bullet -> enemy collision codepath works
This commit is contained in:
parent
35d7ba95b9
commit
903835a10a
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@ -0,0 +1,149 @@
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#include <math.h>
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#include "game.h"
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#include "movement.h"
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#include "const.h"
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#include "system/vga.h"
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void 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, availableBullet, i;
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signed char doubleVelocityX, doubleVelocityY;
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if (rabbitWeaponry->cooldown > 0) return;
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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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availableBullet = i;
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break;
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}
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}
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if (!okToFire) return;
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rabbitWeaponry->cooldown = RABBIT_BULLET_COOLDOWN;
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doubleVelocityX = sin(rabbitPosition->mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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doubleVelocityY = -cos(rabbitPosition->mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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rabbitBulletPosition[availableBullet].isActive = 1;
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rabbitBulletPosition[availableBullet].willBeInactive = 0;
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rabbitBulletPosition[availableBullet].x = rabbitPosition->rabbitPosition[0];
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rabbitBulletPosition[availableBullet].y = rabbitPosition->rabbitPosition[1] - RABBIT_BULLET_HEIGHT_START;
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rabbitBulletPosition[availableBullet].oldX = rabbitBulletPosition[availableBullet].x;
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rabbitBulletPosition[availableBullet].oldY = rabbitBulletPosition[availableBullet].y;
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rabbitBulletPosition[availableBullet].velocityXSteps[0] = doubleVelocityX / RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityXSteps[1] = doubleVelocityX % RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityYSteps[0] = doubleVelocityY / RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityYSteps[1] = doubleVelocityY % RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityStep = 0;
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}
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void advanceRabbitBullets(
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struct BulletPosition rabbitBulletPosition[],
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struct RabbitWeaponry *rabbitWeaponry
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) {
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int i;
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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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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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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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}
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struct CollisionDetection {
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short int sourceSX, sourceSY, sourceEX, sourceEY;
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short int targetSX, targetSY, targetEX, targetEY;
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};
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struct CollisionDetection collisionDetection;
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int isCollision() {
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int result;
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// first pass: are the hitboxes even close
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result = !(
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collisionDetection.sourceEY < collisionDetection.targetSY ||
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collisionDetection.sourceEX < collisionDetection.targetSX ||
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collisionDetection.targetEY < collisionDetection.sourceSY ||
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collisionDetection.targetEX < collisionDetection.sourceSX
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);
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if (!result) return result;
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// second pass: check against specific character shaped hitboxes
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// these will be generated from the spritesheet generator
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return result;
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}
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void populateSourceCollision(struct CompiledSpriteRender *sprite) {
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getSpriteBounds(sprite, &bounds);
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collisionDetection.sourceSX = bounds.left;
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collisionDetection.sourceSY = bounds.top;
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collisionDetection.sourceEX = bounds.right;
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collisionDetection.sourceEY = bounds.bottom;
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}
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void populateTargetCollision(struct CompiledSpriteRender *sprite) {
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getSpriteBounds(sprite, &bounds);
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collisionDetection.targetSX = bounds.left;
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collisionDetection.targetSY = bounds.top;
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collisionDetection.targetEX = bounds.right;
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collisionDetection.targetEY = bounds.bottom;
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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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) {
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int bulletIdx, enemyIdx;
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// to start: brute force items
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// possible performance improvements:
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// * horizontal sweep against enemies to rule out enemies to check
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for (bulletIdx = 0; bulletIdx < RABBIT_BULLET_LIMIT; ++bulletIdx) {
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if (!rabbitBulletPosition[bulletIdx].isActive) continue;
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if (rabbitBulletPosition[bulletIdx].willBeInactive) continue;
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populateSourceCollision(&bullet);
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for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
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if (!enemyPosition[enemyIdx].isActive) continue;
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if (enemyPosition[enemyIdx].willBeInactive) continue;
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populateTargetCollision(&enemy);
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if (isCollision()) {
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enemyPosition[enemyIdx].willBeInactive = 1;
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rabbitBulletPosition[bulletIdx].willBeInactive = 1;
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break;
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}
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}
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}
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}
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@ -0,0 +1,15 @@
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void attemptToFireRabbitBullet(
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struct RabbitPosition*,
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struct RabbitWeaponry*,
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struct BulletPosition[]
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);
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void advanceRabbitBullets(
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struct BulletPosition[],
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struct RabbitWeaponry*
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);
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void handleRabbitBulletToEnemyCollisions(
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struct BulletPosition[],
