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Start bullet spread
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parent
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commit
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1
TODO.txt
1
TODO.txt
@ -20,6 +20,7 @@
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a build script that creates multiple binaries (with different combinations of
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compilers and settings)
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- run on raspbery pi
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- check if monsters are hit by bullets from completely up close
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bugs:
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@ -104,6 +104,11 @@
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*/
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#define SFG_HEALTH_KIT_VALUE 20
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/**
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Angle in which multiple projectiles are spread, RCL_Units.
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*/
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#define SFG_PROJECTILE_SPREAD_ANGLE 100
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#define SFG_MAX_MONSTERS 64
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#define SFG_MAX_PROJECTILES 12
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@ -360,7 +365,7 @@ SFG_PROGRAM_MEMORY uint8_t SFG_weaponAttributeTable[SFG_WEAPONS_TOTAL] =
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/* m. gun */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_BULLET,300),
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/* r. laun. */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_FIREBALL,900),
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/* plasma */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,350),
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,350)
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/* solution */ SFG_WEAPON_ATTRIBUTE(SFG_WEAPON_FIRE_TYPE_PLASMA,750)
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};
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#define SFG_PROJECTILE_EXPLOSION 0
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43
main.c
43
main.c
@ -1596,8 +1596,8 @@ void SFG_gameStep()
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projectile = SFG_PROJECTILE_FIREBALL;
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break;
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case SFG_WEAPON_FIRE_TYPE_BULLET:
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case SFG_WEAPON_FIRE_TYPE_SPREAD_BULLETS:
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case SFG_WEAPON_FIRE_TYPE_BULLET:
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projectile = SFG_PROJECTILE_BULLET;
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break;
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@ -1609,17 +1609,38 @@ void SFG_gameStep()
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projectile = 255;
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break;
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}
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if (projectile != SFG_PROJECTILE_NONE)
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SFG_launchProjectile(
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projectile,
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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_GET_PROJECTILE_SPEED_UPS(projectile)) /
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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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{
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uint8_t projectileCount = 1;
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// TODO: move bullet count to weapon table
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if (SFG_player.weapon == SFG_WEAPON_SHOTGUN)
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projectileCount = 2;
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else if (SFG_player.weapon == SFG_WEAPON_SOLUTION)
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projectileCount = 4;
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uint16_t angleAdd = SFG_PROJECTILE_SPREAD_ANGLE / (projectileCount + 1);
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RCL_Unit direction =
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(SFG_player.camera.direction - SFG_PROJECTILE_SPREAD_ANGLE / 2)
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+ angleAdd;
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for (uint8_t i = 0; i < projectileCount; ++i)
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{
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SFG_launchProjectile(
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projectile,
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SFG_player.camera.position,
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SFG_player.camera.height,
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RCL_angleToDirection(direction),
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(SFG_player.camera.shear * SFG_GET_PROJECTILE_SPEED_UPS(projectile)) /
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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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direction += angleAdd;
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}
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}
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SFG_player.weaponCooldownStartFrame = SFG_gameFrame;
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}
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