cleanup
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parent
0b905f2690
commit
e8ed3e0faf
6 changed files with 25 additions and 52 deletions
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@ -2,9 +2,7 @@
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#define FADE_TOP_I BG_I + 64
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#define FADE_BOTTOM_I FADE_TOP_I + 64
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#define BG_COUNT 27
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#define BG_OFF 112
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s16 bgScrolls[BG_COUNT];
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void loadBackground(){
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VDP_loadTileSet(sky.tileset, BG_I, DMA);
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@ -63,16 +63,9 @@ void spawnBullet(struct bulletSpawner spawner, void(*updater)){
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bullets[i].active = TRUE;
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bullets[i].pos.x = spawner.x;
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bullets[i].pos.y = spawner.y;
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bullets[i].speed = spawner.speed;
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bullets[i].angle = spawner.angle;
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bullets[i].player = spawner.player;
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bullets[i].explosion = FALSE;
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bullets[i].clock = 0;
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for(u8 j = 0; j < COUNT_INT; j++){
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bullets[i].bools[j] = spawner.bools[j];
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bullets[i].ints[j] = spawner.ints[j];
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bullets[i].fixes[j] = spawner.fixes[j];
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}
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if(spawner.vel.x || spawner.vel.y){
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bullets[i].vel.x = spawner.vel.x;
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bullets[i].vel.y = spawner.vel.y;
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@ -146,6 +139,19 @@ static void updateBullet(u8 i){
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bullets[i].pos.x += GAME_WRAP;
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}
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// Cull bullets that go off-screen
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// Horizontal: use wrapped distance to handle world wrap correctly
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fix32 dx = getWrappedDelta(bullets[i].pos.x, player.pos.x);
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bool offScreenX = (dx < FIX32(-256) || dx > FIX32(256));
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// Vertical: simple linear check (no Y wrapping)
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bool offScreenY = (bullets[i].pos.y < FIX32(-16) || bullets[i].pos.y > GAME_H_F + FIX32(16));
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if(offScreenX || offScreenY){
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killBullet(i);
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return; // Skip rest of update for culled bullet
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}
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if(bullets[i].clock > 0) bullets[i].updater(i);
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if(bullets[i].player) collideWithEnemy(i);
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else collideWithPlayer(i);
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@ -1,9 +1,9 @@
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void spawnEnemy(u8 type){
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(void)type; // Unused parameter, kept for API compatibility
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s16 i = -1;
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for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
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if(i > -1){
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enemies[i].active = TRUE;
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enemies[i].type = type;
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enemies[i].pos.x = FIX32(64);
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enemies[i].pos.y = FIX32(64);
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enemies[i].off = 16;
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@ -52,11 +52,11 @@ void updateEnemies(){
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}
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void spawnEnemyAt(u8 type, fix32 x, fix32 y){
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(void)type; // Unused parameter, kept for API compatibility
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s16 i = -1;
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for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active && i == -1) i = j;
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if(i > -1){
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enemies[i].active = TRUE;
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enemies[i].type = type;
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enemies[i].pos.x = x;
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enemies[i].pos.y = y;
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enemies[i].off = 16;
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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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@ -8,7 +8,6 @@
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#include "player.h"
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#include "stage.h"
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#include "chrome.h"
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#include "start.h"
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static void loadInternals(){
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JOY_init();
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12
src/player.h
12
src/player.h
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@ -1,8 +1,6 @@
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#define PLAYER_SPEED FIX32(5)
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#define PLAYER_SPEED_NORM fix32Mul(PLAYER_SPEED, FIX32(0.707))
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#define PLAYER_SPEED_FOCUS FIX32(3)
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#define PLAYER_SPEED_FOCUS_NORM fix32Mul(PLAYER_SPEED_FOCUS, FIX32(0.707))
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#define PLAYER_ACCEL PLAYER_SPEED >> 3
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#define PLAYER_ACCEL_FOCUS PLAYER_SPEED_FOCUS >> 3
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@ -19,7 +17,7 @@
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s16 shotClock;
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fix32 screenX;
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fix32 playerSpeed, playerSpeedNorm;
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fix32 playerSpeed;
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fix32 playerVelX; // Track actual X velocity for momentum
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static void movePlayer(){
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@ -31,12 +29,9 @@ static void movePlayer(){
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if(ctrl.left || ctrl.right || ctrl.up || ctrl.down){
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if(ctrl.b){
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playerSpeed = PLAYER_SPEED_FOCUS;
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playerSpeedNorm = PLAYER_SPEED_FOCUS_NORM;
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} else {
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playerSpeed = PLAYER_SPEED;
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playerSpeedNorm = PLAYER_SPEED_NORM;
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}
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player.last.x = player.pos.x;
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if(ctrl.left || ctrl.right){
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if(!ctrl.a) player.shotAngle = ctrl.left ? 512 : 0;
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targetVelX = ctrl.left ? -playerSpeed : playerSpeed;
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@ -116,10 +111,7 @@ static void shootPlayer(){
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.angle = player.shotAngle,
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.player = TRUE
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};
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void updater(u8 i){
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if(bullets[i].clock >= 16) killBullet(i);
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}
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spawnBullet(spawner, updater);
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spawnBullet(spawner, EMPTY);
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shotClock = SHOT_INTERVAL;
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} else if(shotClock > 0) shotClock--;
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}
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