* Just started shooting */
{
Enemy* e;
e = enemy_add(_l, ENEMY_CHIP, _p);
enemy_set(_l, e, _e->shadow.x, _e->shadow.y, _p);
_e->attackTimer = chipper_attack_timer_max_get(_e, _l, _p);
_e->animationTimer = CHIPPER_ANIMATION_TIMER_MAX;
_e->sprite.frame = 3;
_p->enemyMax++;
sound_play(_p->g->sounds[SOUND_SPIT], -1);
}
}
else /* Walk */
{
_e->dX = -cos(angle) * CHIPPER_VELOCITY;
_e->dY = -sin(angle) * CHIPPER_VELOCITY;
if (_e->animationTimer % CHIPPER_ANIMATION_MODULO == 0)
{
_e->sprite.frame++;
if (_e->sprite.frame > 2)
_e->sprite.frame = 0;
}
if (_e->animationTimer <= 0)
_e->animationTimer = CHIPPER_ANIMATION_TIMER_MAX;
}
_e->sprite.x += _e->dX;
_e->sprite.y += _e->dY;
_e->shadow.x = _e->sprite.x + CHIPPER_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CHIPPER_SHADOW_OFFSET_Y;
}

34
src/game/play/enemy/chipper.h Executable file
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/*
* DESCRIPTION:
* Header file for chipper.c.
*/
#pragma once
#include "../../GAME_COMMON.h"
#include "enemy.h"
#define CHIPPER_ANIMATION_MODULO 5
#define CHIPPER_ANIMATION_TIMER_MAX 15
#define CHIPPER_STRETCH_MULTIPLIER 0.05
#define CHIPPER_SQUASH_MULTIPLIER 0.05
#define CHIPPER_ATTACK_TIMER_MAX_BASE 120
#define CHIPPER_ATTACK_TIMER_MAX_GAME_MULTIPLIER 1
#define CHIPPER_ATTACK_TIMER_MAX_MIN 30
#define CHIPPER_SHADOW_OFFSET_X 0
#define CHIPPER_SHADOW_OFFSET_Y 16
#define CHIPPER_SHADOW_RADIUS 24
#define CHIPPER_HEALTH_BASE 5
#define CHIPPER_HEALTH_GAME_MULTIPLIER 2
#define CHIPPER_HEALTH_MAX 99
#define CHIPPER_HEIGHT 48
#define CHIPPER_ROWS 1
#define CHIPPER_COLUMNS 4
#define CHIPPER_RANGE_MAX 300
#define CHIPPER_RANGE_MIN 200
#define CHIPPER_VELOCITY 1
#define CHIPPER_WIDTH 64
void chipper_init(Enemy* _e, List* _l, Play* _p);
void chipper_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p);
void chipper_update(Enemy* _e, List* _l, Play* _p);

