way more stuff
This commit is contained in:
parent
20bf569dac
commit
7039359067
160
combat.c
160
combat.c
@ -8,7 +8,18 @@
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#include "const.h"
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#include "system/vga.h"
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void setupBullet(struct BulletPosition *bullet, int x, int y, signed int doubleVelocityX, signed int doubleVelocityY, int velocity) {
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void setupBullet(
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struct BulletPosition *bullet,
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int x,
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int y,
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int angle,
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int velocity
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) {
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signed int doubleVelocityX, doubleVelocityY;
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doubleVelocityX = sin(angle * DEG2RAD) * (velocity * 2);
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doubleVelocityY = -cos(angle * DEG2RAD) * (velocity * 2);
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bullet->isActive = 1;
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bullet->willBeInactive = 0;
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bullet->x = x;
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@ -16,6 +27,7 @@ void setupBullet(struct BulletPosition *bullet, int x, int y, signed int doubleV
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bullet->oldX = x;
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bullet->oldY = y;
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bullet->wallCooldown = 1;
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bullet->angle = angle;
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bullet->velocityXSteps[0] = doubleVelocityX / velocity;
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bullet->velocityXSteps[1] = doubleVelocityX - bullet->velocityXSteps[0];
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@ -26,21 +38,20 @@ void setupBullet(struct BulletPosition *bullet, int x, int y, signed int doubleV
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bullet->velocityStep = 0;
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}
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void attemptToFireRabbitBullet(
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int attemptToFireRabbitBullet(
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struct RabbitPosition *rabbitPosition,
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struct RabbitWeaponry *rabbitWeaponry,
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struct BulletPosition rabbitBulletPosition[]
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) {
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int okToFire = 0, i, mouseAngle;
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signed int doubleVelocityX, doubleVelocityY;
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int availableBullets[3];
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if (rabbitWeaponry->cooldown > 0) return;
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if (rabbitWeaponry->cooldown > 0) return 0;
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mouseAngle = rabbitPosition->mouseAngle;
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rabbitWeaponry->cooldown = RABBIT_BULLET_COOLDOWN;
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if (rabbitWeaponry->currentWeapon == SINGLE_SHOT_GUN) {
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if (rabbitWeaponry->currentWeapon == WEAPON_TYPE_SINGLE_SHOT_GUN) {
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (rabbitBulletPosition[i].isActive == 0) {
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okToFire = 1;
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@ -49,20 +60,16 @@ void attemptToFireRabbitBullet(
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}
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}
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if (!okToFire) return;
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doubleVelocityX = sin(mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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doubleVelocityY = -cos(mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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if (!okToFire) return 0;
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setupBullet(
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&rabbitBulletPosition[availableBullets[0]],
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rabbitPosition->rabbitPosition[0],
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rabbitPosition->rabbitPosition[1],
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doubleVelocityX,
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doubleVelocityY,
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mouseAngle,
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RABBIT_BULLET_VELOCITY
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);
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} else if (rabbitWeaponry->currentWeapon == SPREAD_SHOT_GUN) {
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} else if (rabbitWeaponry->currentWeapon == WEAPON_TYPE_SPREAD_SHOT_GUN) {
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// make sure three bullets are available
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (rabbitBulletPosition[i].isActive == 0) {
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@ -71,23 +78,38 @@ void attemptToFireRabbitBullet(
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}
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}
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if (okToFire < 3) return;
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if (okToFire < 3) return 0;
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// if so, fire away
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for (i = 0; i < 3; ++i) {
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doubleVelocityX = sin((mouseAngle + (i - 1) * RABBIT_BULLET_SHOTGUN_SPREAD) * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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doubleVelocityY = -cos((mouseAngle + (i - 1) * RABBIT_BULLET_SHOTGUN_SPREAD) * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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setupBullet(
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&rabbitBulletPosition[availableBullets[i]],
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rabbitPosition->rabbitPosition[0],
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rabbitPosition->rabbitPosition[1],
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doubleVelocityX,
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doubleVelocityY,
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mouseAngle + (i - 1) * RABBIT_BULLET_SHOTGUN_SPREAD,
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RABBIT_BULLET_VELOCITY
