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Add bullets and dust
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parent
5fb61e4098
commit
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17
assets.h
17
assets.h
@ -623,6 +623,23 @@ SFG_PROGRAM_MEMORY uint8_t SFG_effectSprites[][SFG_TEXTURE_STORE_SIZE] =
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17,17,16,0,0,0,0,0,0,0,0,0,0,20,65,0,1,17,0,0,0,0,0,0,0,0,0,0,0,1,65,16,0,16,0,
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0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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},
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{ // 3, dust
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175,5,3,4,53,2,6,52,50,74,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,2,34,0,0,16,
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1,0,0,0,0,0,0,0,0,0,0,34,50,32,3,48,0,0,0,0,0,0,0,0,0,0,2,35,50,16,66,18,0,0,0,
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0,0,0,0,1,16,0,2,49,51,4,4,2,82,34,0,0,0,0,0,0,1,16,0,49,49,32,64,18,81,51,32,0,
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0,0,0,0,0,0,0,3,22,55,97,18,33,19,48,0,0,0,0,0,0,0,0,0,6,19,50,34,19,17,48,0,0,
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0,0,0,0,1,51,17,17,99,35,129,51,50,0,0,0,0,0,0,0,0,1,55,0,7,50,4,34,32,1,0,0,0,
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0,0,0,0,3,112,64,2,64,32,98,0,0,0,0,0,0,0,0,0,9,52,4,3,4,4,5,0,0,0,0,0,0,0,0,0,
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18,64,34,49,0,32,18,1,16,0,0,0,0,0,0,0,18,34,35,19,32,18,50,0,1,16,0,0,0,0,0,0,
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0,37,19,34,136,18,51,16,0,0,0,0,0,0,0,0,0,5,35,49,51,1,0,16,0,0,0,0,0,0,0,0,0,1,
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17,19,34,0,0,0,0,0,0,0,0,0,0,0,0,0,34,18,32,0,0,0,0,0,0,0,0,0,0,0,1,0,0,34,0,1,
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0,0,0,0,0,0,0,0,0,0,16,0,16,0,0,1,0,0,0,0,0,0,0,0,0,1,0,0,0,0,0,0,16,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,16,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,
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0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
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}
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};
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BIN
assets/effect_dust.png
Normal file
BIN
assets/effect_dust.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 678 B |
86
main.c
86
main.c
@ -332,6 +332,8 @@ typedef struct
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#define SFG_PROJECTILE_EXPLOSION 0
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#define SFG_PROJECTILE_FIREBALL 1
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#define SFG_PROJECTILE_PLASMA 2
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#define SFG_PROJECTILE_DUST 3
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#define SFG_PROJECTILE_BULLET 4
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#define SFG_EXPLOSION_DURATION_DOUBLE_FRAMES \
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(SFG_EXPLOSION_DURATION / SFG_MS_PER_FRAME)
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@ -1377,21 +1379,21 @@ void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd)
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void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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SFG_ProjectileRecord explostion;
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SFG_ProjectileRecord explosion;
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explostion.type = SFG_PROJECTILE_EXPLOSION;
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explosion.type = SFG_PROJECTILE_EXPLOSION;
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explostion.position[0] = x;
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explostion.position[1] = y;
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explostion.position[2] = z;
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explosion.position[0] = x;
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explosion.position[1] = y;
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explosion.position[2] = z;
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explostion.direction[0] = 0;
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explostion.direction[1] = 0;
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explostion.direction[2] = 0;
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explosion.direction[0] = 0;
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explosion.direction[1] = 0;
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explosion.direction[2] = 0;
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explostion.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES;
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explosion.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES;
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SFG_createProjectile(explostion);
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SFG_createProjectile(explosion);
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if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE))
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SFG_playerChangeHealth(-1 * SFG_EXPLOSION_DAMAGE);
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@ -1413,6 +1415,25 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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}
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}
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void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z)
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{
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SFG_ProjectileRecord dust;
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dust.type = SFG_PROJECTILE_DUST;
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dust.position[0] = x;
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dust.position[1] = y;
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dust.position[2] = z;
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dust.direction[0] = 0;
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dust.direction[1] = 0;
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dust.direction[2] = 0;
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dust.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES;
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SFG_createProjectile(dust);
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}
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void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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{
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uint8_t state = SFG_MR_STATE(*monster);
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@ -1683,12 +1704,32 @@ void SFG_gameStep()
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SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES))
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{
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// fire
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uint8_t projectile;
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if (SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER ||
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SFG_player.weapon == SFG_WEAPON_PLASMAGUN)
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switch (SFG_player.weapon)
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{
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case SFG_WEAPON_ROCKET_LAUNCHER:
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projectile = SFG_PROJECTILE_FIREBALL;
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break;
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case SFG_WEAPON_PLASMAGUN:
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projectile = SFG_PROJECTILE_PLASMA;
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break;
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case SFG_WEAPON_MACHINE_GUN:
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case SFG_WEAPON_SHOTGUN:
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projectile = SFG_PROJECTILE_BULLET;
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break;
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default:
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projectile = 255;
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break;
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}
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if (projectile != 255)
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SFG_launchProjectile(
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SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER ?
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SFG_PROJECTILE_FIREBALL : SFG_PROJECTILE_PLASMA,
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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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@ -2012,7 +2053,9 @@ void SFG_gameStep()
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{
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eliminate = 1;
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}
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else if (p->type != SFG_PROJECTILE_EXPLOSION)
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else if (
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(p->type != SFG_PROJECTILE_EXPLOSION) &&
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(p->type != SFG_PROJECTILE_DUST))
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{
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// check collision with the map
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@ -2080,6 +2123,8 @@ void SFG_gameStep()
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{
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if (p->type == SFG_PROJECTILE_FIREBALL)
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SFG_createExplosion(p->position[0],p->position[1],p->position[2]);
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else if (p->type == SFG_PROJECTILE_BULLET)
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SFG_createDust(p->position[0],p->position[1],p->position[2]);
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// remove the projectile
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@ -2614,11 +2659,14 @@ void SFG_draw()
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}
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}
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// projecile sprites:
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// projectile 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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if (proj->type == SFG_PROJECTILE_BULLET)
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continue; // bullets aren't drawn
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RCL_Vector2D worldPosition;
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worldPosition.x = proj->position[0];
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@ -2627,12 +2675,12 @@ void SFG_draw()
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RCL_PixelInfo p =
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RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera);
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const uint8_t *s =
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SFG_effectSprites[proj->type];
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const uint8_t *s = SFG_effectSprites[proj->type];
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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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if (proj->type == SFG_PROJECTILE_EXPLOSION ||
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proj->type == SFG_PROJECTILE_DUST)
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{
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// grow the explosion sprite as an animation
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spriteSize =
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