125
src/game/play/enemy/crumbler.c Executable file
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/*
* DESCRIPTION:
* AI for the "Crumbler" enemy.
*/
#include "crumbler.h"
static s32 crumbler_health_get(Enemy* _e, List* _l, Play* _p);
static s32 crumbler_attack_timer_max_get(Enemy* _e, List* _l, Play* _p);
/* Gets the Crumbler health. */
static s32
crumbler_health_get(Enemy* _e, List* _l, Play* _p)
{
s32 health;
health = CRUMBLER_HEALTH_BASE + ((_p->game - 1) * CRUMBLER_HEALTH_GAME_MULTIPLIER);
health = CEIL(health, CRUMBLER_HEALTH_MAX);
return health;
}
/* Gets the Crumbler attack timer max. */
static s32
crumbler_attack_timer_max_get(Enemy* _e, List* _l, Play* _p)
{
s32 attackTimerMax;
attackTimerMax = CRUMBLER_ATTACK_TIMER_MAX_BASE - ((_p->game - 1) * CRUMBLER_ATTACK_TIMER_MAX_GAME_MULTIPLIER);
attackTimerMax = FLOOR(attackTimerMax, CRUMBLER_ATTACK_TIMER_MAX_MIN);
return attackTimerMax;
}
/* Initializes the Crumbler. */
void
crumbler_init(Enemy* _e, List* _l, Play* _p)
{
Atlas atlas;
atlas_init
(
&atlas,
_p->g->textures[TEXTURE_ENEMY_CRUMBLER],
CRUMBLER_ROWS,
CRUMBLER_COLUMNS,
CRUMBLER_WIDTH,
CRUMBLER_HEIGHT
);
sprite_atlas_init
(
&_e->sprite,
&atlas,
ORIGIN_MIDDLE,
CRUMBLER_WIDTH,
CRUMBLER_HEIGHT
);
_e->shadow.r = 0;
_e->sprite.frame = 1;
}
/* Sets the Crumbler. */
void
crumbler_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p)
{
_e->shadow.x = _x + CRUMBLER_SHADOW_OFFSET_X;
_e->shadow.y = _y + CRUMBLER_SHADOW_OFFSET_Y;
_e->sprite.x = _e->shadow.x;
_e->sprite.y = _e->shadow.y - (CRUMBLER_ATTACK_OFFSET_Y + CRUMBLER_SHADOW_OFFSET_Y);
_e->isActive = FALSE;
_e->isActing = TRUE;
_e->attackTimer = crumbler_attack_timer_max_get(_e, _l, _p);
_e->health = crumbler_health_get(_e, _l, _p);
}
/*
* Updates Crumbler.
* Falls into the arena and then remains stationary.
*/
void
crumbler_update(Enemy* _e, List* _l, Play* _p)
{
if (_e->isActing)
{
f64 progress;
_e->attackTimer--;
progress = 1 - ((f64)_e->attackTimer / crumbler_attack_timer_max_get(_e, _l, _p));
_e->shadow.r = CRUMBLER_SHADOW_RADIUS * progress;
_e->sprite.y = _e->shadow.y - CRUMBLER_SHADOW_OFFSET_Y - (CRUMBLER_ATTACK_OFFSET_Y * (1 - progress));
if (_e->attackTimer <= 0)
{
_e->isActing = FALSE;
_e->isActive = TRUE;
_e->shadow.r = CRUMBLER_SHADOW_RADIUS;
_e->sprite.frame = 0;
sound_play(_p->g->sounds[SOUND_RUMBLE], -1);
}
}
else
{
f64 progress;
_e->animationTimer--;
progress = 1 - ((f64)_e->animationTimer / CRUMBLER_ANIMATION_TIMER_MAX);
_e->sprite.squash = (SPRITE_SQUASH_DEFAULT + cos((ROTATION_MAX_RAD * progress)) * CRUMBLER_SQUASH_MULTIPLIER);
_e->sprite.stretch = (SPRITE_STRETCH_DEFAULT + cos((ROTATION_MAX_RAD * progress)) * CRUMBLER_STRETCH_MULTIPLIER);
if (_e->animationTimer <= 0)
_e->animationTimer = CRUMBLER_ANIMATION_TIMER_MAX;
}
}

31
src/game/play/enemy/crumbler.h Executable file
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/*
* DESCRIPTION:
* Header file for crumbler.c.
*/
#pragma once
#include "../../GAME_COMMON.h"
#include "enemy.h"
#define CRUMBLER_ANIMATION_TIMER_MAX 60
#define CRUMBLER_ATTACK_TIMER_MAX_BASE 120
#define CRUMBLER_ATTACK_TIMER_MAX_MIN 60
#define CRUMBLER_SHADOW_OFFSET_X 0
#define CRUMBLER_SHADOW_OFFSET_Y 16
#define CRUMBLER_SHADOW_RADIUS 48
#define CRUMBLER_HEALTH_BASE 10
#define CRUMBLER_HEALTH_MAX 99
#define CRUMBLER_HEIGHT 96
#define CRUMBLER_ATTACK_OFFSET_Y 1000
#define CRUMBLER_SQUASH_MULTIPLIER 0.015
#define CRUMBLER_STRETCH_MULTIPLIER 0.025
#define CRUMBLER_WIDTH 128
#define CRUMBLER_HEALTH_GAME_MULTIPLIER 2
#define CRUMBLER_ATTACK_TIMER_MAX_GAME_MULTIPLIER 5
#define CRUMBLER_ROWS 1
#define CRUMBLER_COLUMNS 2
void crumbler_init(Enemy* _e, List* _l, Play* _p);
void crumbler_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p);
void crumbler_update(Enemy* _e, List* _l, Play* _p);