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struct EnemyPosition[]
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);
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188
game.c
188
game.c
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#include "const.h"
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#include "arena.h"
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#include "movement.h"
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#include "combat.h"
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// TODO: centralize these outside of game.c
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struct CompiledSpriteRender rabbit, mouse, bullet, enemy;
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struct SpriteBounds bounds;
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struct BMPImage spritesheetImage;
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struct VGAColor vgaColors[256];
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struct CompiledSpriteRender rabbit, mouse, bullet, enemy;
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struct MouseStatus mouseStatus;
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struct RabbitPosition rabbitPosition = {
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.rabbitPosition = { 60, 60 },
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.rabbitLimits = { { 20, 20 }, { 180, 180 } },
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.rabbitVelocity = { 0, 0 },
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.mouseDotPosition = { 0, 0 }
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};
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struct EnemyPosition enemyPosition[ENEMY_MAX_COUNT];
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struct BulletPosition rabbitBulletPosition[RABBIT_BULLET_LIMIT];
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struct RabbitWeaponry rabbitWeaponry;
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struct SpawnPointRange {
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int left, width;
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int top, height;
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};
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struct SpawnPointRange spawnPointRanges[1] = {
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{ .left = 50, .width = 30, .top = 50, .height = 30 }
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};
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void setupRabbitBullets() {
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int i;
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@ -52,91 +66,6 @@ void setupEnemies() {
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}
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}
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void attemptToFireRabbitBullet() {
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char okToFire = 0, availableBullet, i;
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signed char doubleVelocityX, doubleVelocityY;
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if (rabbitWeaponry.cooldown > 0) return;
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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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availableBullet = i;
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break;
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}
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}
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if (!okToFire) return;
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rabbitWeaponry.cooldown = RABBIT_BULLET_COOLDOWN;
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doubleVelocityX = sin(rabbitPosition.mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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doubleVelocityY = -cos(rabbitPosition.mouseAngle * DEG2RAD) * (RABBIT_BULLET_VELOCITY * 2);
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rabbitBulletPosition[availableBullet].isActive = 1;
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rabbitBulletPosition[availableBullet].willBeInactive = 0;
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rabbitBulletPosition[availableBullet].x = rabbitPosition.rabbitPosition[0];
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rabbitBulletPosition[availableBullet].y = rabbitPosition.rabbitPosition[1] - RABBIT_BULLET_HEIGHT_START;
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rabbitBulletPosition[availableBullet].oldX = rabbitBulletPosition[availableBullet].x;
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rabbitBulletPosition[availableBullet].oldY = rabbitBulletPosition[availableBullet].y;
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rabbitBulletPosition[availableBullet].velocityXSteps[0] = doubleVelocityX / RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityXSteps[1] = doubleVelocityX % RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityYSteps[0] = doubleVelocityY / RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityYSteps[1] = doubleVelocityY % RABBIT_BULLET_VELOCITY;
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rabbitBulletPosition[availableBullet].velocityStep = 0;
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}
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void advanceRabbitBullets() {
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char i;
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signed char velocityX, velocityY;
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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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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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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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}
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void detectPlayerBulletToEnemyCollisions() {
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int bulletIdx, enemyIdx;
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for (bulletIdx = 0; bulletIdx < RABBIT_BULLET_LIMIT; ++bulletIdx) {
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if (!rabbitBulletPosition[bulletIdx].isActive) continue;
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for (enemyIdx = 0; enemyIdx < ENEMY_MAX_COUNT; ++enemyIdx) {
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if (!enemyPosition[enemyIdx].isActive) continue;
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// bullets hit enemies if:
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// * bulletY - bullet_height_start is within 3px of enemy base
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// *
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}
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}
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}
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struct SpawnPointRange {
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int left, width;
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int top, height;
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};
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struct SpawnPointRange spawnPointRanges[1] = {
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{ .left = 50, .width = 30, .top = 50, .height = 30 }
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};
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void maybeSpawnEnemy() {
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char canSpawn;
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enemyPosition[availableEnemy].isActive = 1;
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enemyPosition[availableEnemy].enemyPosition[0] = spawnX;
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enemyPosition[availableEnemy].enemyPosition[1] = spawnY;
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enemyPosition[availableEnemy].oldEnemyPosition[0] = spawnX;
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enemyPosition[availableEnemy].oldEnemyPosition[1] = spawnY;
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}
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void setupEnemySprites() {
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);
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}
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struct MouseStatus mouseStatus;
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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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}
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}
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struct SpriteBounds bounds;
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void drawOnlyMouseArena() {
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mouse.x = rabbitPosition.oldMousePosition[0];
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mouse.y = rabbitPosition.oldMousePosition[1];
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drawOnlyArena(&bounds);
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if (enemyPosition[i].willBeInactive) {
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enemyPosition[i].willBeInactive = 0;
