start enemy work
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@ -18,6 +18,8 @@ IMAGE rock1rt "fg/rock1rt.png" FAST
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SPRITE nitori "player/nitori.png" 4 4 FAST
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SPRITE nitori "player/nitori.png" 4 4 FAST
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SPRITE fairy1 "enemies/fairy1.png" 6 4 FAST
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SPRITE smallRedBullet "bullets/smallred.png" 1 1 FAST 5
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SPRITE smallRedBullet "bullets/smallred.png" 1 1 FAST 5
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SPRITE smallBlueBullet "bullets/smallblue.png" 1 1 FAST 5
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SPRITE smallBlueBullet "bullets/smallblue.png" 1 1 FAST 5
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SPRITE smallGreenBullet "bullets/smallgreen.png" 1 1 FAST 5
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SPRITE smallGreenBullet "bullets/smallgreen.png" 1 1 FAST 5
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@ -0,0 +1,96 @@
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// enemies
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// lifecycle
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void spawnEnemy(struct enemySpawner spawner, void(*updater), void(*suicide)){
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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].off.x = FIX16(spawner.offX);
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enemies[i].off.y = FIX16(spawner.offY);
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enemies[i].pos.x = FIX16(spawner.x);
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enemies[i].pos.y = FIX16(spawner.y);
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enemies[i].dist = intToFix32(spawner.offX - 2);
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enemies[i].speed = spawner.speed;
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enemies[i].angle = spawner.angle;
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enemies[i].boss = spawner.boss;
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enemies[i].shotClock = 0;
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enemies[i].dead = FALSE;
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enemies[i].health = spawner.health ? spawner.health : 1;
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if(spawner.vel.x && spawner.vel.y){
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enemies[i].vel.x = spawner.vel.x;
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enemies[i].vel.y = spawner.vel.y;
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} else {
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enemies[i].vel.x = fix16Mul(cosFix16(spawner.angle), spawner.speed);
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enemies[i].vel.y = fix16Mul(sinFix16(spawner.angle), spawner.speed);
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}
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for(s16 j = 0; j < COUNT_INT; j++){
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enemies[i].bools[j] = spawner.bools[j];
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enemies[i].ints[j] = spawner.ints[j];
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enemies[i].fixes[j] = spawner.fixes[j];
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}
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enemies[i].updater = updater;
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enemies[i].suicide = suicide;
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enemies[i].clock = 0;
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enemies[i].seen = FALSE;
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enemies[i].image = SPR_addSprite(spawner.image,
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fix16ToInt(fix16Sub(enemies[i].pos.x, enemies[i].off.x)),
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fix16ToInt(fix16Sub(enemies[i].pos.y, enemies[i].off.y)),
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TILE_ATTR(PAL1, 0, 0, 0));
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SPR_setAnim(enemies[i].image, spawner.anim ? spawner.anim : 0);
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SPR_setFrame(enemies[i].image, spawner.frame ? spawner.frame : 0);
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SPR_setDepth(enemies[i].image, 5);
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SPR_setVisibility(enemies[i].image, HIDDEN);
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}
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}
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void killEnemy(s16 i){
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enemies[i].dead = TRUE;
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}
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// helpers
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void updateEnemyVel(s16 i){
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enemies[i].vel.x = fix16Mul(cosFix16(enemies[i].angle), enemies[i].speed);
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enemies[i].vel.y = fix16Mul(sinFix16(enemies[i].angle), enemies[i].speed);
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}
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// loop
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static void updateEnemy(s16 i){
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if(enemies[i].seen && (enemies[i].pos.x < fix16Sub(0, enemies[i].off.x) ||
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enemies[i].pos.x > fix16Add(FIX16(GAME_W), enemies[i].off.x) ||
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enemies[i].pos.y < fix16Sub(0, enemies[i].off.y) ||
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enemies[i].pos.y > fix16Add(FIX16(GAME_H), enemies[i].off.y))){
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killEnemy(i);
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enemies[i].suicide(i);
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} else {
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if(!enemies[i].seen && enemies[i].pos.x <= fix16Add(FIX16(GAME_W), enemies[i].off.x)){
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enemies[i].seen = TRUE;
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SPR_setVisibility(enemies[i].image, VISIBLE);
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}
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enemies[i].pos.x = fix16Add(enemies[i].pos.x, enemies[i].vel.x);
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enemies[i].pos.y = fix16Add(enemies[i].pos.y, enemies[i].vel.y);
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if(enemies[i].seen){
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enemies[i].updater(i);
