Add bullets and dust

This commit is contained in:
Miloslav Číž 2019-12-30 19:24:03 +01:00
parent 5fb61e4098
commit a756307d47
3 changed files with 84 additions and 19 deletions

View File

@ -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
}
};

BIN
assets/effect_dust.png Normal file

Binary file not shown.

After

Width:  |  Height:  |  Size: 678 B

86
main.c
View File

@ -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 =