cleanup
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parent
0b905f2690
commit
e8ed3e0faf
6 changed files with 25 additions and 52 deletions
38
src/global.h
38
src/global.h
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@ -1,6 +1,5 @@
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u32 clock;
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#define CLOCK_LIMIT 32000
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#define COUNT_INT 4
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#define GAME_H_F FIX32(224)
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@ -9,24 +8,15 @@ u32 clock;
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#define SECTION_COUNT 4 // Number of sections (N = 2, 4, 8, etc.)
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#define GAME_WRAP (SECTION_SIZE * SECTION_COUNT) // Total world width
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u32 score, highScore;
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u32 score;
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#define SCORE_LENGTH 8
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#define FIRST_ROTATING_BULLET 3
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#define CAMERA_Y_MOD FIX32(112)
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// Screen bounds for visibility (screen is 320x224)
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// VDP wraps sprites every 512px, so we must hide sprites outside screen
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#define VISIBLE_X_MIN 0
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#define VISIBLE_X_MAX 512
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#define VISIBLE_Y_MIN -32
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#define VISIBLE_Y_MAX 256
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char debugStr[8];
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s16 emptyI;
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void EMPTY(s16 i){emptyI = i;}
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void EMPTY(s16 i){(void)i;}
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bool gameOver, paused, started;
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bool gameOver;
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s16 enemyCount;
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// controls
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@ -35,7 +25,7 @@ struct controls {
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};
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struct controls ctrl;
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void updateControls(u16 joy, u16 changed, u16 state){
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if(changed){}
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(void)changed; // Unused parameter
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if(joy == JOY_1){
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ctrl.left = (state & BUTTON_LEFT);
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ctrl.right = (state & BUTTON_RIGHT);
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@ -51,7 +41,7 @@ void updateControls(u16 joy, u16 changed, u16 state){
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// player
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struct playerStruct {
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Vect2D_f32 pos, vel, last;
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Vect2D_f32 pos, vel;
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s16 shotAngle;
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u8 lives;
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fix32 camera;
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@ -68,21 +58,14 @@ struct bulletSpawner {
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Vect2D_f32 vel;
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s16 angle, anim;
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bool top, player;
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bool bools[COUNT_INT];
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s16 ints[COUNT_INT];
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fix32 fixes[COUNT_INT];
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};
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struct bullet {
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bool active, player, explosion, top, vFlip, hFlip;
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fix32 speed;
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bool active, player, vFlip, hFlip;
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Vect2D_f32 pos, vel;
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Sprite* image;
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s16 clock, angle, anim, frame;
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s16 dist;
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void (*updater)(s16);
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bool bools[COUNT_INT];
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s16 ints[COUNT_INT];
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fix32 fixes[COUNT_INT];
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};
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struct bullet bullets[BULLET_COUNT];
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@ -92,16 +75,11 @@ struct bullet bullets[BULLET_COUNT];
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struct enemy {
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bool active;
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s16 clock, angle, anim, frame, off;
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fix32 speed;
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u8 type;
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s16 angle, off;
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fix32 speed;
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Vect2D_f32 vel, pos;
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s16 dist;
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Sprite* image;
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void (*updater)(s16);
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bool bools[COUNT_INT];
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s16 ints[COUNT_INT];
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fix32 fixes[COUNT_INT];
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};
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struct enemy enemies[ENEMY_COUNT];
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