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fd2/src/bullets.h

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// bullets
#define BULLET_OFF 4
#define BULLET_OFF_BIG 8
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#define BULLET_OFF_HUGE 16
#define BULLET_OFF_P_X 16
#define BULLET_OFF_P_Y 12
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#define BULLET_DIST FIX32(4)
#define BULLET_DIST_BIG FIX32(8)
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#define BULLET_DIST_HUGE FIX32(16)
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// lifecycle
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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 && (spawner.player || (player.invincibleClock < INVINCIBLE_LIMIT))){
bullets[i].active = TRUE;
bullets[i].pos.x = spawner.x;
bullets[i].pos.y = spawner.y;
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bullets[i].dist = fix16ToFix32(spawner.huge ? BULLET_DIST_HUGE : (spawner.big ? BULLET_DIST_BIG : BULLET_DIST));
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bullets[i].speed = spawner.speed;
bullets[i].angle = spawner.angle;
bullets[i].player = spawner.player;
bullets[i].clock = 0;
bullets[i].dead = FALSE;
bullets[i].big = spawner.big;
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bullets[i].huge = spawner.huge;
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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;
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if(bullets[i].vel.y < 0 && !bullets[i].player && bullets[i].pos.y < player.pos.y) bullets[i].vel.y = -bullets[i].vel.y;
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} else {
bullets[i].vel.x = fix16Mul(cosFix16(spawner.angle), spawner.speed);
bullets[i].vel.y = fix16Mul(sinFix16(spawner.angle), spawner.speed);
}
bullets[i].updater = updater;
bullets[i].image = SPR_addSprite(spawner.image,
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fix16ToInt(fix16Sub(bullets[i].pos.x, FIX16(spawner.player ? BULLET_OFF_P_X : (spawner.huge ? BULLET_OFF_HUGE : (spawner.big ? BULLET_OFF_BIG : BULLET_OFF))))),
fix16ToInt(fix16Sub(bullets[i].pos.y, FIX16(spawner.player ? BULLET_OFF_P_Y : (spawner.huge ? BULLET_OFF_HUGE : (spawner.big ? BULLET_OFF_BIG : BULLET_OFF))))),
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TILE_ATTR(PAL1, 0, 0, 0));
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if(spawner.light) SPR_setAnim(bullets[i].image, 1);
SPR_setDepth(bullets[i].image, spawner.top ? 3 : 4);
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}
}
static void killBullet(s16 i){
bullets[i].active = FALSE;
SPR_releaseSprite(bullets[i].image);
if(bullets[i].dead){
// spawnExplosion(bullets[i].pos.x, bullets[i].pos.y, 0);
bullets[i].dead = FALSE;
}
}
void updateBulletVel(s16 i){
bullets[i].vel.x = fix16Mul(cosFix16(bullets[i].angle), bullets[i].speed);
bullets[i].vel.y = fix16Mul(sinFix16(bullets[i].angle), bullets[i].speed);
}
// collision
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#define BULLET_LIMIT FIX16(0 - BULLET_OFF)
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#define BULLET_LIMIT_W FIX16(GAME_W + BULLET_OFF)
#define BULLET_LIMIT_H FIX16(GAME_H + BULLET_OFF)
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#define BULLET_LIMIT_BIG FIX16(0 - BULLET_OFF_BIG)
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#define BULLET_LIMIT_W_BIG FIX16(GAME_W + BULLET_OFF_BIG)
#define BULLET_LIMIT_H_BIG FIX16(GAME_H + BULLET_OFF_BIG)
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#define BULLET_LIMIT_HUGE FIX16(0 - BULLET_OFF_HUGE)
#define BULLET_LIMIT_W_HUGE FIX16(GAME_W + BULLET_OFF_HUGE)
#define BULLET_LIMIT_H_HUGE FIX16(GAME_H + BULLET_OFF_HUGE)
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static void collideBullet(s16 i){
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if(bullets[i].pos.x < (bullets[i].huge ? BULLET_LIMIT_HUGE : (bullets[i].big ? BULLET_LIMIT_BIG : BULLET_LIMIT)) ||
bullets[i].pos.x > (bullets[i].huge ? BULLET_LIMIT_W_HUGE : (bullets[i].big ? BULLET_LIMIT_W_BIG : BULLET_LIMIT_W)) ||
bullets[i].pos.y < (bullets[i].huge ? BULLET_LIMIT_HUGE : (bullets[i].big ? BULLET_LIMIT_BIG : BULLET_LIMIT)) ||
bullets[i].pos.y > (bullets[i].huge ? BULLET_LIMIT_H_HUGE : (bullets[i].big ? BULLET_LIMIT_H_BIG : BULLET_LIMIT_H))){
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killBullet(i);
}
}
// loop
static void updateBullet(s16 i){
bullets[i].pos.x = fix16Add(bullets[i].pos.x, bullets[i].vel.x);
bullets[i].pos.y = fix16Add(bullets[i].pos.y, bullets[i].vel.y);
bullets[i].updater(i);
collideBullet(i);
SPR_setPosition(
bullets[i].image,
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fix16ToInt(fix16Sub(bullets[i].pos.x, FIX16(bullets[i].player ? BULLET_OFF_P_X : (bullets[i].huge ? BULLET_OFF_HUGE : (bullets[i].big ? BULLET_OFF_BIG : BULLET_OFF))))),
fix16ToInt(fix16Sub(bullets[i].pos.y, FIX16(bullets[i].player ? BULLET_OFF_P_Y : (bullets[i].huge ? BULLET_OFF_HUGE : (bullets[i].big ? BULLET_OFF_BIG : BULLET_OFF))))));
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bullets[i].clock++;
}
void updateBullets(){
if(killBullets){
for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active){
if(i % 4 == 0) bullets[i].dead = TRUE;
killBullet(i);
}
killBullets = FALSE;
} else {
for(s16 i = 0; i < BULLET_COUNT; i++) if(bullets[i].active) updateBullet(i);
}
}