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);
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}
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}
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return 1;
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}
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void limitBulletToArena(struct BulletPosition *bullet) {
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if (bullet->x < MOUSE_LIMIT_LEFT) bullet->willBeInactive = 1;
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if (bullet->x >= MOUSE_LIMIT_RIGHT) bullet->willBeInactive = 1;
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if (bullet->y < MOUSE_LIMIT_TOP) bullet->willBeInactive = 1;
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if (bullet->y >= MOUSE_LIMIT_BOTTOM) bullet->willBeInactive = 1;
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}
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void moveBullet(struct BulletPosition *bullet) {
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bullet->oldX = bullet->x;
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bullet->oldY = bullet->y;
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bullet->x += bullet->velocityXSteps[bullet->velocityStep];
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bullet->y += bullet->velocityYSteps[bullet->velocityStep];
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bullet->velocityStep = 1 - bullet->velocityStep;
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}
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void advanceRabbitBullets(
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@ -99,23 +121,13 @@ void advanceRabbitBullets(
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (!rabbitBulletPosition[i].isActive) continue;
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rabbitBulletPosition[i].oldX = rabbitBulletPosition[i].x;
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rabbitBulletPosition[i].oldY = rabbitBulletPosition[i].y;
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rabbitBulletPosition[i].x += rabbitBulletPosition[i].velocityXSteps[rabbitBulletPosition[i].velocityStep];
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rabbitBulletPosition[i].y += rabbitBulletPosition[i].velocityYSteps[rabbitBulletPosition[i].velocityStep];
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moveBullet(&rabbitBulletPosition[i]);
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if (rabbitBulletPosition[i].wallCooldown == 0) {
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if (rabbitBulletPosition[i].x < MOUSE_LIMIT_LEFT) rabbitBulletPosition[i].willBeInactive = 1;
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if (rabbitBulletPosition[i].x >= MOUSE_LIMIT_RIGHT) rabbitBulletPosition[i].willBeInactive = 1;
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if (rabbitBulletPosition[i].y < MOUSE_LIMIT_TOP) rabbitBulletPosition[i].willBeInactive = 1;
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if (rabbitBulletPosition[i].y >= MOUSE_LIMIT_BOTTOM) rabbitBulletPosition[i].willBeInactive = 1;
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limitBulletToArena(&rabbitBulletPosition[i]);
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} else {
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rabbitBulletPosition[i].wallCooldown--;
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}
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rabbitBulletPosition[i].velocityStep = 1 - rabbitBulletPosition[i].velocityStep;
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}
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if (rabbitWeaponry->cooldown > 0) rabbitWeaponry->cooldown--;
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@ -129,18 +141,8 @@ void advanceEnemyBullets(
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for (i = 0; i < ENEMY_BULLET_LIMIT; ++i) {
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if (!enemyBulletPosition[i].isActive) continue;
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enemyBulletPosition[i].oldX = enemyBulletPosition[i].x;
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enemyBulletPosition[i].oldY = enemyBulletPosition[i].y;
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enemyBulletPosition[i].x += enemyBulletPosition[i].velocityXSteps[enemyBulletPosition[i].velocityStep];
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enemyBulletPosition[i].y += enemyBulletPosition[i].velocityYSteps[enemyBulletPosition[i].velocityStep];
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if (enemyBulletPosition[i].x < MOUSE_LIMIT_LEFT) enemyBulletPosition[i].willBeInactive = 1;
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if (enemyBulletPosition[i].x >= MOUSE_LIMIT_RIGHT) enemyBulletPosition[i].willBeInactive = 1;
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if (enemyBulletPosition[i].y < MOUSE_LIMIT_TOP) enemyBulletPosition[i].willBeInactive = 1;
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if (enemyBulletPosition[i].y >= MOUSE_LIMIT_BOTTOM) enemyBulletPosition[i].willBeInactive = 1;
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enemyBulletPosition[i].velocityStep = 1 - enemyBulletPosition[i].velocityStep;
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moveBullet(&enemyBulletPosition[i]);
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limitBulletToArena(&enemyBulletPosition[i]);
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}
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}
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@ -173,17 +175,13 @@ void attemptToFireEnemyBullets(
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angle = atan2(distanceY, distanceX) * RAD2DEG + 90;
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if (angle < 0) angle += 360;
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doubleVelocityX = sin(angle * DEG2RAD) * (ENEMY_BULLET_VELOCITY * 2);
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doubleVelocityY = -cos(angle * DEG2RAD) * (ENEMY_BULLET_VELOCITY * 2);
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availableBullet = availableBullets[--maxAvailableBulletIndex];
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setupBullet(
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&enemyBulletPosition[availableBullet],
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enemyPosition[i].enemyPosition[0],
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enemyPosition[i].enemyPosition[1],
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doubleVelocityX,
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doubleVelocityY,
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angle,
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ENEMY_BULLET_VELOCITY
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);
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@ -229,7 +227,7 @@ void populateTargetCollision(struct CompiledSpriteRender *sprite) {
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// We are hardcoding a 2x2 grid on the screen as our collision partitioning
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// scheme.