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enemyPosition[i].isActive = 0;
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}
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}
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}
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return 0;
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}
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double speedCalcs[200];
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int currentSpeedCalc = 0;
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double averageSpeedCalc;
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clock_t startTime;
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// non cdecl is put params into eax, ebx, and ecx
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int main(void) {
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byte *drawBuffer;
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int keepRunning = 1;
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void (*code)(byte *);
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if (setupGame()) return 1;
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drawBuffer = getDrawBuffer();
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maybeSpawnEnemy();
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while (keepRunning) {
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readMouse(&mouseStatus);
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populateKeyboardKeydownState();
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void handleMovement() {
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handleRabbitMovement(
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&rabbitPosition,
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&keyboardKeydownState
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&rabbitPosition,
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&mouseStatus
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);
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}
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if (mouseStatus.leftButtonDown) attemptToFireRabbitBullet();
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void handleCombat() {
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if (mouseStatus.leftButtonDown) {
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attemptToFireRabbitBullet(
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&rabbitPosition,
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&rabbitWeaponry,
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rabbitBulletPosition
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);
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}
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advanceRabbitBullets();
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advanceRabbitBullets(
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rabbitBulletPosition,
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&rabbitWeaponry
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);
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handleRabbitBulletToEnemyCollisions(
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rabbitBulletPosition,
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enemyPosition
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);
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}
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void handleRedraw() {
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drawOnlyRabbitArena();
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drawOnlyEnemiesArena();
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drawOnlyMouseArena();
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renderEnemies();
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renderMouse();
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renderRabbitBullets();
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}
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/*
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double speedCalcs[200];
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int currentSpeedCalc = 0;
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double averageSpeedCalc;
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clock_t startTime;
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*/
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int main(void) {
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byte *drawBuffer;
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int keepRunning = 1;
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if (setupGame()) return 1;
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drawBuffer = getDrawBuffer();
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maybeSpawnEnemy();
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while (keepRunning) {
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readMouse(&mouseStatus);
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populateKeyboardKeydownState();
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handleMovement();
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handleCombat();
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handleRedraw();
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waitStartVbl();
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copyDrawBufferToDisplay();
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waitEndVbl();
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if (keyboardKeydownState.KEY_ESC) { keepRunning = 0; }
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@ -395,6 +343,7 @@ int main(void) {
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setVideoMode(VIDEO_MODE_80x25_TEXT);
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uninstallKeyboardHandler();
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/*
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averageSpeedCalc = 0;
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for (currentSpeedCalc = 0; currentSpeedCalc < 200; ++currentSpeedCalc) {
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averageSpeedCalc += speedCalcs[currentSpeedCalc];
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@ -403,6 +352,7 @@ int main(void) {
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averageSpeedCalc /= 200;
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fprintf(stderr, "average: %f\n", averageSpeedCalc);
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*/
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return 0;
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}
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@ -0,0 +1,4 @@
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#include "system/vga.h"
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extern struct CompiledSpriteRender rabbit, mouse, bullet, enemy;
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extern struct SpriteBounds bounds;
|
2
makefile
2
makefile
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@ -1,4 +1,4 @@
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obj = game.o bmpload.o arena.o movement.o sprites.o
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obj = game.o bmpload.o arena.o movement.o sprites.o combat.o
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all: system/system.lib game.exe .SYMBOLIC
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67
test.asm
67
test.asm
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@ -1,67 +0,0 @@
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#PUBLIC doAThing_
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#PUBLIC renderTopTile_
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PUBLIC renderFloorTile_
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.386
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.model flat,c
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.CODE
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doAThing_:
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push ebp
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mov ebp, esp
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mov eax, [ebp + 8]
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pop ebp
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ret
|
||||
|
||||
renderTopTile_:
|
||||
push ebp
|
||||
mov ebp, esp
|
||||
push ebx
|
||||
|
||||
mov eax, [ebp + 8]
|
||||
mov ebx, 20
|
||||
|
||||
_renderNextLine:
|
||||
mov DWORD PTR [eax], 02020202h
|
||||
mov DWORD PTR [eax + 4], 02020202h
|
||||
mov DWORD PTR [eax + 8], 02020202h
|
||||
mov DWORD PTR [eax + 12], 02020202h
|
||||
mov DWORD PTR [eax + 16], 02020202h
|
||||
|
||||
add eax, 320
|
||||
dec ebx
|
||||
cmp ebx, 0
|
||||
jne _renderNextLine
|
||||
|
||||
pop ebx
|
||||
pop ebp
|
||||
ret
|
||||
|
||||
renderFloorTile_:
|
||||
push ebp
|
||||
mov ebp, esp
|
||||
push ebx
|
||||
|
||||
mov eax, [ebp + 8]
|
||||
mov ebx, 20
|
||||
|
||||
_renderNextFloorLine:
|
||||
mov DWORD PTR [eax], 04040404h
|
||||
mov DWORD PTR [eax + 4], 04040404h
|
||||
mov DWORD PTR [eax + 8], 04040404h
|
||||
mov DWORD PTR [eax + 12], 04040404h
|
||||
mov DWORD PTR [eax + 16], 04040404h
|
||||
|
||||
add eax, 320
|
||||
dec ebx
|
||||
cmp ebx, 0
|
||||
jne _renderNextFloorLine
|
||||
|
||||
_done:
|
||||
pop ebx
|
||||
pop ebp
|
||||
ret
|
||||
|
||||
end
|
Loading…
Reference in New Issue