bullets are go

This commit is contained in:
t. boddy 2022-08-16 15:19:44 -04:00
parent 01cb5d622c
commit 98631cb721
17 changed files with 196 additions and 5 deletions

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@ -4,4 +4,17 @@ IMAGE bgWall1 "bg/wall1.png" FAST
IMAGE bgCeil1 "bg/ceil1.png" FAST IMAGE bgCeil1 "bg/ceil1.png" FAST
IMAGE bgFloor1 "bg/floor1.png" FAST IMAGE bgFloor1 "bg/floor1.png" FAST
SPRITE nitori "player/nitori.png" 4 4 FAST SPRITE nitori "player/nitori.png" 4 4 FAST
SPRITE smallRedBullet "bullets/smallred.png" 1 1 FAST 5
SPRITE smallBlueBullet "bullets/smallblue.png" 1 1 FAST 5
SPRITE smallGreenBullet "bullets/smallgreen.png" 1 1 FAST 5
SPRITE smallPinkBullet "bullets/smallpink.png" 1 1 FAST 5
SPRITE smallYellowBullet "bullets/smallyellow.png" 1 1 FAST 5
SPRITE smallWhiteBullet "bullets/smallwhite.png" 1 1 FAST 5
SPRITE bigRedBullet "bullets/bigred.png" 2 2 FAST 5
SPRITE bigBlueBullet "bullets/bigblue.png" 2 2 FAST 5
SPRITE bigGreenBullet "bullets/biggreen.png" 2 2 FAST 5
SPRITE bigPinkBullet "bullets/bigpink.png" 2 2 FAST 5
SPRITE bigYellowBullet "bullets/bigyellow.png" 2 2 FAST 5
SPRITE bigWhiteBullet "bullets/bigwhite.png" 2 2 FAST 5

124
src/bullets.h Normal file
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@ -0,0 +1,124 @@
// bullets
#define BULLET_COUNT 64
struct bullet {
bool active, player;
fix16 speed;
fix32 dist;
Vect2D_f16 pos, vel;
s16 angle, clock;
Sprite* image;
bool dead, big;
void (*updater)(s16);
bool bools[COUNT_INT];
s16 ints[COUNT_INT];
fix16 fixes[COUNT_INT];
};
struct bullet bullets[BULLET_COUNT];
// lifecycle
#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);
}
}

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@ -19,8 +19,27 @@
#define GAME_Y 0 #define GAME_Y 0
#define CLOCK_LIMIT 32000 #define CLOCK_LIMIT 32000
#define COUNT_INT 8
bool killBullets;
s16 clock; s16 clock;
u32 score, u32 score,
highScore; highScore;
void EMPTY(s16 i){}
// structs
struct bulletSpawner {
fix16 x, y, speed;
Vect2D_f16 vel;
s16 angle;
Sprite* image;
bool big, player;
bool bools[COUNT_INT];
s16 ints[COUNT_INT];
fix16 fixes[COUNT_INT];
};

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@ -7,6 +7,7 @@
#include "controls.h" #include "controls.h"
#include "background.h" #include "background.h"
#include "player.h" #include "player.h"
#include "bullets.h"
#include "chrome.h" #include "chrome.h"
// game loop // game loop
@ -30,6 +31,7 @@ static void loadGame(){
static void updateGame(){ static void updateGame(){
updatePlayer(); updatePlayer();
updateBullets();
updateBg(); updateBg();
updateChrome(); updateChrome();
clock++; clock++;

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@ -4,10 +4,13 @@
#define PLAYER_INIT_X FIX16(40) #define PLAYER_INIT_X FIX16(40)
#define PLAYER_INIT_Y FIX16(GAME_H / 2) #define PLAYER_INIT_Y FIX16(GAME_H / 2)
#define INVINCIBLE_LIMIT 60 * 4
#define SHOT_INTERVAL 15
struct playerStruct { struct playerStruct {
Vect2D_f16 pos, vel; Vect2D_f16 pos, vel;
Sprite* image; Sprite* image;
s16 clock; s16 clock, invincibleClock, shotClock;
}; };
struct playerStruct player; struct playerStruct player;
@ -17,6 +20,7 @@ struct playerStruct player;
static void spawnPlayer(){ static void spawnPlayer(){
player.pos.x = PLAYER_INIT_X; player.pos.x = PLAYER_INIT_X;
player.pos.y = PLAYER_INIT_Y; player.pos.y = PLAYER_INIT_Y;
player.shotClock = SHOT_INTERVAL;
player.image = SPR_addSprite(&nitori, player.image = SPR_addSprite(&nitori,
fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)), fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)),
fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)), fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)),
@ -40,8 +44,8 @@ static void checkPlayerBounds(){
// movement // movement
#define PLAYER_SPEED FIX16(2.25) #define PLAYER_SPEED FIX16(2.5)
#define PLAYER_SPEED_NORM FIX16(2.25 * 0.707) #define PLAYER_SPEED_NORM FIX16(2.5 * 0.707)
s16 playerFrame; s16 playerFrame;
@ -74,6 +78,34 @@ static void movePlayer(){
} }
// shooting
// shoot
#define PLAYER_BULLET_SPEED FIX16(16)
#define PLAYER_BULLET_ANGLE 0
static void spawnPlayerBullet(){
struct bulletSpawner spawner = {
.x = player.pos.x,
.y = player.pos.y,
.image = &smallWhiteBullet,
.speed = PLAYER_BULLET_SPEED,
.angle = PLAYER_BULLET_ANGLE,
.player = TRUE
};
spawnBullet(spawner, EMPTY);
}
static void shotPlayer(){
if(player.shotClock >= SHOT_INTERVAL && ctrl.a) player.shotClock = 0;
if(player.shotClock == 0) spawnPlayerBullet();
player.shotClock++;
if(player.shotClock >= CLOCK_LIMIT) player.shotClock = SHOT_INTERVAL;
}
// loop // loop
void loadPlayer(){ void loadPlayer(){
@ -82,6 +114,7 @@ void loadPlayer(){
void updatePlayer(){ void updatePlayer(){
movePlayer(); movePlayer();
shotPlayer();
SPR_setPosition(player.image, SPR_setPosition(player.image,
fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)), fix16ToInt(fix16Sub(player.pos.x, PLAYER_OFF)),
fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF))); fix16ToInt(fix16Sub(player.pos.y, PLAYER_OFF)));