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int rabbitGrid[4];
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int rabbitGrid[4], powerupGrid[4];
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int rabbitBulletGrid[4][RABBIT_BULLET_LIMIT];
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int enemyGrid[4][ENEMY_MAX_COUNT];
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int enemyBulletGrid[4][ENEMY_BULLET_LIMIT];
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@ -259,7 +257,8 @@ void buildCollisionGrids(
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struct BulletPosition rabbitBulletPosition[],
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struct BulletPosition enemyBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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struct EnemyPosition enemyPosition[],
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struct PlayerPowerup *playerPowerup
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) {
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int grid, i;
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@ -277,6 +276,23 @@ void buildCollisionGrids(
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rabbitGrid[grid] = gridPosition[grid];
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}
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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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determineGridPositionsForSprite(&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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determineGridPositionsForSprite(&shieldKiller);
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break;
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}
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for (grid = 0; grid < 4; ++grid) {
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powerupGrid[grid] = gridPosition[grid];
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}
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for (i = 0; i < RABBIT_BULLET_LIMIT; ++i) {
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if (!rabbitBulletPosition[i].isActive) continue;
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if (rabbitBulletPosition[i].willBeInactive) continue;
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@ -358,6 +374,20 @@ 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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) {
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int distanceX, distanceY;
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distanceX = sin(angle * DEG2RAD) * (KNOCKBACK_DISTANCE * 2);
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distanceY = -cos(angle * DEG2RAD) * (KNOCKBACK_DISTANCE * 2);
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enemy->enemyPosition[0] += distanceX;
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enemy->enemyPosition[1] += distanceY;
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}
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void handleRabbitBulletToEnemyCollisions(
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struct BulletPosition rabbitBulletPosition[],
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struct EnemyPosition enemyPosition[]
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@ -386,7 +416,9 @@ void handleRabbitBulletToEnemyCollisions(
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enemyPosition[resolvedEnemyIdx].hitPoints--;
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if (enemyPosition[resolvedEnemyIdx].hitPoints < 1) {
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enemyPosition[resolvedEnemyIdx].willBeInactive = 1;
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enemyPosition[resolvedBulletIdx].wasKilled = 1;
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enemyPosition[resolvedEnemyIdx].wasKilled = 1;
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} else {
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knockbackEnemy(&enemyPosition[resolvedEnemyIdx], rabbitBulletPosition[resolvedBulletIdx].angle);
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}
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rabbitBulletPosition[resolvedBulletIdx].willBeInactive = 1;
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break;
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@ -402,9 +434,6 @@ int handleRabbitToEnemyCollisions(
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) {
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int enemyIdx, grid, resolvedEnemyIdx, hitCount = 0;
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// to start: brute force items
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// possible performance improvements:
