Agrego el pescado y su colisión.

master
Félix Arreola Rodríguez 2019-10-06 18:57:52 -05:00
parent 1afce9185d
commit decf73ee5f
2 changed files with 150 additions and 21 deletions

View File

@ -126,7 +126,9 @@ nobase_dist_gamedata_DATA = images/background.png \
images/anvil_21.png \
images/anvil_22.png \
images/anvil_23.png \
images/oneup.png
images/oneup.png \
images/fish.png \
images/fish_dropped.png
# Instalar los archivos .desktop e iconos
applicationsdir = $(datadir)/applications

View File

@ -187,6 +187,9 @@ enum {
IMG_ONEUP,
IMG_FISH,
IMG_FISH_DROPPED,
NUM_IMAGES
};
@ -288,7 +291,10 @@ const char *images_names[NUM_IMAGES] = {
"images/anvil_22.png",
"images/anvil_23.png",
"images/oneup.png"
"images/oneup.png",
"images/fish.png",
"images/fish_dropped.png"
};
enum {
@ -694,6 +700,19 @@ const int anvil_collider_offsets [23][2] = {
{482, 399}
};
const int fish_collider_offests [10][2] = {
{337, 157},
{326, 173},
{315, 191},
{303, 207},
{292, 229},
{282, 251},
{271, 272},
{260, 299},
{250, 325},
{240, 351},
};
const int oneup_offsets[35][2] = {
{636, 142},
{624, 130},
@ -732,6 +751,44 @@ const int oneup_offsets[35][2] = {
{321, 458}
};
const int fish_offsets[35][2] = {
{634, 247},
{603, 213},
{574, 184},
{546, 158},
{518, 136},
{492, 119},
{468, 105},
{445, 96},
{425, 90},
{407, 87},
{393, 86},
{383, 86},
{375, 87},
{368, 88},
{361, 90},
{354, 91},
{347, 93},
{336, 98},
{325, 104},
{314, 110},
{302, 121},
{289, 132},
{277, 143},
{265, 160},
{254, 177},
{242, 194},
{231, 215},
{220, 237},
{210, 259},
{200, 285},
{189, 311},
{179, 337},
{170, 367},
{160, 397},
{122, 433}
};
/* Prototipos de función */
int game_intro (void);
int game_loop (void);
@ -748,8 +805,8 @@ SDL_Surface * images[NUM_IMAGES];
SDL_Surface * penguin_images[NUM_PENGUIN_FRAMES];
int use_sound;
Collider *colliders[NUM_COLLIDERS];
Collider *colliders_hazards[3];
Collider *colliders_hazard_anvil;
Collider *colliders_hazard_fish[10];
int color_penguin = 0;
Mix_Chunk * sounds[NUM_SOUNDS];
@ -903,8 +960,10 @@ int game_loop (void) {
int bag_activity = 15;
int airbone = 0, max_airbone = 1;
int nivel = 1;
int anvil_out = FALSE;
int anvil_out = FALSE, fish_out = FALSE;
int oneup_toggle = TRUE;
int fish_max = 4;
int fish_counter = 0;
int bag_stack = 0;
@ -946,6 +1005,8 @@ int game_loop (void) {
airbone = 1000;
printf ("Next level visible\n");
oneup_toggle = TRUE;
fish_counter = 0;
fish_max = fish_max + 4;
} else {
/* TODO: Fin del juego */
}
@ -1016,6 +1077,11 @@ int game_loop (void) {
add_bag (4);
oneup_toggle = FALSE;
airbone++;
} else if (i == 6 && nivel >= 3 && fish_out == FALSE && fish_counter <= fish_max) {
add_bag (6);
fish_counter++;
fish_out = TRUE;
airbone++;
}
}
}
@ -1070,8 +1136,8 @@ int game_loop (void) {
thisbag = nextbag;
continue;
}
} else if (j < 0 && thisbag->bag == 5) {
i = collider_hittest (colliders_hazards[0], anvil_collider_offsets[thisbag->frame][0], anvil_collider_offsets[thisbag->frame][1], colliders[k], penguinx - 120, 251);
} else if (j < 0 && thisbag->bag == 5 && next_level_visible == FALSE) {
i = collider_hittest (colliders_hazard_anvil, anvil_collider_offsets[thisbag->frame][0], anvil_collider_offsets[thisbag->frame][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
bags = 7;
@ -1097,7 +1163,7 @@ int game_loop (void) {
thisbag = nextbag;
continue;
}
} else if (j < 0 && thisbag->bag == 4) {
} else if (j < 0 && thisbag->bag == 4 && next_level_visible == FALSE) {
i = collider_hittest (colliders[COLLIDER_ONEUP], thisbag->object_points[thisbag->frame][0], thisbag->object_points[thisbag->frame][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
@ -1111,22 +1177,49 @@ int game_loop (void) {
thisbag = nextbag;
continue;
}
