This commit is contained in:
t. boddy 2026-02-14 20:36:23 -05:00
parent 0b905f2690
commit e8ed3e0faf
6 changed files with 25 additions and 52 deletions

View file

@ -2,9 +2,7 @@
#define FADE_TOP_I BG_I + 64
#define FADE_BOTTOM_I FADE_TOP_I + 64
#define BG_COUNT 27
#define BG_OFF 112
s16 bgScrolls[BG_COUNT];
void loadBackground(){
VDP_loadTileSet(sky.tileset, BG_I, DMA);

View file

@ -63,16 +63,9 @@ void spawnBullet(struct bulletSpawner spawner, void(*updater)){
bullets[i].active = TRUE;
bullets[i].pos.x = spawner.x;
bullets[i].pos.y = spawner.y;
bullets[i].speed = spawner.speed;
bullets[i].angle = spawner.angle;
bullets[i].player = spawner.player;
bullets[i].explosion = FALSE;
bullets[i].clock = 0;
for(u8 j = 0; j < COUNT_INT; j++){
bullets[i].bools[j] = spawner.bools[j];
bullets[i].ints[j] = spawner.ints[j];
bullets[i].fixes[j] = spawner.fixes[j];
}
if(spawner.vel.x || spawner.vel.y){
bullets[i].vel.x = spawner.vel.x;
bullets[i].vel.y = spawner.vel.y;
@ -146,6 +139,19 @@ 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
}
if(bullets[i].clock > 0) bullets[i].updater(i);
if(bullets[i].player) collideWithEnemy(i);
else collideWithPlayer(i);

View file

@ -1,9 +1,9 @@
void spawnEnemy(u8 type){
(void)type; // Unused parameter, kept for API compatibility
s16 i = -1;
for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
if(i > -1){
enemies[i].active = TRUE;
enemies[i].type = type;
enemies[i].pos.x = FIX32(64);
enemies[i].pos.y = FIX32(64);
enemies[i].off = 16;
@ -52,11 +52,11 @@ void updateEnemies(){
}
void spawnEnemyAt(u8 type, fix32 x, fix32 y){
(void)type; // Unused parameter, kept for API compatibility
s16 i = -1;
for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
if(i > -1){
enemies[i].active = TRUE;
enemies[i].type = type;
enemies[i].pos.x = x;
enemies[i].pos.y = y;
enemies[i].off = 16;

View file

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

View file

@ -8,7 +8,6 @@
#include "player.h"
#include "stage.h"
#include "chrome.h"
#include "start.h"
static void loadInternals(){
JOY_init();

View file

@ -1,8 +1,6 @@
#define PLAYER_SPEED FIX32(5)
#define PLAYER_SPEED_NORM fix32Mul(PLAYER_SPEED, FIX32(0.707))
#define PLAYER_SPEED_FOCUS FIX32(3)
#define PLAYER_SPEED_FOCUS_NORM fix32Mul(PLAYER_SPEED_FOCUS, FIX32(0.707))
#define PLAYER_ACCEL PLAYER_SPEED >> 3
#define PLAYER_ACCEL_FOCUS PLAYER_SPEED_FOCUS >> 3
@ -19,7 +17,7 @@
s16 shotClock;
fix32 screenX;
fix32 playerSpeed, playerSpeedNorm;
fix32 playerSpeed;
fix32 playerVelX; // Track actual X velocity for momentum
static void movePlayer(){
@ -31,12 +29,9 @@ static void movePlayer(){
if(ctrl.left || ctrl.right || ctrl.up || ctrl.down){
if(ctrl.b){
playerSpeed = PLAYER_SPEED_FOCUS;
playerSpeedNorm = PLAYER_SPEED_FOCUS_NORM;
} else {
playerSpeed = PLAYER_SPEED;
playerSpeedNorm = PLAYER_SPEED_NORM;
}
player.last.x = player.pos.x;
if(ctrl.left || ctrl.right){
if(!ctrl.a) player.shotAngle = ctrl.left ? 512 : 0;
targetVelX = ctrl.left ? -playerSpeed : playerSpeed;
@ -116,10 +111,7 @@ static void shootPlayer(){
.angle = player.shotAngle,
.player = TRUE
};
void updater(u8 i){
if(bullets[i].clock >= 16) killBullet(i);
}
spawnBullet(spawner, updater);
spawnBullet(spawner, EMPTY);
shotClock = SHOT_INTERVAL;
} else if(shotClock > 0) shotClock--;
}