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PowerUps.c
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#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#include "PowerUps.h"
#include "Map.h"
#include "Player.h"
const int speedUpAmount = 6;
const int speedDownAmount = 20;
void printPowerUps(struct PowerUp *powerUp1){
struct PowerUp *powerUp = powerUp1;
while(powerUp){
printf("PowerUp: %d/%d\n", powerUp->pos.x, powerUp->pos.y);
powerUp = powerUp->next;
}
}
int isPowerupPos(struct PowerUp *powerUp, struct Position pos){
while(powerUp && !comparePositions(&powerUp->pos, &pos)) {
powerUp = powerUp->next;
}
return powerUp ? comparePositions(&powerUp->pos, &pos) : 0;
}
void removePowerup(struct PowerUp *powerUp, struct GameState *state){
struct PowerUp *last = state->powerUp;
if(last == powerUp){
state->powerUp = powerUp->next;
free(powerUp);
return;
}
while(last->next != powerUp && last->next){
last = last->next;
}
last->next = powerUp->next;
free(powerUp);
}
void spawnPowerup(enum PowerUpType type, int t, struct GameState *state){
struct PowerUp *powerUp = malloc(sizeof(struct PowerUp));
powerUp->type = type;
powerUp->time = t;
powerUp->next = NULL;
struct Position pos = {
x: rand() % state->map->length,
y: rand() % state->map->width
};
while(isWall(state->map, pos) || isPlayerPos(state->player, pos) || isPowerupPos(state->powerUp, pos)){
pos.x = rand() % state->map->length;
pos.y = rand() % state->map->width;
}
powerUp->pos = pos;
struct PowerUp *lastPowerUp = state->powerUp;
if(lastPowerUp) {
int o = 0;
while(lastPowerUp->next){
lastPowerUp = lastPowerUp->next;
o++;
}
lastPowerUp->next = powerUp;
} else {
state->powerUp = powerUp;
}
}
void takePowerup(struct PowerUp *powerUp, struct GameState *state){
switch (powerUp->type) {
case EAT_GHOSTS:
state->powerUpEatGhostsTime += powerUp->time;
break;
case SLOWER:
state->powerUpSlowerTime += powerUp->time;
break;
case FASTER:
state->powerUpFasterTime += powerUp->time;
break;
case GHOSTS_TO_CENTER:
moveGhostsHome(state->ghost);
break;
case TURNAROUND:
turnPlayerAround(state->player);
break;
case EAT_WALL:
state->powerUpEatWallTime += powerUp->time;
break;
case GROW:
growTail(state->player);
spawnRandomPowerup(state);
spawnPowerup(GROW, 0, state);
break;
}
removePowerup(powerUp, state);
}
void spawnRandomPowerup(struct GameState *state){
switch(rand() % 6){
case 0:
spawnPowerup(EAT_GHOSTS, 50, state);
break;
case 1:
spawnPowerup(SLOWER, 50, state);
break;
case 2:
spawnPowerup(FASTER, 50, state);
break;
case 3:
spawnPowerup(GHOSTS_TO_CENTER, 0, state);
break;
case 4:
spawnPowerup(TURNAROUND, 0, state);
break;
case 5:
spawnPowerup(EAT_WALL, 20, state);
break;
}
}
void takePowerupPos(struct Position pos, struct GameState *state){
struct PowerUp *powerUp = state->powerUp;
while(powerUp) {
if(comparePositions(&powerUp->pos, &pos)){
takePowerup(powerUp, state);
}
powerUp = powerUp->next;
}
}
void updateTimedPowerUps(struct GameState *state){
if(state->powerUpSlowerTime > 0){
state->powerUpSlowerTime--;
}
if(state->powerUpFasterTime > 0){
state->powerUpFasterTime--;
}
if(state->powerUpEatGhostsTime > 0){
state->powerUpEatGhostsTime--;
}
if(state->powerUpEatWallTime > 0){
state->powerUpEatWallTime--;
}
}
void setPowerUpSDLRenderColor(struct SDL_Renderer *renderer, struct PowerUp *powerUp){
switch (powerUp->type) {
case EAT_GHOSTS:
SDL_SetRenderDrawColor(renderer, 76, 175, 80, 255);
break;
case SLOWER:
SDL_SetRenderDrawColor(renderer, 121, 85, 72, 255);
break;
case FASTER:
SDL_SetRenderDrawColor(renderer, 255, 152, 0, 255);
break;
case GHOSTS_TO_CENTER:
SDL_SetRenderDrawColor(renderer, 245, 0, 87, 255);
break;
case TURNAROUND:
SDL_SetRenderDrawColor(renderer, 0, 150, 136, 255);
break;
case EAT_WALL:
SDL_SetRenderDrawColor(renderer, 244, 67, 54, 255);
break;
case GROW:
SDL_SetRenderDrawColor(renderer, 0, 255, 255, 255);
break;
}
}
int getGameSpeed(struct GameState *state) {
int speed = state->speed;
if (state->powerUpSlowerTime > 0) {
speed += speedDownAmount;
}
if (state->powerUpFasterTime > 0) {
speed -= speedUpAmount;
}
return speed / state->difficulty;
}