diff --git a/assets.h b/assets.h index 3c31210..b3be130 100644 --- a/assets.h +++ b/assets.h @@ -623,6 +623,23 @@ SFG_PROGRAM_MEMORY uint8_t SFG_effectSprites[][SFG_TEXTURE_STORE_SIZE] = 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, 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, 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 + }, + { // 3, dust +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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, +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 } }; diff --git a/assets/effect_dust.png b/assets/effect_dust.png new file mode 100644 index 0000000..7a55c4d Binary files /dev/null and b/assets/effect_dust.png differ diff --git a/main.c b/main.c index e45252c..9fb2afd 100755 --- a/main.c +++ b/main.c @@ -332,6 +332,8 @@ typedef struct #define SFG_PROJECTILE_EXPLOSION 0 #define SFG_PROJECTILE_FIREBALL 1 #define SFG_PROJECTILE_PLASMA 2 +#define SFG_PROJECTILE_DUST 3 +#define SFG_PROJECTILE_BULLET 4 #define SFG_EXPLOSION_DURATION_DOUBLE_FRAMES \ (SFG_EXPLOSION_DURATION / SFG_MS_PER_FRAME) @@ -1377,21 +1379,21 @@ void SFG_monsterChangeHealth(SFG_MonsterRecord *monster, int8_t healthAdd) void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z) { - SFG_ProjectileRecord explostion; + SFG_ProjectileRecord explosion; - explostion.type = SFG_PROJECTILE_EXPLOSION; + explosion.type = SFG_PROJECTILE_EXPLOSION; - explostion.position[0] = x; - explostion.position[1] = y; - explostion.position[2] = z; + explosion.position[0] = x; + explosion.position[1] = y; + explosion.position[2] = z; - explostion.direction[0] = 0; - explostion.direction[1] = 0; - explostion.direction[2] = 0; + explosion.direction[0] = 0; + explosion.direction[1] = 0; + explosion.direction[2] = 0; - explostion.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES; + explosion.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES; - SFG_createProjectile(explostion); + SFG_createProjectile(explosion); if (SFG_pushPlayerAway(x,y,SFG_EXPLOSION_DISTANCE)) SFG_playerChangeHealth(-1 * SFG_EXPLOSION_DAMAGE); @@ -1413,6 +1415,25 @@ void SFG_createExplosion(RCL_Unit x, RCL_Unit y, RCL_Unit z) } } +void SFG_createDust(RCL_Unit x, RCL_Unit y, RCL_Unit z) +{ + SFG_ProjectileRecord dust; + + dust.type = SFG_PROJECTILE_DUST; + + dust.position[0] = x; + dust.position[1] = y; + dust.position[2] = z; + + dust.direction[0] = 0; + dust.direction[1] = 0; + dust.direction[2] = 0; + + dust.doubleFramesToLive = SFG_EXPLOSION_DURATION_DOUBLE_FRAMES; + + SFG_createProjectile(dust); +} + void SFG_monsterPerformAI(SFG_MonsterRecord *monster) { uint8_t state = SFG_MR_STATE(*monster); @@ -1683,12 +1704,32 @@ void SFG_gameStep() SFG_WEAPON_SHOTGUN_COOLDOWN_FRAMES)) { // fire + + uint8_t projectile; - if (SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER || - SFG_player.weapon == SFG_WEAPON_PLASMAGUN) + switch (SFG_player.weapon) + { + case SFG_WEAPON_ROCKET_LAUNCHER: + projectile = SFG_PROJECTILE_FIREBALL; + break; + + case SFG_WEAPON_PLASMAGUN: + projectile = SFG_PROJECTILE_PLASMA; + break; + + case SFG_WEAPON_MACHINE_GUN: + case SFG_WEAPON_SHOTGUN: + projectile = SFG_PROJECTILE_BULLET; + break; + + default: + projectile = 255; + break; + } + + if (projectile != 255) SFG_launchProjectile( - SFG_player.weapon == SFG_WEAPON_ROCKET_LAUNCHER ? - SFG_PROJECTILE_FIREBALL : SFG_PROJECTILE_PLASMA, + projectile, SFG_player.camera.position, SFG_player.camera.height, RCL_angleToDirection(SFG_player.camera.direction), @@ -2012,7 +2053,9 @@ void SFG_gameStep() { eliminate = 1; } - else if (p->type != SFG_PROJECTILE_EXPLOSION) + else if ( + (p->type != SFG_PROJECTILE_EXPLOSION) && + (p->type != SFG_PROJECTILE_DUST)) { // check collision with the map @@ -2080,6 +2123,8 @@ void SFG_gameStep() { if (p->type == SFG_PROJECTILE_FIREBALL) SFG_createExplosion(p->position[0],p->position[1],p->position[2]); + else if (p->type == SFG_PROJECTILE_BULLET) + SFG_createDust(p->position[0],p->position[1],p->position[2]); // remove the projectile @@ -2614,11 +2659,14 @@ void SFG_draw() } } - // projecile sprites: + // projectile sprites: for (uint8_t i = 0; i < SFG_currentLevel.projectileRecordCount; ++i) { SFG_ProjectileRecord *proj = &(SFG_currentLevel.projectileRecords[i]); + if (proj->type == SFG_PROJECTILE_BULLET) + continue; // bullets aren't drawn + RCL_Vector2D worldPosition; worldPosition.x = proj->position[0]; @@ -2627,12 +2675,12 @@ void SFG_draw() RCL_PixelInfo p = RCL_mapToScreen(worldPosition,proj->position[2],SFG_player.camera); - const uint8_t *s = - SFG_effectSprites[proj->type]; + const uint8_t *s = SFG_effectSprites[proj->type]; int16_t spriteSize = SFG_GAME_RESOLUTION_Y / 3; - if (proj->type == SFG_PROJECTILE_EXPLOSION) + if (proj->type == SFG_PROJECTILE_EXPLOSION || + proj->type == SFG_PROJECTILE_DUST) { // grow the explosion sprite as an animation spriteSize =