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// * grid partitioning
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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@ -430,3 +459,28 @@ int handleRabbitToEnemyCollisions(
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return hitCount;
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}
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int handleRabbitToPowerupCollision(
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struct RabbitPosition *rabbitPosition,
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struct PlayerPowerup *playerPowerup
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) {
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if (!playerPowerup->isActive) return 0;
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rabbit.x = rabbitPosition->rabbitPosition[0];
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rabbit.y = rabbitPosition->rabbitPosition[1];
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populateSourceCollision(&rabbit);
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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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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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break;
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}
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return isCollision();
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}
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11
combat.h
11
combat.h
@ -1,4 +1,5 @@
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void attemptToFireRabbitBullet(
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#include "movement.h"
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int attemptToFireRabbitBullet(
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struct RabbitPosition*,
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struct RabbitWeaponry*,
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struct BulletPosition[]
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@ -28,7 +29,8 @@ void buildCollisionGrids(
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struct BulletPosition rabbitBulletPosition[],
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struct BulletPosition enemyBulletPosition[],
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struct RabbitPosition *rabbitPosition,
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struct EnemyPosition enemyPosition[]
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struct EnemyPosition enemyPosition[],
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struct PlayerPowerup *playerPowerup
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);
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void attemptToFireEnemyBullets(
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@ -41,3 +43,8 @@ void attemptToFireEnemyBullets(
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void advanceEnemyBullets(
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struct BulletPosition[]
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);
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int handleRabbitToPowerupCollision(
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struct RabbitPosition *rabbitPosition,
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struct PlayerPowerup *playerPowerup
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);
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4
const.h
4
const.h
@ -46,3 +46,7 @@
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#define DIFFICULTY_SPAWN_COOLDOWN_REDUCTION (2)
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#define MINIMUM_ENEMY_SPAWN_COOLDOWN (3)
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#define VARIABLE_ENEMY_SPAWN_COOLDOWN (10)
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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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122
game.c
122
game.c
@ -24,7 +24,8 @@ struct CompiledSpriteRender rabbit,
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bullet,
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enemy,
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enemyBullet,
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shotgun;
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shotgun,
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shieldKiller;
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struct SpriteBounds bounds;
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struct BMPImage spritesheetImage;
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@ -68,12 +69,15 @@ void setupRabbitBullets() {
