more tests, tuning difficulty
This commit is contained in:
parent
64de129fc4
commit
6e15ee3d82
2
bin/test
2
bin/test
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@ -1,4 +1,4 @@
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#!/bin/sh
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wmake clean && wmake test && dosbox-x -nolog test.exe
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wmake clean && wmake test && dosbox-x -c 132x60 -nolog test.exe
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22
combat.c
22
combat.c
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@ -375,8 +375,6 @@ int handleEnemyBulletToRabbitCollisions(
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return hitCount;
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}
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#define KNOCKBACK_DISTANCE (3)
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void knockbackEnemy(
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struct EnemyPosition *enemy,
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int angle
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@ -464,6 +462,8 @@ int handleRabbitToPowerupCollision(
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struct RabbitPosition *rabbitPosition,
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struct PlayerPowerup *playerPowerup
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) {
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struct CompiledSpriteRender *which;
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if (!playerPowerup->isActive) return 0;
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rabbit.x = rabbitPosition->rabbitPosition[0];
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@ -472,17 +472,17 @@ int handleRabbitToPowerupCollision(
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switch (playerPowerup->type) {
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case POWERUP_TYPE_SHOTGUN:
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shotgun.x = playerPowerup->x;
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shotgun.y = playerPowerup->y;
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populateTargetCollision(&shotgun);
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which = &shotgun;
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break;
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case POWERUP_TYPE_SHIELD_KILLER:
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shieldKiller.x = playerPowerup->x;
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shieldKiller.y = playerPowerup->y;
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populateTargetCollision(&shieldKiller);
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which = &shieldKiller;
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break;
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}
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which->x = playerPowerup->x;
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which->y = playerPowerup->y;
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populateTargetCollision(which);
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return isCollision();
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}
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@ -507,7 +507,7 @@ void handleEnemyKills(
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struct PlayerPowerup *playerPowerup,
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struct RabbitWeaponry *rabbitWeaponry
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) {
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int i, hadKill, currentKillCount;
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int i, currentKillCount;
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currentKillCount = processEnemyKillStates(enemyPosition);
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@ -516,6 +516,7 @@ void handleEnemyKills(
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globalGameState->kills += currentKillCount;
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if (currentKillCount > 0) {
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processPowerupCooldown(
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playerPowerup,
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globalGameState,
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@ -523,8 +524,7 @@ void handleEnemyKills(
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currentKillCount
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);
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if (hadKill) {
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for (i = 0; i < 10; ++i) {
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for (i = 0; i < MAX_DIFFICULTY; ++i) {
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if (globalGameState->kills > difficultyBands[i]) {
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globalGameState->difficulty = i + 1;
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}
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3
combat.h
3
combat.h
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@ -52,7 +52,8 @@ int handleRabbitToPowerupCollision(
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void handleEnemyKills(
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struct EnemyPosition enemyPosition[],
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struct GlobalGameState *globalGameState,
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struct PlayerPowerup *playerPowerup
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struct PlayerPowerup *playerPowerup,
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struct RabbitWeaponry *rabbitWeaponry
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);
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void fireCurrentWeaponOnce(struct RabbitWeaponry*);
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61
const.c
61
const.c
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@ -1,7 +1,30 @@
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#include "system/vga.h"
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#include "const.h"
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int difficultyBands[MAX_DIFFICULTY] = { 10, 20, 30, 50, 80, 130, 210, 340, 550, 890 };
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int difficultyBands[MAX_DIFFICULTY];
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int hitPointRanges[MAX_DIFFICULTY][4] = {
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 },
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{ 1, 2, 3, 3 }
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};
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struct SpriteBounds bounds;
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// TODO: centralize these outside of game.c
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@ -12,3 +35,39 @@ struct CompiledSpriteRender rabbit,
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enemyBullet,
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shotgun,
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shieldKiller;
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void buildDifficultyBands() {
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int i;
