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Animate weapons
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parent
a150314eec
commit
5882b68f79
59
main.c
59
main.c
@ -107,6 +107,10 @@ void SFG_init();
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===============================================================================
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*/
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#define SFG_WEAPON_KNIFE 0
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#define SFG_WEAPON_SHOTGUN 1
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#define SFG_WEAPON_ROCKER_LAUNCHER 2
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#define SFG_GAME_RESOLUTION_X \
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(SFG_SCREEN_RESOLUTION_X / SFG_RESOLUTION_SCALEDOWN)
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@ -1457,19 +1461,23 @@ void SFG_gameStep()
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int8_t shearing = 0;
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if (SFG_keyJustPressed(SFG_KEY_B))
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if (
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SFG_keyIsDown(SFG_KEY_B) &&
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(SFG_gameFrame - SFG_player.lastShotFrame >
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SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES))
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{
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// fire
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SFG_launchProjectile(
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SFG_PROJECTILE_FIREBALL,
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SFG_player.camera.position,
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SFG_player.camera.height,
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RCL_angleToDirection(SFG_player.camera.direction),
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(SFG_player.camera.shear * SFG_ROCKER_MOVE_UNITS_PER_FRAME) /
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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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if (SFG_player.weapon == SFG_WEAPON_ROCKER_LAUNCHER)
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SFG_launchProjectile(
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SFG_PROJECTILE_FIREBALL,
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SFG_player.camera.position,
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SFG_player.camera.height,
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RCL_angleToDirection(SFG_player.camera.direction),
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(SFG_player.camera.shear * SFG_ROCKER_MOVE_UNITS_PER_FRAME) /
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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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@ -2133,6 +2141,9 @@ uint8_t SFG_drawNumber(
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return 5 - position;
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}
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/**
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Draws the player weapon, handling the shooting animation.
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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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@ -2141,15 +2152,23 @@ void SFG_drawWeapon(int16_t bobOffset)
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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_effectSprites[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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if (SFG_player.weapon == SFG_WEAPON_KNIFE)
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{
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bobOffset = shotAnimationFrame < animationLength / 2 ? 0 :
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2 * SFG_WEAPONBOB_OFFSET_PIXELS ;
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}
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else
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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_effectSprites[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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}
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SFG_blitImage(SFG_weaponImages[SFG_player.weapon],
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