} else if (thisbag->frame >= 22 && thisbag->frame <= 31 && thisbag->bag == 6 && next_level_visible == FALSE) {
k = thisbag->frame - 22;
i = collider_hittest (colliders_hazard_fish[k], fish_collider_offests[k][0], fish_collider_offests[k][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
bags = 8;
/* TODO: Reproducir el sonido de golpe de pescado */
/* Acomodar la animación de crash */
if (vidas > 0) {
try_visible = TRUE;
animacion = 0;
airbone = 1000; /* El airbone bloquea que salgan más objetos */
vidas--;
} else {
gameover_visible = TRUE;
}
fish_out = FALSE;
airbone--;
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
}
if (thisbag->bag <= 3) {
if (j == 0) {
/* Eliminar del airbone */
airbone--;
}
} else if (thisbag->bag == 5) {
if (j == 2) {
airbone--;
anvil_out = FALSE;
}
if (thisbag->bag <= 3 && j == 0) {
/* Eliminar del airbone */
airbone--;
} else if (thisbag->bag == 5 && j == 0) {
/* Eliminar el yunque del airbone */
airbone--;
anvil_out = FALSE;
} else if (thisbag->bag == 6 && j == 0) {
/* Eliminar el pescado del airbone */
airbone--;
fish_out = FALSE;
}
if (thisbag->bag == 4 && j >= 0) {
/* Eliminar la vida */
airbone--;
delete_bag (thisbag);
} else if (j >= 35) {
/* Eliminar esta bolsa */
@ -1176,7 +1269,7 @@ int game_loop (void) {
SDL_BlitSurface (images[IMG_PLATAFORM], NULL, screen, &rect);
/* Dibujar las bolsas de café, arriba de la plataforma, por detrás del camión */
/* Dibujar la pila de bolsas de café, arriba de la plataforma, por detrás del camión */
if (bag_stack > 0) {
// 64.95, 376.95
if (bag_stack < 30) {
@ -1194,6 +1287,7 @@ int game_loop (void) {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
/* Dibujar los objetos en pantalla */
thisbag = first_bag;
while (thisbag != NULL) {
if (thisbag->bag <= 3) {
@ -1249,6 +1343,25 @@ int game_loop (void) {
rect.h = images[i]->h;
SDL_BlitSurface (images[i], NULL, screen, &rect);
} else if (thisbag->bag == 6) {
if (thisbag->frame < thisbag->throw_length) {
i = IMG_FISH;
rect.x = thisbag->object_points[thisbag->frame][0];
rect.y = thisbag->object_points[thisbag->frame][1];
} else {
i = IMG_FISH_DROPPED;
rect.x = thisbag->object_points[34][0];
rect.y = thisbag->object_points[34][1];
j = thisbag->frame - thisbag->throw_length;
}
rect.w = images[i]->w;
rect.h = images[i]->h;
if (i == IMG_FISH_DROPPED && j > 25) {
SDL_gfxBlitRGBAWithAlpha (images[i], NULL, screen, &rect, 255 - SDL_ALPHA_OPAQUE * (j - 25) / 10);
} else {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
}
thisbag = thisbag->next;
@ -1416,7 +1529,18 @@ void setup (void) {
}
/* Generar los colliders de bloque */
colliders_hazards[0] = collider_new_block (9, 45);
colliders_hazard_anvil = collider_new_block (9, 45);
colliders_hazard_fish[0] = collider_new_block (22, 18);
colliders_hazard_fish[1] = collider_new_block (21, 18);
colliders_hazard_fish[2] = collider_new_block (20, 18);
colliders_hazard_fish[3] = collider_new_block (19, 18);
colliders_hazard_fish[4] = collider_new_block (18, 18);
colliders_hazard_fish[5] = collider_new_block (17, 18);
colliders_hazard_fish[6] = collider_new_block (15, 18);
colliders_hazard_fish[7] = collider_new_block (14, 18);
colliders_hazard_fish[8] = collider_new_block (13, 18);
colliders_hazard_fish[9] = collider_new_block (11, 18);
if (use_sound) {
/*for (g = 0; g < NUM_SOUNDS; g++) {
@ -1632,11 +1756,14 @@ void add_bag (int tipo) {
new->throw_length = 32;
new->bag_points = bag_3_points;
} else if (tipo == 5) {
new->throw_length = 24;
new->throw_length = 23;
new->object_points = anvil_offsets;
} else if (tipo == 4) {
new->throw_length = 35;
new->object_points = oneup_offsets;
} else if (tipo == 6) {
new->throw_length = 34;
new->object_points = fish_offsets;
}
/* Ahora sus campos para lista doble ligada */