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float current = BASE_KILLS;
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for (i = 0; i < MAX_DIFFICULTY; ++i) {
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difficultyBands[i] = (int)current;
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current *= KILLS_NEEDED_FOR_NEXT_LEVEL_MULTIPLIER;
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}
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}
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void buildHitPointRages() {
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int currentRange[4] = { 1, 1, 1, 1 };
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int i, j, countOfCurrent = 0, tmp;
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for (i = 0; i < MAX_DIFFICULTY; ++i) {
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for (j = 0; j < 4; ++j) {
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hitPointRanges[i][j] = currentRange[j];
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}
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countOfCurrent++;
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if (countOfCurrent == 2) {
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countOfCurrent = 0;
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currentRange[3]++;
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for (j = 3; j > 0; --j) {
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if (currentRange[j] > currentRange[j - 1]) {
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tmp = currentRange[j - 1];
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currentRange[j - 1] = currentRange[j];
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currentRange[j] = tmp;
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}
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}
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}
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}
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};
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18
const.h
18
const.h
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@ -12,7 +12,7 @@
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#define RABBIT_MOTION_DRAG (2)
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#define RABBIT_MOTION_ACCELERATION (5)
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#define RABBIT_MOTION_MAX_SPEED (12)
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#define RABBIT_MOTION_MAX_SPEED (10)
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#define RABBIT_MOTION_VELOCITY_DECAY (5)
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#define RABBIT_BULLET_LIMIT (9)
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#define POWERUP_RESPAWN_COOLDOWN_PER_LEVEL (10)
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#define SHOTGUN_ROUNDS_PER_LEVEL (25)
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#define MAX_DIFFICULTY (10)
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#define MAX_DIFFICULTY (20)
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#define BASE_KILLS (10)
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#define KILLS_NEEDED_FOR_NEXT_LEVEL_MULTIPLIER (2.1)
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#define WEAPON_TYPE_SINGLE_SHOT_GUN (0)
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#define WEAPON_TYPE_SPREAD_SHOT_GUN (1)
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#define POWERUP_TYPE_SHOTGUN (0)
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#define POWERUP_TYPE_SHIELD_KILLER (1)
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#define KNOCKBACK_DISTANCE (3)
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extern int difficultyBands[];
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extern int hitPointRanges[MAX_DIFFICULTY][4];
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extern struct SpriteBounds bounds;
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extern struct CompiledSpriteRender rabbit,
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shotgun,
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shieldKiller;
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void buildDifficultyBands();
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void buildHitPointRages();
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#endif
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@ -0,0 +1,27 @@
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#include "cutest-1.5/CuTest.h"
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#include "const.h"
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#include <stdio.h>
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void TestBuildDifficultyBands(CuTest *tc) {
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buildDifficultyBands();
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CuAssertIntEquals(tc, 10, difficultyBands[0]);
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CuAssertIntEquals(tc, 21, difficultyBands[1]);
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CuAssertIntEquals(tc, 44, difficultyBands[2]);
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}
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void TestBuildHitPointRanges(CuTest *tc) {
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buildHitPointRages();
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CuAssertIntEquals(tc, 1, hitPointRanges[0][0]);
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CuAssertIntEquals(tc, 1, hitPointRanges[1][0]);
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CuAssertIntEquals(tc, 2, hitPointRanges[2][0]);
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CuAssertIntEquals(tc, 1, hitPointRanges[2][3]);
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}
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CuSuite *ConstGetSuite() {
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CuSuite *suite = CuSuiteNew();
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SUITE_ADD_TEST(suite, TestBuildDifficultyBands);
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SUITE_ADD_TEST(suite, TestBuildHitPointRanges);
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return suite;
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}
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8
game.c
8
game.c
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@ -318,6 +318,9 @@ int setupGame() {
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installKeyboardHandler();
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initializeDrawBuffer();
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buildDifficultyBands();
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buildHitPointRages();
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setupWallSprites();
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setupRabbitSprites();
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setupRabbitBullets();
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handleEnemyKills(
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enemyPosition,
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&globalGameState,
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&playerPowerup
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&playerPowerup,