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}
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rabbitWeaponry.cooldown = 0;
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rabbitWeaponry.currentWeapon = SPREAD_SHOT_GUN;
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rabbitWeaponry.currentWeapon = WEAPON_TYPE_SINGLE_SHOT_GUN;
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rabbitWeaponry.currentWeaponRemainingRounds = 0;
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}
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void setupPowerup() {
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playerPowerup.x = 100;
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playerPowerup.y = 100;
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playerPowerup.cooldown = 20 + rand() % 10;
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playerPowerup.type = POWERUP_TYPE_SHOTGUN;
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playerPowerup.isActive = 0;
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}
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@ -103,12 +107,15 @@ int health = RABBIT_HEALTH_MAX;
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int difficultyBands[10] = { 10, 20, 30, 50, 80, 130, 210, 340, 550, 890 };
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void handleEnemyKills() {
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int i, hadKill;
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int i, hadKill, currentKillCount;
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currentKillCount = 0;
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for (i = 0; i < ENEMY_MAX_COUNT; ++i) {
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if (enemyPosition[i].wasKilled) {
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enemyPosition[i].wasKilled = 0;
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kills++;
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currentKillCount++;
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health += ENEMY_KILL_HEALTH_GAIN;
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if (health > RABBIT_HEALTH_MAX) health = RABBIT_HEALTH_MAX;
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@ -116,6 +123,18 @@ void handleEnemyKills() {
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}
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}
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kills += currentKillCount;
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playerPowerup.cooldown -= currentKillCount;
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if (playerPowerup.cooldown <= 0) {
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playerPowerup.x = TILE_SIZE + rand() % ((ARENA_WIDTH_TILES - 2) * TILE_SIZE);
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playerPowerup.y = TILE_SIZE + rand() % ((ARENA_HEIGHT_TILES - 2) * TILE_SIZE);
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playerPowerup.isActive = 1;
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playerPowerup.cooldown = POWERUP_RESPAWN_COOLDOWN_PER_LEVEL * difficulty +
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rand() % (POWERUP_RESPAWN_COOLDOWN_PER_LEVEL * difficulty);
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}
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if (hadKill) {
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for (i = 0; i < 10; ++i) {
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if (kills > difficultyBands[i]) {
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@ -233,12 +252,20 @@ void setupPowerupSprites() {
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SPRITE_SHOTGUN_OFFSET_X,
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SPRITE_SHOTGUN_OFFSET_Y
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);
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buildCompiledSprite(
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&sprite_shieldKiller,
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&shieldKiller,
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SPRITE_SHIELDKILLER_WIDTH,
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SPRITE_SHIELDKILLER_HEIGHT,
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SPRITE_SHIELDKILLER_OFFSET_X,
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SPRITE_SHIELDKILLER_OFFSET_Y
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);
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}
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void renderMouse() {
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mouse.x = rabbitPosition.mousePosition[0];
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mouse.y = rabbitPosition.mousePosition[1];