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if(enemies[i].boss) bossHealth = enemies[i].health;
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// collideEnemy(i);
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enemies[i].clock++;
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if(enemies[i].clock >= CLOCK_LIMIT) enemies[i].clock -= CLOCK_LIMIT;
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SPR_setPosition(enemies[i].image,
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fix16ToInt(fix16Sub(enemies[i].pos.x, enemies[i].off.x)),
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fix16ToInt(fix16Sub(enemies[i].pos.y, enemies[i].off.y)));
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}
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}
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if(enemies[i].dead){
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enemies[i].active = FALSE;
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SPR_releaseSprite(enemies[i].image);
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}
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}
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void updateEnemies(){
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for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active) updateEnemy(i);
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}
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@ -1,7 +1,7 @@
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// foreground
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// foreground
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#define FG_I 576
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#define FG_I 576
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#define FG_W GAME_W_T + 30
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#define FG_W 64
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#define OBSTACLE_COUNT 8
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#define OBSTACLE_COUNT 8
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#define FG_SPEED FIX16(2)
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#define FG_SPEED FIX16(2)
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@ -38,34 +38,29 @@ static void drawFg(){
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#define OBS_TOP_Y FIX16(56)
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#define OBS_TOP_Y FIX16(56)
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#define OBS_BOTTOM_Y FIX16(160)
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#define OBS_BOTTOM_Y FIX16(160)
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s16 fgPos;
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s16 fgPos, obsX;
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static void spawnObstacle(bool top){
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static void spawnObstacle(bool top){
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s16 i = -1;
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s16 i = -1;
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for(s16 j = 0; j < OBSTACLE_COUNT; j++) if(!obstacles[j].active && i == -1) i = j;
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for(s16 j = 0; j < OBSTACLE_COUNT; j++) if(!obstacles[j].active && i == -1) i = j;
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if(i > -1){
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if(i > -1){
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// obsX = OBS_X;
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obsX = OBS_X + (fgPos != 0 ? (-fgPos / 8) : 0);
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obstacles[i].active = TRUE;
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obstacles[i].active = TRUE;
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obstacles[i].top = top;
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obstacles[i].top = top;
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obstacles[i].pos.x = FIX16(256);
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obstacles[i].pos.x = FIX16(256);
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obstacles[i].pos.y = top ? OBS_TOP_Y : OBS_BOTTOM_Y;
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obstacles[i].pos.y = top ? OBS_TOP_Y : OBS_BOTTOM_Y;
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obstacles[i].size.x = FIX16(64);
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obstacles[i].size.x = FIX16(64);
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obstacles[i].size.y = FIX16(32);
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obstacles[i].size.y = FIX16(32);
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obstacles[i].startX = OBS_X;
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obstacles[i].startX = obsX;
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if(top){
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for(u8 j = 0; j < 4; j++){
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for(u8 j = 0; j < 4; j++){
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VDP_drawImageEx(BG_B,
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VDP_drawImageEx(BG_B,
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j == 0 ? &rock1lt : (j == 1 ? &rock1t : (j == 2 ? &rock1rt : &rock1b)),
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top ? (j == 0 ? &rock1lt : (j == 1 ? &rock1t : (j == 2 ? &rock1rt : &rock1b))) : (j == 0 ? &rock1l : (j == 1 ? &rock1 : (j == 2 ? &rock1r : &rock1b))),
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TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (j == 0 ? 32 : (j == 1 ? 48 : (j == 2 ? 64 : 80)))),
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TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + (top ? (j == 0 ? 32 : (j == 1 ? 48 : (j == 2 ? 64 : 80))) : (j == 0 ? 112 : (j == 1 ? 128 : (j == 2 ? 144 : 80))))),
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OBS_X + (j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)),
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obsX + (top ? (j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)) : ((j == 1 || j == 3 ? 2 : (j == 2 ? 6 : 0)))),
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OBS_CEIL_Y - (j == 0 || j == 2 ? 2 : (j == 3 ? 4 : 0)),
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top ? (OBS_CEIL_Y - (j == 0 || j == 2 ? 2 : (j == 3 ? 4 : 0))) : (OBS_FLOOR_Y + (j == 3 ? 4 : 0)),
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0, DMA_QUEUE);
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0, DMA_QUEUE);
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}
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}
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} else {
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VDP_drawImageEx(BG_B, &rock1l, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 32 + 80), OBS_X, OBS_FLOOR_Y, 0, DMA_QUEUE);