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&rabbitWeaponry
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);
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sprintf(buffer, "Hit: %d", globalGameState.kills);
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renderStringToDrawBuffer(buffer, 1, 0, 210, 40);
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sprintf(buffer, "Cool: %d ", playerPowerup.cooldown);
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renderStringToDrawBuffer(buffer, 1, 0, 210, 50);
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sprintf(buffer, "Wpn: %d ", rabbitWeaponry.currentWeapon);
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renderStringToDrawBuffer(buffer, 1, 0, 210, 60);
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waitStartVbl();
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copyDrawBufferToDisplay();
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2
makefile
2
makefile
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@ -1,5 +1,5 @@
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obj = sprites.o game.o bmpload.o arena.o movement.o combat.o spawn.o const.o powerup.o
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test_obj = test.o spawn.o spawn_test.o powerup.o powerup_test.o const.o combat.o combat_test.o
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test_obj = test.o spawn.o spawn_test.o powerup.o powerup_test.o const.o const_test.o combat.o combat_test.o
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all: system/system.lib game.exe test .SYMBOLIC
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@ -18,18 +18,12 @@ struct RabbitPosition {
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int mouseAngle;
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};
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#define WEAPON_TYPE_SINGLE_SHOT_GUN (0)
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#define WEAPON_TYPE_SPREAD_SHOT_GUN (1)
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struct RabbitWeaponry {
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char cooldown;
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char currentWeapon;
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int currentWeaponRemainingRounds;
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};
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#define POWERUP_TYPE_SHOTGUN (0)
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#define POWERUP_TYPE_SHIELD_KILLER (1)
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struct PlayerPowerup {
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int x, y;
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int cooldown;
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@ -11,16 +11,16 @@ void TestDeterminePowerupCooldownTime(CuTest *tc) {
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srand(1);
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CuAssertIntEquals(tc, 18, determinePowerupCooldownTime(0));
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CuAssertIntEquals(tc, 38, determinePowerupCooldownTime(1));
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CuAssertIntEquals(tc, 33, determinePowerupCooldownTime(2));
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CuAssertIntEquals(tc, 25, determinePowerupCooldownTime(1));
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CuAssertIntEquals(tc, 81, determinePowerupCooldownTime(2));
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}
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void TestDetermineShotgunRounds(CuTest *tc) {
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srand(1);
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CuAssertIntEquals(tc, 18, determineShotgunRounds(0));
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CuAssertIntEquals(tc, 38, determineShotgunRounds(1));
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CuAssertIntEquals(tc, 48, determineShotgunRounds(2));
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CuAssertIntEquals(tc, 39, determineShotgunRounds(1));
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CuAssertIntEquals(tc, 81, determineShotgunRounds(2));
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}
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15
spawn.c
15
spawn.c
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@ -17,21 +17,8 @@ struct SpawnPointRange spawnPointRanges[4] = {
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{ .left = TILE_SIZE - 8, .width = TILE_SIZE, .top = TILE_SIZE * 4, .height = TILE_SIZE * 2 },
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};
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int HIT_POINT_RANGES[10][4] = {
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 1 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 1, 2 },
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{ 1, 1, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 2 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 2, 3 },
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{ 1, 2, 3, 3 }
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};
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int determineEnemyHitPointCalculation(int difficulty, int roll) {
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return HIT_POINT_RANGES[difficulty][roll];
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return hitPointRanges[difficulty][roll];
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}
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void selectEnemySpawnLocation(
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9
test.c
9
test.c
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@ -1,17 +1,26 @@
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#include "const.h"
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#include "cutest-1.5/CuTest.h"
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#include <stdio.h>
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CuSuite *SpawnGetSuite();
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CuSuite *PowerupGetSuite();
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CuSuite *CombatGetSuite();
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CuSuite *ConstGetSuite();
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void beforeAll() {
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buildDifficultyBands();
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}
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int RunAllTests(void) {
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CuString *output = CuStringNew();
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CuSuite *suite = CuSuiteNew();
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beforeAll();
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CuSuiteAddSuite(suite, SpawnGetSuite());
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CuSuiteAddSuite(suite, PowerupGetSuite());
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CuSuiteAddSuite(suite, CombatGetSuite());
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CuSuiteAddSuite(suite, ConstGetSuite());
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CuSuiteRun(suite);
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CuSuiteSummary(suite, output);
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