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drawCompiledSprite(&mouse);
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drawPixel(rabbitPosition.mouseDotPosition[0], rabbitPosition.mouseDotPosition[1], 2);
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}
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@ -246,7 +273,6 @@ void renderMouse() {
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void renderRabbit() {
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rabbit.x = rabbitPosition.rabbitPosition[0];
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rabbit.y = rabbitPosition.rabbitPosition[1];
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drawCompiledSprite(&rabbit);
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}
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@ -258,7 +284,6 @@ void renderEnemies() {
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|
||||
enemy.x = enemyPosition[i].enemyPosition[0];
|
||||
enemy.y = enemyPosition[i].enemyPosition[1];
|
||||
|
||||
drawCompiledSprite(&enemy);
|
||||
}
|
||||
}
|
||||
@ -271,7 +296,6 @@ void renderRabbitBullets() {
|
||||
|
||||
bullet.x = rabbitBulletPosition[i].x;
|
||||
bullet.y = rabbitBulletPosition[i].y;
|
||||
|
||||
drawCompiledSprite(&bullet);
|
||||
}
|
||||
}
|
||||
@ -284,23 +308,36 @@ void renderEnemyBullets() {
|
||||
|
||||
enemyBullet.x = enemyBulletPosition[i].x;
|
||||
enemyBullet.y = enemyBulletPosition[i].y;
|
||||
|
||||
drawCompiledSprite(&enemyBullet);
|
||||
}
|
||||
}
|
||||
|
||||
void renderPowerup() {
|
||||
shotgun.x = playerPowerup.x;
|
||||
shotgun.y = playerPowerup.y;
|
||||
if (!playerPowerup.isActive) return;
|
||||
|
||||
drawCompiledSprite(&shotgun);
|
||||
switch (playerPowerup.type) {
|
||||
case POWERUP_TYPE_SHOTGUN:
|
||||
shotgun.x = playerPowerup.x;
|
||||
shotgun.y = playerPowerup.y;
|
||||
drawCompiledSprite(&shotgun);
|
||||
break;
|
||||
case POWERUP_TYPE_SHIELD_KILLER:
|
||||
shieldKiller.x = playerPowerup.x;
|
||||
shieldKiller.y = playerPowerup.y;
|
||||
drawCompiledSprite(&shieldKiller);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void drawOnlyArenaForSprite(struct CompiledSpriteRender *sprite) {
|
||||
getSpriteBounds(sprite, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
}
|
||||
|
||||
void drawOnlyMouseArena() {
|
||||
mouse.x = rabbitPosition.oldMousePosition[0];
|
||||
mouse.y = rabbitPosition.oldMousePosition[1];
|
||||
getSpriteBounds(&mouse, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
drawOnlyArenaForSprite(&mouse);
|
||||
|
||||
bounds.top = rabbitPosition.oldMouseDotPosition[1];
|
||||
bounds.bottom = rabbitPosition.oldMouseDotPosition[1];
|
||||
@ -312,8 +349,28 @@ void drawOnlyMouseArena() {
|
||||
void drawOnlyRabbitArena() {
|
||||
rabbit.x = rabbitPosition.oldRabbitPosition[0];
|
||||
rabbit.y = rabbitPosition.oldRabbitPosition[1];
|
||||
getSpriteBounds(&rabbit, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
drawOnlyArenaForSprite(&rabbit);
|
||||
}
|
||||
|
||||
void drawOnlyPowerupArena() {
|
||||
if (!playerPowerup.isActive) return;
|
||||
|
||||
switch (playerPowerup.type) {
|
||||
case POWERUP_TYPE_SHOTGUN:
|
||||
shotgun.x = playerPowerup.x;
|
||||
shotgun.y = playerPowerup.y;
|
||||
drawOnlyArenaForSprite(&shotgun);
|
||||
break;
|
||||
case POWERUP_TYPE_SHIELD_KILLER:
|
||||
shieldKiller.x = playerPowerup.x;
|
||||
shieldKiller.y = playerPowerup.y;
|
||||
drawOnlyArenaForSprite(&shieldKiller);
|
||||
break;
|
||||
}
|
||||
|
||||
if (playerPowerup.willBeInactive) {
|
||||
playerPowerup.isActive = 0;
|
||||
}
|
||||
}
|
||||
|
||||
void drawOnlyEnemiesArena() {
|
||||
@ -324,8 +381,7 @@ void drawOnlyEnemiesArena() {
|
||||
|
||||
enemy.x = enemyPosition[i].oldEnemyPosition[0];
|
||||
enemy.y = enemyPosition[i].oldEnemyPosition[1];
|
||||
getSpriteBounds(&enemy, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
drawOnlyArenaForSprite(&enemy);
|
||||
|
||||
if (enemyPosition[i].willBeInactive) {
|
||||
enemyPosition[i].isActive = 0;
|
||||
@ -340,8 +396,7 @@ void drawOnlyRabbitBulletArena() {
|
||||
|
||||
bullet.x = rabbitBulletPosition[i].oldX;
|
||||
bullet.y = rabbitBulletPosition[i].oldY;
|
||||
getSpriteBounds(&bullet, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
drawOnlyArenaForSprite(&bullet);
|
||||
|
||||
if (rabbitBulletPosition[i].willBeInactive) {
|
||||
rabbitBulletPosition[i].isActive = 0;
|
||||
@ -356,8 +411,7 @@ void drawOnlyEnemyBulletArena() {
|
||||
|
||||
enemyBullet.x = enemyBulletPosition[i].oldX;
|
||||
enemyBullet.y = enemyBulletPosition[i].oldY;
|
||||
getSpriteBounds(&enemyBullet, &bounds);
|
||||
drawOnlyArena(&bounds);
|
||||
drawOnlyArenaForSprite(&enemyBullet);
|
||||
|
||||
if (enemyBulletPosition[i].willBeInactive) {
|
||||
enemyBulletPosition[i].isActive = 0;
