enemy bullets

This commit is contained in:
t. boddy 2026-02-14 21:29:18 -05:00
parent 7f935f0514
commit 30734885e4
3 changed files with 28 additions and 5 deletions

View file

@ -81,6 +81,9 @@ void spawnBullet(struct bulletSpawner spawner, void(*updater)){
TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, spawner.player && spawner.angle == 512 ? 1 : 0)); TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, spawner.player && spawner.angle == 512 ? 1 : 0));
if(spawner.anim) SPR_setAnim(bullets[i].image, spawner.anim); if(spawner.anim) SPR_setAnim(bullets[i].image, spawner.anim);
bullets[i].anim = spawner.anim; bullets[i].anim = spawner.anim;
bullets[i].frame = spawner.frame;
SPR_setFrame(bullets[i].image, spawner.frame);
SPR_setAnim(bullets[i].image, spawner.anim);
SPR_setDepth(bullets[i].image, spawner.player ? 7 : (spawner.top ? 3 : 4)); SPR_setDepth(bullets[i].image, spawner.player ? 7 : (spawner.top ? 3 : 4));
doBulletRotation(i); doBulletRotation(i);
} }
@ -119,10 +122,10 @@ static void collideWithPlayer(u8 i){
s32 dist = getApproximatedDistance( s32 dist = getApproximatedDistance(
fix32ToInt(deltaX), fix32ToInt(deltaX),
fix32ToInt(deltaY)); fix32ToInt(deltaY));
if(dist <= 16){ // Player hit radius if(dist <= 4){ // Player hit radius
killBullet(i); killBullet(i);
player.lives--; // player.lives--;
if(player.lives <= 0) gameOver = TRUE; // if(player.lives <= 0) gameOver = TRUE;
} }
} }
} }

View file

@ -4,13 +4,14 @@ void spawnEnemy(u8 type){
for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j; for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
if(i > -1){ if(i > -1){
enemies[i].active = TRUE; enemies[i].active = TRUE;
enemies[i].type = type;
enemies[i].pos.x = FIX32(64); enemies[i].pos.x = FIX32(64);
enemies[i].pos.y = FIX32(64); enemies[i].pos.y = FIX32(64);
enemies[i].off = 16; enemies[i].off = 16;
enemies[i].image = SPR_addSprite(&butterflySprite, enemies[i].image = SPR_addSprite(&butterflySprite,
getScreenX(enemies[i].pos.x, player.camera) - enemies[i].off, fix32ToInt(enemies[i].pos.y) - enemies[i].off, TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, 0)); getScreenX(enemies[i].pos.x, player.camera) - enemies[i].off, fix32ToInt(enemies[i].pos.y) - enemies[i].off, TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, 0));
enemies[i].angle = 128; enemies[i].angle = 128;
enemies[i].speed = FIX32(0.25); enemies[i].speed = FIX32(1);
enemies[i].vel.x = fix32Mul(fix16ToFix32(cosFix16(enemies[i].angle)), enemies[i].speed); enemies[i].vel.x = fix32Mul(fix16ToFix32(cosFix16(enemies[i].angle)), enemies[i].speed);
enemies[i].vel.y = fix32Mul(fix16ToFix32(sinFix16(enemies[i].angle)), enemies[i].speed); enemies[i].vel.y = fix32Mul(fix16ToFix32(sinFix16(enemies[i].angle)), enemies[i].speed);
} }
@ -41,6 +42,24 @@ static void updateEnemy(u8 i){
SPR_setVisibility(enemies[i].image, onScreen ? VISIBLE : HIDDEN); SPR_setVisibility(enemies[i].image, onScreen ? VISIBLE : HIDDEN);
SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off); SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off);
if(enemies[i].clock % 45 == 0){
struct bulletSpawner spawner = {
.x = enemies[i].pos.x,
.y = enemies[i].pos.y,
.anim = 7,
// .frame = 1,
.speed = FIX32(2),
.angle = random() % 128,
};
for(u8 j = 0; j < 8; j++){
spawnBullet(spawner, EMPTY);
spawner.angle += 128;
}
}
enemies[i].clock++;
if(enemies[i].clock >= CLOCK_LIMIT) enemies[i].clock = 0;
enemyCount++; enemyCount++;
} }

View file

@ -56,7 +56,7 @@ struct playerStruct player;
struct bulletSpawner { struct bulletSpawner {
fix32 x, y, speed; fix32 x, y, speed;
Vect2D_f32 vel; Vect2D_f32 vel;
s16 angle, anim; s16 angle, anim, frame;
bool top, player; bool top, player;
}; };
struct bullet { struct bullet {
@ -77,6 +77,7 @@ struct enemy {
bool active; bool active;
u8 type; u8 type;
s16 angle, off; s16 angle, off;
u32 clock;
fix32 speed; fix32 speed;
Vect2D_f32 vel, pos; Vect2D_f32 vel, pos;
Sprite* image; Sprite* image;