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VDP_drawImageEx(BG_B, &rock1, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 48 + 80), OBS_X + 2, OBS_FLOOR_Y, 0, DMA_QUEUE);
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VDP_drawImageEx(BG_B, &rock1r, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 64 + 80), OBS_X + 2 + 4, OBS_FLOOR_Y, 0, DMA_QUEUE);
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VDP_drawImageEx(BG_B, &rock1b, TILE_ATTR_FULL(PAL2, 1, 0, 0, FG_I + 80), OBS_X + 2, OBS_FLOOR_Y + 4, 0, DMA_QUEUE);
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}
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}
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}
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}
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}
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@ -93,7 +88,7 @@ static void updateObstacle(s16 i){
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// update
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// update
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#define FG_SIZE 32
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#define FG_SIZE 32
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#define FG_LIMIT FIX16(-320)
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#define FG_LIMIT FIX16(-512)
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#define FG_SIZE_F 40
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#define FG_SIZE_F 40
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@ -117,12 +112,11 @@ static void scrollFg(){
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void loadFg(){
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void loadFg(){
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drawFg();
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drawFg();
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spawnObstacle(FALSE);
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spawnObstacle(TRUE);
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}
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}
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void updateFg(){
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void updateFg(){
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VDP_setHorizontalScrollTile(BG_B, 0, fgPosX, GAME_H_T, DMA);
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VDP_setHorizontalScrollTile(BG_B, 0, fgPosX, GAME_H_T, DMA);
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scrollFg();
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scrollFg();
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for(s16 i = 0; i < OBSTACLE_COUNT; i++) if(obstacles[i].active) updateObstacle(i);
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for(s16 i = 0; i < OBSTACLE_COUNT; i++) if(obstacles[i].active) updateObstacle(i);
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if(clock % 60 == 0) spawnObstacle(clock % 120 < 60);
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}
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}
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20
src/global.h
20
src/global.h
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@ -19,7 +19,8 @@
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bool killBullets,
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bool killBullets,
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started;
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started;
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s16 clock;
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s16 clock,
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bossHealth, bossMax;
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u32 score,
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u32 score,
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highScore;
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highScore;
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@ -30,3 +31,20 @@ void EMPTY(s16 i){emptyI = i;}
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void loadGame();
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void loadGame();
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void collideObstacleWithPlayer(s16);
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void collideObstacleWithPlayer(s16);
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fix16 honeSpeed;
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Vect2D_f16 hPos, velPos;
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Vect2D_f16 hone(Vect2D_f16 pos, Vect2D_f16 target, fix16 speed, s16 lerp){
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hPos.x = target.x;
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hPos.y = target.y;
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// if(lerp > 0){
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// hPos.x = fix16Add(fix16Sub(hPos.x, FIX16(lerp)), FIX16(random() % (lerp * 2)));
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// hPos.y = fix16Add(fix16Sub(hPos.y, FIX16(lerp)), FIX16(random() % (lerp * 2)));
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// }
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honeSpeed = fix32ToFix16(getApproximatedDistance(
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fix32Sub(fix16ToFix32(pos.x), fix16ToFix32(hPos.x)),
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fix32Sub(fix16ToFix32(pos.y), fix16ToFix32(hPos.y))));
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hPos.x = fix16Mul(fix16Div(fix16Sub(hPos.x, pos.x), honeSpeed), speed);
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hPos.y = fix16Mul(fix16Div(fix16Sub(hPos.y, pos.y), honeSpeed), speed);
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return hPos;
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}
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#include "foreground.h"
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#include "foreground.h"
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#include "bullets.h"
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#include "bullets.h"
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#include "player.h"
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#include "player.h"
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#include "enemies.h"
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#include "stage.h"
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#include "chrome.h"
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#include "chrome.h"
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// game loop
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// game loop
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@ -36,6 +38,8 @@ void loadGame(){
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static void updateGame(){
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static void updateGame(){
