This commit is contained in:
t. boddy 2026-02-14 21:31:14 -05:00
parent 30734885e4
commit b2c0eaf30b
3 changed files with 6 additions and 34 deletions

View file

@ -94,14 +94,11 @@ s32 bulletDist;
static void collideWithEnemy(u8 i){
for(s16 j = 0; j < ENEMY_COUNT; j++) {
if(enemies[j].active){
// Calculate wrapped distances
fix32 deltaX = getWrappedDelta(bullets[i].pos.x, enemies[j].pos.x);
fix32 deltaY = bullets[i].pos.y - enemies[j].pos.y;
// Quick bounding box check using wrapped distance
if(deltaY >= -BULLET_CHECK && deltaY <= BULLET_CHECK &&
deltaX >= -BULLET_CHECK && deltaX <= BULLET_CHECK){
// Precise distance check
bulletDist = getApproximatedDistance(
fix32ToInt(deltaX),
fix32ToInt(deltaY));
@ -122,7 +119,7 @@ static void collideWithPlayer(u8 i){
s32 dist = getApproximatedDistance(
fix32ToInt(deltaX),
fix32ToInt(deltaY));
if(dist <= 4){ // Player hit radius
if(dist <= 4){
killBullet(i);
// player.lives--;
// if(player.lives <= 0) gameOver = TRUE;
@ -134,7 +131,6 @@ static void updateBullet(u8 i){
bullets[i].pos.x += bullets[i].vel.x;
bullets[i].pos.y += bullets[i].vel.y;
// Wrap bullet position
if(bullets[i].pos.x >= GAME_WRAP){
bullets[i].pos.x -= GAME_WRAP;
}
@ -142,19 +138,15 @@ static void updateBullet(u8 i){
bullets[i].pos.x += GAME_WRAP;
}
// Cull bullets that go off-screen
// Horizontal: use wrapped distance to handle world wrap correctly
fix32 dx = getWrappedDelta(bullets[i].pos.x, player.pos.x);
bool offScreenX = (dx < FIX32(-256) || dx > FIX32(256));
// Vertical: simple linear check (no Y wrapping)
bool offScreenY = (bullets[i].pos.y < FIX32(-16) || bullets[i].pos.y > GAME_H_F + FIX32(16));
if(offScreenX || offScreenY){
killBullet(i);
return; // Skip rest of update for culled bullet
return;
}
if(bullets[i].clock > 0) bullets[i].updater(i);
if(bullets[i].player) collideWithEnemy(i);
else collideWithPlayer(i);
@ -162,12 +154,6 @@ static void updateBullet(u8 i){
s16 sx = getScreenX(bullets[i].pos.x, player.camera);
s16 sy = fix32ToInt(bullets[i].pos.y);
u8 off = bullets[i].player ? P_BULLET_OFF : BULLET_OFF;
// Set visibility to prevent VDP 512px wrap ghosting
// bool onScreen = (sx >= VISIBLE_X_MIN && sx <= VISIBLE_X_MAX &&
// sy >= VISIBLE_Y_MIN && sy <= VISIBLE_Y_MAX);
// SPR_setVisibility(bullets[i].image, onScreen ? VISIBLE : HIDDEN);
SPR_setPosition(bullets[i].image, sx - off, sy - off);
bullets[i].clock++;
}

View file

@ -3,10 +3,9 @@ u32 clock;
#define GAME_H_F FIX32(224)
// Section-based world size
#define SECTION_SIZE FIX32(512) // Size of one section (512px)
#define SECTION_COUNT 4 // Number of sections (N = 2, 4, 8, etc.)
#define GAME_WRAP (SECTION_SIZE * SECTION_COUNT) // Total world width
#define SECTION_SIZE FIX32(512)
#define SECTION_COUNT 4
#define GAME_WRAP (SECTION_SIZE * SECTION_COUNT)
u32 score;
#define SCORE_LENGTH 8
@ -94,11 +93,8 @@ void killEnemy(u8 i){
SPR_releaseSprite(enemies[i].image);
}
// Calculate shortest X distance accounting for world wrap
// Returns distance in the range [-GAME_WRAP/2, GAME_WRAP/2]
static fix32 getWrappedDelta(fix32 a, fix32 b) {
fix32 delta = a - b;
// If distance is more than half the world, go the other way
if (delta > GAME_WRAP / 2) {
delta -= GAME_WRAP;
} else if (delta < -GAME_WRAP / 2) {
@ -107,11 +103,8 @@ static fix32 getWrappedDelta(fix32 a, fix32 b) {
return delta;
}
// Safe screen X calculation handling wrap edge cases
// Returns screen coordinate for an entity, accounting for entities that just wrapped
static s16 getScreenX(fix32 worldX, fix32 camera) {
fix32 screenX = worldX - camera;
// Handle entity that just wrapped (temporarily far off-screen)
if (screenX < FIX32(-256)) {
screenX += GAME_WRAP;
} else if (screenX > FIX32(256)) {

View file

@ -18,13 +18,11 @@ s16 shotClock;
fix32 screenX;
fix32 playerSpeed;
fix32 playerVelX; // Track actual X velocity for momentum
fix32 playerVelX;
static void movePlayer(){
// Y-axis stays instant
player.vel.y = 0;
// Determine target X speed based on input
fix32 targetVelX = 0;
if(ctrl.left || ctrl.right || ctrl.up || ctrl.down){
if(ctrl.b){
@ -37,12 +35,10 @@ static void movePlayer(){
targetVelX = ctrl.left ? -playerSpeed : playerSpeed;
}
// Y velocity (instant)
if(ctrl.up) player.vel.y = -playerSpeed;
else if(ctrl.down) player.vel.y = playerSpeed;
}
// Apply acceleration toward target X velocity
if(playerVelX < targetVelX){
playerVelX += ctrl.b ? PLAYER_ACCEL_FOCUS : PLAYER_ACCEL;
if(playerVelX > targetVelX) playerVelX = targetVelX;
@ -53,17 +49,14 @@ static void movePlayer(){
player.vel.x = playerVelX;
// Normalize if diagonal
if(player.vel.x != 0 && player.vel.y != 0){
player.vel.x = fix32Mul(player.vel.x, FIX32(0.707));
player.vel.y = fix32Mul(player.vel.y, FIX32(0.707));
}
// Apply movement (always, for momentum to work during deceleration)
player.pos.x += player.vel.x;
player.pos.y += player.vel.y;
// Update facing direction when moving horizontally
if(ctrl.a){
SPR_setHFlip(player.image, player.shotAngle != 0);
} else {