#define BULLET_OFF 8 #define P_BULLET_OFF 16 static void doBulletRotation(u8 i){ if(bullets[i].anim >= FIRST_ROTATING_BULLET && !bullets[i].player){ bullets[i].vFlip = FALSE; bullets[i].hFlip = FALSE; if(bullets[i].angle < 0) bullets[i].angle += 1024; else if(bullets[i].angle >= 1024) bullets[i].angle -= 1024; // 0 - 256 if(bullets[i].angle >= 1008 || bullets[i].angle < 16) bullets[i].frame = 0; else if(bullets[i].angle >= 16 && bullets[i].angle < 48) bullets[i].frame = 1; else if(bullets[i].angle >= 48 && bullets[i].angle < 80) bullets[i].frame = 2; else if(bullets[i].angle >= 80 && bullets[i].angle < 112) bullets[i].frame = 3; else if(bullets[i].angle >= 112 && bullets[i].angle < 144) bullets[i].frame = 4; else if(bullets[i].angle >= 112 && bullets[i].angle < 176) bullets[i].frame = 5; else if(bullets[i].angle >= 176 && bullets[i].angle < 208) bullets[i].frame = 6; else if(bullets[i].angle >= 208 && bullets[i].angle < 240) bullets[i].frame = 7; else if(bullets[i].angle >= 240 && bullets[i].angle < 272) bullets[i].frame = 8; // 256 - 512 else if(bullets[i].angle >= 272 && bullets[i].angle < 304) { bullets[i].frame = 7; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 304 && bullets[i].angle < 336) { bullets[i].frame = 6; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 336 && bullets[i].angle < 368) { bullets[i].frame = 5; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 368 && bullets[i].angle < 400) { bullets[i].frame = 4; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 400 && bullets[i].angle < 432) { bullets[i].frame = 3; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 432 && bullets[i].angle < 464) { bullets[i].frame = 2; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 464 && bullets[i].angle < 496) { bullets[i].frame = 1; bullets[i].hFlip = TRUE; } else if(bullets[i].angle >= 496 && bullets[i].angle < 528) { bullets[i].frame = 0; bullets[i].hFlip = TRUE; } // 512 - 768 else if(bullets[i].angle >= 528 && bullets[i].angle < 560) { bullets[i].frame = 1; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 560 && bullets[i].angle < 592) { bullets[i].frame = 2; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 592 && bullets[i].angle < 624) { bullets[i].frame = 3; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 624 && bullets[i].angle < 656) { bullets[i].frame = 4; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 656 && bullets[i].angle < 688) { bullets[i].frame = 5; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 688 && bullets[i].angle < 720) { bullets[i].frame = 6; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 720 && bullets[i].angle < 752) { bullets[i].frame = 7; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 752 && bullets[i].angle < 784) { bullets[i].frame = 8; bullets[i].hFlip = TRUE; bullets[i].vFlip = TRUE; } // 768 - 1024 else if(bullets[i].angle >= 784 && bullets[i].angle < 816) { bullets[i].frame = 7; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 816 && bullets[i].angle < 848) { bullets[i].frame = 6; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 848 && bullets[i].angle < 880) { bullets[i].frame = 5; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 880 && bullets[i].angle < 912) { bullets[i].frame = 4; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 912 && bullets[i].angle < 944) { bullets[i].frame = 3; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 944 && bullets[i].angle < 976) { bullets[i].frame = 2; bullets[i].vFlip = TRUE; } else if(bullets[i].angle >= 976 && bullets[i].angle < 1008) { bullets[i].frame = 1; bullets[i].vFlip = TRUE; } SPR_setFrame(bullets[i].image, bullets[i].frame); SPR_setHFlip(bullets[i].image, bullets[i].hFlip); SPR_setVFlip(bullets[i].image, bullets[i].vFlip); } } void spawnBullet(struct bulletSpawner spawner, void(*updater)){ s16 i = -1; for(s16 j = 0; j < BULLET_COUNT; j++) if(!bullets[j].active && i == -1) i = j; if(i > -1){ bullets[i].active = TRUE; bullets[i].pos.x = spawner.x; bullets[i].pos.y = spawner.y; bullets[i].angle = spawner.angle; bullets[i].player = spawner.player; bullets[i].clock = 0; if(spawner.vel.x || spawner.vel.y){ bullets[i].vel.x = spawner.vel.x; bullets[i].vel.y = spawner.vel.y; } else { bullets[i].vel.x = fix32Mul(fix16ToFix32(cosFix16(spawner.angle)), spawner.speed); bullets[i].vel.y = fix32Mul(fix16ToFix32(sinFix16(spawner.angle)), spawner.speed); } bullets[i].updater = updater; bullets[i].dist = bullets[i].player ? 16 : (spawner.anim == 0 ? 4 : 7); bullets[i].image = SPR_addSprite(spawner.player ? &pBulletSprite : &bulletsSprite, getScreenX(bullets[i].pos.x, player.camera) - (spawner.player ? P_BULLET_OFF : BULLET_OFF), fix32ToInt(bullets[i].pos.y) - (spawner.player ? P_BULLET_OFF : BULLET_OFF), TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, spawner.player && spawner.angle == 512 ? 1 : 0)); if(spawner.anim) SPR_setAnim(bullets[i].image, 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)); doBulletRotation(i); } } s32 bulletDist; #define BULLET_CHECK FIX32(32) 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)); if(bulletDist <= bullets[i].dist){ killBullet(i); killEnemy(j); } } } } } static void collideWithPlayer(u8 i){ if(!bullets[i].player && bullets[i].active){ fix32 deltaX = getWrappedDelta(bullets[i].pos.x, player.pos.x); fix32 deltaY = bullets[i].pos.y - player.pos.y; s32 dist = getApproximatedDistance( fix32ToInt(deltaX), fix32ToInt(deltaY)); if(dist <= 4){ // Player hit radius killBullet(i); // player.lives--; // if(player.lives <= 0) gameOver = TRUE; } } } 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; } if(bullets[i].pos.x < 0){ 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); if(bullets[i].active){ 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++; } } void updateBullets(){ for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) updateBullet(i); }