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updatePlayer();
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updatePlayer();
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updateEnemies();
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updateStage();
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updateBullets();
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updateBullets();
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updateBg();
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updateBg();
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updateFg();
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updateFg();
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// stage
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#define SPAWN_MID 124
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// waves
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static void waveOne(){
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struct enemySpawner spawner = {
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.angle = 512,
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.speed = FIX16(0.75),
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.x = GAME_W + 24,
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.y = SPAWN_MID,
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.image = &fairy1,
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.offX = 24,
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.offY = 16
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};
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spawner.fixes[0] = FIX16(spawner.y);
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spawner.fixes[1] = FIX16(8);
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spawner.fixes[2] = FIX16(12);
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spawner.fixes[3] = FIX16(0.1);
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void updater(s16 i){
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enemies[i].pos.y = fix16Sub(enemies[i].fixes[0], fix16Mul(sinFix16(enemies[i].fixes[1]), enemies[i].fixes[2]));
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enemies[i].fixes[1] = fix16Add(enemies[i].fixes[1], enemies[i].fixes[3]);
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if(enemies[i].clock == 30){
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struct bulletSpawner spawner = {
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.x = enemies[i].pos.x,
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.y = enemies[i].pos.y,
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.image = &smallRedBullet,
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.angle = 512,
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.speed = FIX16(1.5)
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};
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spawner.vel = hone(enemies[i].pos, player.pos, spawner.speed, 0);
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spawnBullet(spawner, EMPTY);
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}
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}
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for(u8 j = 0; j < 3; j++){
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spawnEnemy(spawner, updater, EMPTY);
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spawner.x += 50;
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}
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}
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// loop
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s16 stageClock;
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static void updateWaves(){
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switch(stageClock){
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case 5: waveOne(); break;
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}
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}
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void updateStage(){
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updateWaves();
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stageClock++;
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if(stageClock >= CLOCK_LIMIT) stageClock -= CLOCK_LIMIT;
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}
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// structs
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// structs
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// bullets
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#define BULLET_COUNT 64
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#define BULLET_COUNT 64
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struct bulletSpawner {
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struct bulletSpawner {
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fix16 x, y, speed;
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fix16 x, y, speed;
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@ -26,9 +29,45 @@ struct bullet {
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};
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};
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struct bullet bullets[BULLET_COUNT];
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struct bullet bullets[BULLET_COUNT];
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// player
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struct playerStruct {
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struct playerStruct {
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Vect2D_f16 pos, vel;
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Vect2D_f16 pos, vel;
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Sprite* image;
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Sprite* image;
|
||||||
s16 clock, invincibleClock, shotClock;
|
s16 clock, invincibleClock, shotClock;
|
||||||
};
|
};
|
||||||
struct playerStruct player;
|
struct playerStruct player;
|
||||||
|
|
||||||
|
|
||||||
|
// enemies
|
||||||
|
|
||||||
|
#define ENEMY_COUNT 32
|
||||||
|
|
||||||
|
struct enemySpawner {
|
||||||
|
fix16 speed;
|
||||||
|
s16 angle, offX, offY, x, y, anim, health, frame;
|
||||||
|
Vect2D_f16 vel;
|
||||||
|
Sprite* image;
|
||||||
|
bool boss, seal;
|
||||||
|
bool bools[COUNT_INT];
|
||||||
|
s16 ints[COUNT_INT];
|
||||||
|
fix16 fixes[COUNT_INT];
|
||||||
|
};
|
||||||
|
|
||||||
|
struct enemy {
|
||||||
|
bool active, boss, seen, seal, dead;
|
||||||
|
fix16 speed;
|
||||||
|
fix32 dist;
|
||||||
|
Vect2D_f16 pos, vel, off;
|
||||||
|
s16 angle, clock, health, shotClock;
|
||||||
|
Sprite* image;
|
||||||
|
Sprite* sealImage;
|
||||||
|
void (*updater)(s16);
|
||||||
|
void (*bossUpdater)(s16);
|
||||||
|
void (*suicide)(s16);
|
||||||
|
bool bools[COUNT_INT];
|
||||||
|
s16 ints[COUNT_INT];
|
||||||
|
fix16 fixes[COUNT_INT];
|
||||||
|
};
|
||||||
|
struct enemy enemies[ENEMY_COUNT];
|
Reference in New Issue