feat: player health

This commit is contained in:
orangerot 2025-11-10 19:27:11 +01:00
parent 3a2daedb9d
commit dd4a0085c5

92
game.c
View file

@ -50,6 +50,9 @@ struct enemy {
struct enemy enemies[20] = {0}; struct enemy enemies[20] = {0};
size_t enemy_count = 0; size_t enemy_count = 0;
size_t player_health = 10;
char player_health_s[4] = " ";
void key_callback(int key, int scancode, int action, int mods) { void key_callback(int key, int scancode, int action, int mods) {
(void) scancode; (void) scancode;
@ -83,7 +86,25 @@ void cursor_position_callback(int xpos, int ypos) {
mouse.y = ypos; mouse.y = ypos;
} }
void preview_closest(const struct bricks preview, struct brick *closest, size_t *min_dist) { void enemy_closest_get(const struct enemy *enemies, const size_t enemy_count, size_t *closest_i, size_t *min_dist) {
*closest_i = -1;
*min_dist = (size_t)-1;
for (size_t i = 0; i < enemy_count; i++) {
if (!enemies[i].is_reachable) continue;
int active_x = active.front.x + mouse.x + DOMINO_WIDTH / 2;
int active_y = active.front.y + mouse.y + DOMINO_HEIGHT / 2;
int preview_x = camera.x + enemies[i].x * EYE_SIZE + EYE_SIZE / 2;
int preview_y = camera.y + enemies[i].y * EYE_SIZE + EYE_SIZE / 2;
size_t dist = (active_x - preview_x) * (active_x - preview_x) + (active_y - preview_y) * (active_y - preview_y);
if (*closest_i == (size_t)-1) *closest_i = i;
if (dist < *min_dist) {
*closest_i = i;
*min_dist = dist;
}
}
}
void brick_preview_closest_get(const struct bricks preview, struct brick *closest, size_t *min_dist) {
size_t min_dist_i = -1; size_t min_dist_i = -1;
*min_dist = (size_t)-1; *min_dist = (size_t)-1;
for (size_t i = 0; i < preview.count; i++) { for (size_t i = 0; i < preview.count; i++) {
@ -137,25 +158,60 @@ void mouse_button_callback(int button, int action, int mods) {
has_active = 0; has_active = 0;
// get preview with minimal distance from active brick // get preview with minimal distance from active brick
size_t min_dist = -1; size_t brick_preview_min_dist = -1;
struct brick closest = {0}; struct brick brick_preview_closest = {0};
preview_closest(preview, &closest, &min_dist); brick_preview_closest_get(preview, &brick_preview_closest, &brick_preview_min_dist);
if (min_dist < EYE_SIZE * EYE_SIZE && preview.count) { size_t enemy_min_dist = -1;
bricks_append(&bricks, closest); size_t enemy_closest_i = -1;
for (size_t i = 0; i < enemy_count; i++) { if (active.front.vertical) enemy_closest_get(enemies, enemy_count, &enemy_closest_i, &enemy_min_dist);
enemies[i].is_reachable |= VEC2_EQ(closest.front, enemies[i]) || VEC2_EQ(closest.back, enemies[i]);
if (enemy_min_dist < brick_preview_min_dist && enemy_min_dist < EYE_SIZE * EYE_SIZE && enemy_count) {
enemies[enemy_closest_i].health -= active.front.val + 1;
if (enemies[enemy_closest_i].health <= 0) {
enemies[enemy_closest_i].health = 0;
for (size_t i = enemy_closest_i + 1; i < enemy_count; i++) {
enemies[i - 1] = enemies[i];
} }
hand[hand_count++] = (struct brick) { enemy_count--;
enemies[enemy_count++] = (struct enemy) {
.attack = rand() % 6 + 1,
.health = rand() % 6 + 1,
.x = bricks.items.brick[bricks.count - 1].front.x + rand() % 8 - 4,
.y = bricks.items.brick[bricks.count - 1].front.y + rand() % 8 - 4,
.is_reachable = 0,
};
for (size_t i = 0; i < bricks.count * 2; i++) {
if (VEC2_EQ(bricks.items.eye[i], enemies[enemy_count - 1])) {
enemies[enemy_count - 1].is_reachable = 1;
break;
}
}
for (size_t i = 0; i < 3; i++) {
hand[hand_count = MIN(hand_count + 1, 4)] = (struct brick) {
.front = {.val = rand() % 6}, .front = {.val = rand() % 6},
.back = {.val = rand() % 6}, .back = {.val = rand() % 6},
