Merge pull request #114 from TQMatvey/flappy_patches

Flappy: Border hitboxes, bigger Pilars
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MX 2022-10-17 21:41:24 +03:00 committed by GitHub
commit 6d999abb80
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@ -12,10 +12,10 @@
#define FLAPPY_BIRD_WIDTH 10
#define FLAPPY_PILAR_MAX 6
#define FLAPPY_PILAR_DIST 40
#define FLAPPY_PILAR_DIST 35
#define FLAPPY_GAB_HEIGHT 25
#define FLAPPY_GAB_WIDTH 5
#define FLAPPY_GAB_WIDTH 10
#define FLAPPY_GRAVITY_JUMP -1.1
#define FLAPPY_GRAVITY_TICK 0.15
@ -100,10 +100,6 @@ static void flappy_game_state_init(GameState* const game_state) {
flappy_game_random_pilar(game_state);
}
// static void flappy_game_reset(GameState* const game_state) {
// FURI_LOG_I(TAG, "Reset Game State\r\n"); // Resetting State
// }
static void flappy_game_tick(GameState* const game_state) {
if(game_state->state == GameStateLife) {
if(!game_state->debug) {
@ -136,11 +132,12 @@ static void flappy_game_tick(GameState* const game_state) {
}
if(pilar->point.x < -FLAPPY_GAB_WIDTH) pilar->visible = 0;
// Checking out of bounds
if(game_state->bird.point.y < 0 - FLAPPY_BIRD_WIDTH ||
game_state->bird.point.y > FLIPPER_LCD_HEIGHT) {
game_state->state = GameStateGameOver;
break;
if(game_state->bird.point.y <= 0 - FLAPPY_BIRD_WIDTH){
game_state->bird.point.y = 64;
}
if(game_state->bird.point.y > 64 - FLAPPY_BIRD_WIDTH){
game_state->bird.point.y = FLIPPER_LCD_HEIGHT - FLAPPY_BIRD_WIDTH;
}
// Bird inbetween pipes
@ -237,10 +234,6 @@ static void flappy_game_render_callback(Canvas* const canvas, void* ctx) {
canvas_set_font(canvas, FontPrimary);
canvas_draw_str(canvas, 37, 31, "Game Over");
/*if(game_state->points != 0 && game_state->points % 5 == 0) {
DOLPHIN_DEED(getRandomDeed());
}*/
canvas_set_font(canvas, FontSecondary);
char buffer[12];
snprintf(buffer, sizeof(buffer), "Score: %u", game_state->points);
@ -304,16 +297,16 @@ int32_t flappy_game_app(void* p) {
if(event.input.type == InputTypePress) {
switch(event.input.key) {
case InputKeyUp:
game_state->bird.point.y--;
if(game_state->state == GameStateLife) {
flappy_game_flap(game_state);
}
break;
case InputKeyDown:
game_state->bird.point.y++;
break;
case InputKeyRight:
game_state->bird.point.x++;
break;
case InputKeyLeft:
game_state->bird.point.x--;
break;
case InputKeyOk:
if(game_state->state == GameStateGameOver) {