151
src/game/play/enemy/cupper.c Executable file
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/*
* DESCRIPTION:
* AI for the "Cupper" enemy.
*/
#include "cupper.h"
static s32 cupper_health_get(Enemy* _e, List* _l, Play* _p);
static s32 cupper_attack_timer_max_get(Enemy* _e, List* _l, Play* _p);
/* Returns health of a Cupper. */
static s32
cupper_health_get(Enemy* _e, List* _l, Play* _p)
{
s32 health;
health = CUPPER_HEALTH_BASE + ((_p->game - 1) * CUPPER_HEALTH_GAME_MULTIPLIER);
health = CEIL(health, CUPPER_HEALTH_MAX);
return health;
}
/* Returns the attack timer max (period in which an attack is performed) of a Cupper. */
static s32
cupper_attack_timer_max_get(Enemy* _e, List* _l, Play* _p)
{
s32 attackTimerMax;
attackTimerMax = CUPPER_ATTACK_TIMER_MAX_BASE - (_p->game * CUPPER_ATTACK_TIMER_MAX_GAME_MULTIPLIER);
attackTimerMax = FLOOR(attackTimerMax, CUPPER_ATTACK_TIMER_MAX_MIN);
return attackTimerMax;
}
/* Initializes the Cupper. */
void
cupper_init(Enemy* _e, List* _l, Play* _p)
{
Atlas atlas;
atlas_init
(
&atlas,
_p->g->textures[TEXTURE_ENEMY_CUPPER],
CUPPER_ROWS,
CUPPER_COLUMNS,
CUPPER_WIDTH,
CUPPER_HEIGHT
);
sprite_atlas_init
(
&_e->sprite,
&atlas,
ORIGIN_MIDDLE,
CUPPER_WIDTH,
CUPPER_HEIGHT
);
_e->shadow.r = CUPPER_SHADOW_RADIUS;
}
/* Sets the Cupper. */
void
cupper_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p)
{
_e->sprite.x = _x;
_e->sprite.y = _y;
_e->shadow.x = _e->sprite.x + CUPPER_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CUPPER_SHADOW_OFFSET_Y;
_e->isActive = TRUE;
_e->health = cupper_health_get(_e, _l, _p);
_e->attackTimer = cupper_attack_timer_max_get(_e, _l, _p);
}
/*
* Updates Cupper.
* Slowly hops towards the player.
*/
void
cupper_update(Enemy* _e, List* _l, Play* _p)
{
f64 angle;
f64 progress;
_e->attackTimer--;
_e->animationTimer--;
progress = 1 - ((f64)_e->animationTimer / CUPPER_ANIMATION_TIMER_MAX);
if (_e->animationTimer <= 0)
_e->animationTimer = CUPPER_ANIMATION_TIMER_MAX;
if (_e->isActing)
{
if (_e->attackTimer <= 0)
{
_e->dX = 0;
_e->dY = 0;
_e->isActing = FALSE;
_e->attackTimer = cupper_attack_timer_max_get(_e, _l, _p);
}
}
else
{
if (_e->attackTimer <= 0)
{
f64 angle;
angle = math_atan
(
_e->shadow.x,
_e->shadow.y,
_p->player.shadow.x,
_p->player.shadow.y
);
_e->dX = -cos(angle) * CUPPER_VELOCITY;
_e->dY = -sin(angle) * CUPPER_VELOCITY;
_e->isActing = TRUE;
_e->attackTimer = CUPPER_JUMP_TIMER_MAX_BASE;
if (_p->player.sprite.x < _e->sprite.x)
_e->sprite.flip = FLIP_HORIZONTAL;
else
_e->sprite.flip = FLIP_NONE;
_e->sprite.frame = 0;
}
else if (_e->attackTimer <= CUPPER_ATTACK_TIMER_THRESHOLD)
_e->sprite.frame = 1;
else
{
_e->sprite.squash = (SPRITE_SQUASH_DEFAULT + cos((ROTATION_MAX_RAD * progress)) * CUPPER_SQUASH_MULTIPLIER);
_e->sprite.stretch = (SPRITE_STRETCH_DEFAULT + cos((ROTATION_MAX_RAD * progress)) * CUPPER_STRETCH_MULTIPLIER);
}
}
_e->sprite.x += _e->dX;
_e->sprite.y += _e->dY;
_e->shadow.x = _e->sprite.x + CUPPER_SHADOW_OFFSET_X;
_e->shadow.y = _e->sprite.y + CUPPER_SHADOW_OFFSET_Y;
}