|
||||
@ -380,7 +434,10 @@ int setupGame() {
|
||||
setupWallSprites();
|
||||
setupRabbitSprites();
|
||||
setupRabbitBullets();
|
||||
setupEnemies();
|
||||
setupEnemyBullets();
|
||||
setupEnemySprites();
|
||||
setupPowerup();
|
||||
setupPowerupSprites();
|
||||
|
||||
setVideoMode(VIDEO_MODE_VGA_256);
|
||||
@ -420,11 +477,18 @@ void handleCombat() {
|
||||
int didHitRabbit;
|
||||
|
||||
if (mouseStatus.leftButtonDown) {
|
||||
attemptToFireRabbitBullet(
|
||||
if (attemptToFireRabbitBullet(
|
||||
&rabbitPosition,
|
||||
&rabbitWeaponry,
|
||||
rabbitBulletPosition
|
||||
);
|
||||
)) {
|
||||
if (rabbitWeaponry.currentWeaponRemainingRounds > 0) {
|
||||
rabbitWeaponry.currentWeaponRemainingRounds--;
|
||||
if (rabbitWeaponry.currentWeaponRemainingRounds == 0) {
|
||||
rabbitWeaponry.currentWeapon = WEAPON_TYPE_SINGLE_SHOT_GUN;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
attemptToFireEnemyBullets(
|
||||
@ -447,7 +511,8 @@ void handleCombat() {
|
||||
rabbitBulletPosition,
|
||||
enemyBulletPosition,
|
||||
&rabbitPosition,
|
||||
enemyPosition
|
||||
enemyPosition,
|
||||
&playerPowerup
|
||||
);
|
||||
|
||||
didHitRabbit = handleRabbitToEnemyCollisions(
|
||||
@ -472,6 +537,12 @@ void handleCombat() {
|
||||
rabbitBulletPosition,
|
||||
enemyPosition
|
||||
);
|
||||
|
||||
if (handleRabbitToPowerupCollision(&rabbitPosition, &playerPowerup)) {
|
||||
playerPowerup.willBeInactive = 1;
|
||||
rabbitWeaponry.currentWeapon = WEAPON_TYPE_SPREAD_SHOT_GUN;
|
||||
rabbitWeaponry.currentWeaponRemainingRounds = (difficulty + 1) * SHOTGUN_ROUNDS_PER_LEVEL;
|
||||
}
|
||||
}
|
||||
|
||||
void handleRedraw() {
|
||||
@ -480,6 +551,7 @@ void handleRedraw() {
|
||||
drawOnlyMouseArena();
|
||||
drawOnlyRabbitBulletArena();
|
||||
drawOnlyEnemyBulletArena();
|
||||
drawOnlyPowerupArena();
|
||||
|
||||
redrawArena();
|
||||
|
||||
@ -524,6 +596,8 @@ int main(void) {
|
||||
renderStringToDrawBuffer(buffer, 1, 0, 210, 20);
|
||||
sprintf(buffer, "Health: %d ", health);
|
||||
renderStringToDrawBuffer(buffer, 1, 0, 210, 30);
|
||||
sprintf(buffer, "Rnds: %d ", rabbitWeaponry.currentWeaponRemainingRounds);
|
||||
renderStringToDrawBuffer(buffer, 1, 0, 210, 40);
|
||||
|
||||
waitStartVbl();
|
||||
copyDrawBufferToDisplay();
|
||||
|
2
game.h
2
game.h
@ -8,7 +8,7 @@ struct SpawnPointRange {
|
||||
int top, height;
|
||||
};
|
||||
|
||||
extern struct CompiledSpriteRender rabbit, mouse, bullet, enemy, enemyBullet;
|
||||
extern struct CompiledSpriteRender rabbit, mouse, bullet, enemy, enemyBullet, shotgun, shieldKiller;
|
||||
extern struct SpriteBounds bounds;
|
||||
extern struct SpawnPointRange spawnPointRanges[];
|
||||
|
||||
|
@ -18,8 +18,8 @@ struct RabbitPosition {
|
||||
int mouseAngle;
|
||||
};
|
||||
|
||||
#define SINGLE_SHOT_GUN (0)
|
||||
#define SPREAD_SHOT_GUN (1)
|
||||
#define WEAPON_TYPE_SINGLE_SHOT_GUN (0)
|
||||
#define WEAPON_TYPE_SPREAD_SHOT_GUN (1)
|
||||
|
||||
struct RabbitWeaponry {
|
||||
char cooldown;
|
||||
@ -27,12 +27,14 @@ struct RabbitWeaponry {
|
||||
int currentWeaponRemainingRounds;
|
||||
};
|
||||
|
||||
#define POWERUP_SHOTGUN (0);
|
||||
#define POWERUP_TYPE_SHOTGUN (0)
|
||||
#define POWERUP_TYPE_SHIELD_KILLER (1)
|
||||
|
||||
struct PlayerPowerup {
|
||||
int x, y;
|
||||
int cooldown;
|
||||
char isActive;
|
||||
char willBeInactive;
|
||||
char type;
|
||||
};
|
||||
|
||||
@ -48,6 +50,7 @@ struct BulletPosition {
|
||||
|
||||
signed int velocityXSteps[2], velocityYSteps[2];
|
||||
int velocityStep;
|
||||
int angle;
|
||||
};
|
||||
|
||||
struct EnemyPosition {
|
||||
|
11
sprites.asm
11
sprites.asm
@ -7,6 +7,7 @@ PUBLIC sprite_mouse_
|
||||
PUBLIC sprite_bullet_
|
||||
PUBLIC sprite_enemy_
|
||||
PUBLIC sprite_shotgun_
|
||||
PUBLIC sprite_shieldKiller_
|
||||
|
||||
.386
|
||||
.model flat,c
|
||||
@ -1558,4 +1559,14 @@ sprite_shotgun_:
|
||||
ret
|
||||
|
||||
|
||||
sprite_shieldKiller_:
|
||||
push ebp
|
||||
mov ebp, esp
|
||||
|
||||
|
||||
|
||||
pop ebp
|
||||
ret
|
||||
|
||||
|
||||
end
|
||||
|
11
sprites.h
11
sprites.h
@ -92,5 +92,16 @@ extern void sprite_shotgun(byte *);
|
||||
#define SPRITE_SHOTGUN_OFFSET_Y (6)
|
||||
|
||||
|
||||
extern void sprite_shieldKiller(byte *);
|
||||
|
||||
#define SPRITE_SHIELDKILLER_WIDTH (12)
|
||||
|
||||
#define SPRITE_SHIELDKILLER_HEIGHT (12)
|
||||
|
||||
#define SPRITE_SHIELDKILLER_OFFSET_X (6)
|
||||
|
||||
#define SPRITE_SHIELDKILLER_OFFSET_Y (6)
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
|
BIN
spritesheet.xcf
BIN
spritesheet.xcf
Binary file not shown.
@ -37,3 +37,7 @@ files:
|
||||
position: [32, 20]
|
||||
dimensions: [12, 12]
|
||||
offset: [6, 6]
|
||||
shieldKiller:
|
||||
position: [44, 20]
|
||||
dimensions: [12, 12]
|
||||
offset: [6, 6]
|
||||
|
Loading…
Reference in New Issue
Block a user