104 lines
3.3 KiB
C
104 lines
3.3 KiB
C
|
// bullets
|
||
|
|
||
|
#define BULLET_OFF 4
|
||
|
#define BULLET_OFF_BIG 8
|
||
|
|
||
|
#define BULLET_DIST FIX32(4)
|
||
|
#define BULLET_DIST_BIG FIX32(8)
|
||
|
|
||
|
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;
|
||
|
bullets[i].dist = fix16ToFix32(spawner.big ? BULLET_DIST_BIG : BULLET_DIST);
|
||
|
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;
|
||
|
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;
|
||
|
if(bullets[i].vel.x > 0 && !bullets[i].player) bullets[i].vel.x = -bullets[i].vel.x;
|
||
|
} 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,
|
||
|
fix16ToInt(fix16Sub(bullets[i].pos.x, spawner.big ? BULLET_OFF_BIG : BULLET_OFF)),
|
||
|
fix16ToInt(fix16Sub(bullets[i].pos.y,spawner.big ? BULLET_OFF_BIG : BULLET_OFF)),
|
||
|
TILE_ATTR(PAL1, 0, 0, 0));
|
||
|
// SPR_setDepth(bullets[i].image, 4);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
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
|
||
|
|
||
|
#define BULLET_LIMIT FIX16(-BULLET_OFF)
|
||
|
#define BULLET_LIMIT_W FIX16(GAME_W + BULLET_OFF)
|
||
|
#define BULLET_LIMIT_H FIX16(GAME_H + BULLET_OFF)
|
||
|
|
||
|
#define BULLET_LIMIT_BIG FIX16(-BULLET_OFF_BIG)
|
||
|
#define BULLET_LIMIT_W_BIG FIX16(GAME_W + BULLET_OFF_BIG)
|
||
|
#define BULLET_LIMIT_H_BIG FIX16(GAME_H + BULLET_OFF_BIG)
|
||
|
|
||
|
static void collideBullet(s16 i){
|
||
|
if(bullets[i].pos.x < (bullets[i].big ? BULLET_LIMIT_BIG : BULLET_LIMIT) ||
|
||
|
bullets[i].pos.x > (bullets[i].big ? BULLET_LIMIT_W_BIG : BULLET_LIMIT_W) ||
|
||
|
bullets[i].pos.y < (bullets[i].big ? BULLET_LIMIT_BIG : BULLET_LIMIT) ||
|
||
|
bullets[i].pos.y > (bullets[i].big ? BULLET_LIMIT_H_BIG : BULLET_LIMIT_H)){
|
||
|
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,
|
||
|
fix16ToInt(fix16Sub(bullets[i].pos.x, bullets[i].big ? BULLET_OFF_BIG : BULLET_OFF)),
|
||
|
fix16ToInt(fix16Sub(bullets[i].pos.y, bullets[i].big ? BULLET_OFF_BIG : BULLET_OFF)));
|
||
|
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);
|
||
|
}
|
||
|
}
|