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Start weapon animation
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@ -89,4 +89,10 @@
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*/
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#define SFG_EXPLOSION_DISTANCE 2048
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/**
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Time, in ms, after which shotgun can be fired again.
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*/
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#define SFG_WEAPON_SHOTGUN_COOLDOWN 500
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#endif // guard
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49
main.c
49
main.c
@ -336,6 +336,9 @@ typedef struct
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
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#endif
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#define SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES \
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(SFG_WEAPON_SHOTGUN_COOLDOWN / SFG_MS_PER_FRAME)
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/*
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GLOBAL VARIABLES
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===============================================================================
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@ -355,7 +358,9 @@ struct
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for determining whether player is in the
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air. */
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uint16_t headBobFrame;
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uint8_t weapon; //< currently selected weapon
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uint8_t weapon; ///< currently selected weapon
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uint32_t lastShotFrame; ///< frame at which last shot was fired
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} SFG_player;
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RCL_RayConstraints SFG_rayConstraints;
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@ -547,6 +552,8 @@ void SFG_initPlayer()
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SFG_player.headBobFrame = 0;
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SFG_player.weapon = 1;
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SFG_player.lastShotFrame = SFG_gameFrame;
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}
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void SFG_pixelFunc(RCL_PixelInfo *pixel)
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@ -1439,6 +1446,8 @@ void SFG_gameStep()
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SFG_CAMERA_MAX_SHEAR_PIXELS,
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SFG_ELEMENT_COLLISION_DISTANCE + RCL_CAMERA_COLL_RADIUS
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);
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SFG_player.lastShotFrame = SFG_gameFrame;
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}
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if (SFG_keyIsDown(SFG_KEY_A))
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@ -2100,6 +2109,31 @@ uint8_t SFG_drawNumber(
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return 5 - position;
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}
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void SFG_drawWeapon(int16_t bobOffset)
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{
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uint32_t shotAnimationFrame = SFG_gameFrame - SFG_player.lastShotFrame;
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uint32_t animationLength = SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES;
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if (shotAnimationFrame < animationLength)
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{
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bobOffset +=
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((animationLength - shotAnimationFrame) * SFG_WEAPON_IMAGE_SCALE * 20)
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/ animationLength;
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if (shotAnimationFrame < animationLength / 2)
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SFG_blitImage(SFG_effects[0],
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y - (SFG_TEXTURE_SIZE / 3) * SFG_WEAPON_IMAGE_SCALE + bobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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}
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SFG_blitImage(SFG_weaponImages[SFG_player.weapon],
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y + bobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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}
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void SFG_draw()
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{
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if (SFG_keyPressed(SFG_KEY_MAP))
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@ -2208,7 +2242,6 @@ void SFG_draw()
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}
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// projecile sprites:
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for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i)
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{
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SFG_ProjectileRecord *proj = &(SFG_currentLevel.projectileRecords[i]);
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@ -2224,12 +2257,14 @@ void SFG_draw()
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const uint8_t *s =
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SFG_effects[proj->type == SFG_PROJECTILE_FIREBALL ? 1 : 0];
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int16_t spriteSize = SFG_GAME_RESOLUTION_Y / 2;
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int16_t spriteSize = SFG_GAME_RESOLUTION_Y / 3;
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if (proj->type == SFG_PROJECTILE_EXPLOSION)
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{
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// grow the explosion sprite as an animation
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spriteSize =
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(SFG_GAME_RESOLUTION_Y * (SFG_EXPLOSION_DURATION_DOUBLE_FRAMES - proj->doubleFramesToLive) ) /
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(SFG_GAME_RESOLUTION_Y *
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(SFG_EXPLOSION_DURATION_DOUBLE_FRAMES - proj->doubleFramesToLive)) /
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SFG_EXPLOSION_DURATION_DOUBLE_FRAMES;
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}
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@ -2251,11 +2286,7 @@ SFG_drawText("ammo",
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SFG_GAME_RESOLUTION_X - 10 - 4 * (SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM + 1)
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,SFG_GAME_RESOLUTION_Y - 10 - SFG_FONT_CHARACTER_SIZE * SFG_FONT_SIZE_MEDIUM,SFG_FONT_SIZE_MEDIUM,7);
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SFG_blitImage(SFG_weaponImages[SFG_player.weapon],
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SFG_WEAPON_IMAGE_POSITION_X,
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SFG_WEAPON_IMAGE_POSITION_Y + weaponBobOffset,
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SFG_WEAPON_IMAGE_SCALE);
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SFG_drawWeapon(weaponBobOffset);
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}
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}
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@ -128,7 +128,7 @@
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/**
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Duration in ms of the explosion animation.
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*/
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#define SFG_EXPLOSION_DURATION 70
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#define SFG_EXPLOSION_DURATION 100
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/**
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Specifies how quick some sprite animations are, in frames per second.
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