33
src/game/play/enemy/cupper.h Executable file
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/*
* DESCRIPTION:
* Header file for cupper.c.
*/
#pragma once
#include "../../GAME_COMMON.h"
#include "enemy.h"
#define CUPPER_ANIMATION_TIMER_MAX 30
#define CUPPER_ATTACK_TIMER_MAX_BASE 120
#define CUPPER_ATTACK_TIMER_MAX_GAME_MULTIPLIER 10
#define CUPPER_ATTACK_TIMER_MAX_MIN 30
#define CUPPER_ATTACK_TIMER_THRESHOLD 30
#define CUPPER_SHADOW_OFFSET_X 0
#define CUPPER_SHADOW_OFFSET_Y 16
#define CUPPER_SHADOW_RADIUS 24
#define CUPPER_COLUMNS 2
#define CUPPER_HEALTH_BASE 3
#define CUPPER_HEALTH_GAME_MULTIPLIER 2
#define CUPPER_HEALTH_MAX 99
#define CUPPER_HEIGHT 48
#define CUPPER_JUMP_TIMER_MAX_BASE 30
#define CUPPER_ROWS 1
#define CUPPER_SQUASH_MULTIPLIER 0.05
#define CUPPER_STRETCH_MULTIPLIER 0.05
#define CUPPER_VELOCITY 3
#define CUPPER_WIDTH 48
void cupper_init(Enemy* _e, List* _l, Play* _p);
void cupper_set(Enemy* _e, List* _l, f64 _x, f64 _y, Play* _p);
void cupper_update(Enemy* _e, List* _l, Play* _p);

95
src/game/play/enemy/enemies.c Executable file
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/*
* DESCRIPTION:
* Game enemies.
*/
#include "enemy.h"
/* Initializes enemy list. */
void
enemies_init(List* _l, Play* _p)
{
list_init(_l);
}
/* Frees enemy list. */
void
enemies_free(List* _l, Play* _p)
{
list_free(_l);
}
/* Brutally murders all enemies. */
void
enemies_defeat(List* _l, Play* _p)
{
Enemy** enemies;
s32 count;
enemies = (Enemy**)list_data_get(_l);
count = _l->count;
for (s32 i = 0; i < count; i++)
{
Enemy* e;
e = enemies[i];
enemy_defeat(e, _l, _p);
}
free(enemies);
}
/* Updates enemies. */
void
enemies_update(List* _l, Play* _p)
{
Enemy** enemies;
s32 count;
enemies = (Enemy**)list_data_get(_l);
count = _l->count;
for (s32 i = 0; i < count; i++)
{
Enemy* e;
e = enemies[i];
enemy_update(e, _l, _p);
}
free(enemies);
}
/* Draws enemies. */
void
enemies_draw(List* _l, Play* _p)
{
Enemy** enemies;
s32 count;
enemies = (Enemy**)list_data_get(_l);
count = _l->count;
for (s32 i = 0; i < count; i++)
{
Enemy* e;
e = enemies[i];
shadow_draw(&e->shadow, _p);
}
for (s32 i = 0; i < count; i++)
{
Enemy* e;
e = enemies[i];
sprite_draw(&e->sprite, _p->g->renderer);
}
free(enemies);
}

15
src/game/play/enemy/enemies.h Executable file
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/*
* DESCRIPTION:
* Header file for enemy.h
*/
#pragma once
#include "enemy.h"
#include "../shadow/shadow.h"
void enemies_init(List* _l, Play* _p);
void enemies_free(List* _l, Play* _p);
void enemies_update(List* _l, Play* _p);
void enemies_defeat(List* _l, Play* _p);
void enemies_draw(List* _l, Play* _p);

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