}; };
is_goal_reached |= VEC2_EQ(closest.front, goal) || VEC2_EQ(closest.back, goal); }
} else {
player_health -= enemies[enemy_closest_i].attack - (active.back.val + 1);
sprintf(player_health_s, "%zu", player_health);
}
} else if (brick_preview_min_dist < EYE_SIZE * EYE_SIZE && preview.count) {
bricks_append(&bricks, brick_preview_closest);
for (size_t i = 0; i < enemy_count; i++) {
enemies[i].is_reachable |= VEC2_EQ(brick_preview_closest.front, enemies[i]) || VEC2_EQ(brick_preview_closest.back, enemies[i]);
}
// hand[hand_count++] = (struct brick) {
// .front = {.val = rand() % 6},
// .back = {.val = rand() % 6},
// };
is_goal_reached |= VEC2_EQ(brick_preview_closest.front, goal) || VEC2_EQ(brick_preview_closest.back, goal);
for (size_t i = 0; i < bricks.count; i++) brick_print(bricks.items.brick[i]); for (size_t i = 0; i < bricks.count; i++) brick_print(bricks.items.brick[i]);
} else { } else {
hand[hand_count++] = active; hand[hand_count++] = active;
} }
printf("dist: %d\n", closest.front.val); printf("dist: %d\n", brick_preview_closest.front.val);
preview.count = 0; preview.count = 0;
} }
} }
@ -176,6 +232,8 @@ void init(struct image canvas) {
camera.x = canvas.width / 2; camera.x = canvas.width / 2;
camera.y = canvas.height / 2; camera.y = canvas.height / 2;
sprintf(player_health_s, "%zu", player_health);
bricks_append( bricks_append(
&bricks, &bricks,
(struct brick) { (struct brick) {
@ -201,7 +259,7 @@ void init(struct image canvas) {
} }
void render(struct image canvas) { void render(struct image canvas) {
for (size_t i = 0; i < canvas.bufsize; i++) canvas.buf[i] = 0; for (size_t i = 0; i < canvas.bufsize; i++) canvas.color[i] = (struct color) {0x12, 0x0b, 0x10, 0xFF};
// domino playground // domino playground
for (size_t i = 0; i < bricks.count; i++) { for (size_t i = 0; i < bricks.count; i++) {
@ -217,9 +275,13 @@ void render(struct image canvas) {
draw_glyph(canvas, glyph_flag, camera.x + goal.x * EYE_SIZE + 3, camera.y + goal.y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255}); draw_glyph(canvas, glyph_flag, camera.x + goal.x * EYE_SIZE + 3, camera.y + goal.y * EYE_SIZE + 3, (struct color) {255, 255, 0, 255});
for (size_t i = 0; i < enemy_count; i++) { for (size_t i = 0; i < enemy_count; i++) {
struct color color = {100, 0, 0, 255}; // struct color color = {100, 0, 0, 255};
if (enemies[i].is_reachable && has_active) { struct color color = {0xFF, 0x00, 0x55, 0xFF};
if (enemies[i].is_reachable) {
color = (struct color) {255, 0, 0, 255}; color = (struct color) {255, 0, 0, 255};
if (has_active) {
color = (struct color) {0, 0, 255, 255};
}
} }
draw_enemy(canvas, enemies[i], color); draw_enemy(canvas, enemies[i], color);
} }
@ -252,7 +314,7 @@ void render(struct image canvas) {
draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255}); draw_text(canvas, "Drag Dominos from your inventory onto the chain to", 3, 2, (struct color) {255, 255, 255, 255});
draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255}); draw_text(canvas, "reach the goal. Press [R] to rotate", 3, 9, (struct color) {255, 255, 255, 255});
draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255}); draw_glyph(canvas, glyph_heart, 3, 20, (struct color) {255, 0, 0, 255});
draw_text(canvas, "10", 10, 20, (struct color) {255, 255, 255, 255}); draw_text(canvas, player_health_s, 10, 20, (struct color) {255, 255, 255, 255});
if (is_goal_reached) { if (is_goal_reached) {
draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255}); draw_text(canvas, game_over, (canvas.width - (sizeof(game_over)-1) * 5) / 2, 20, (struct color) {255, 255, 255, 255});