small rework of bullet shooters
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@ -41,7 +41,10 @@ entities:
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-> 0 (coin) -> damage equals the coin's value
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-> 1 (non-moving explosive)
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-> 2 (seeking explosive)
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-> 3 (shooting non-moving explosive)
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-> 3 (shooting, maybe moving explosive)
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[.. proj_speed, shoot_speed, shot_freq, shot_ttl] with
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{all} = double[>= 0.0]
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-> 4 (moving platform)
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[.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with *<- extra arguments at the end of []*
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amplitude_{x,y,z} = double[>= 0.0]
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@ -2,8 +2,9 @@ Blocks :
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[-16.0, -1.0, -16.0,32.0, 1.0, 32.0, 0.0, 0.0, 128, 128, 128]
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[ -4.0,-10.0, -4.0, 8.0, 2.0, 8.0, 0.0, 0.0, 128, 128, 128]
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[ -4.0, -6.5, -2.0, 2.0, 1.0, 2.0, 0.0, 0.3, 128, 128, 128]
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[ -4.0, -6.5, 2.0, 2.0, 1.0, 2.0, 0.3, 0.0, 128, 128, 128]
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[ -4.0, -6.5, -2.0, 2.0, 1.0, 2.0, 0.0, 0.3, 128, 128, 128]
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[ -4.0, -6.5, 2.0, 2.0, 1.0, 2.0, 0.3, 0.0, 128, 128, 128]
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[-18.0, 10.0, -16.0, 3.0, 1.0,32.0, 0.0, 0.4, 255, 255, 255]
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[ -6.0, 10.0, 0.0, 6.0, 2.0, 2.0, 0.0, 0.0, 32, 192, 32] // cp1
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BIN
obj/entities.o
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obj/entities.o
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obj/generation.o
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obj/generation.o
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obj/main.o
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obj/main.o
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obj/proj.o
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obj/proj.o
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After Width: | Height: | Size: 8.8 KiB |
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@ -77,17 +77,40 @@ void speen(double x, double y, double z, double w, double h, double d, double hz
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ret->hz_angle += ((double)dtime)*1.5;
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}
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// metad1 = main proj speed
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// metad2 = shot proj speed
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// metad2 = shot proj freq
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// metad2 = shot proj time to live
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void speen2(double x, double y, double z, double w, double h, double d, double hz_angle, double vt_angle, float dtime, entity* ent, cube_0* ret) {
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ret->hz_angle += ((double)dtime)*2.5;
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ret->hz_angle += ((double)dtime)*ent->metad3;
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if((int)(5.0*ret->hz_angle) != (int)(5.0*(ret->hz_angle - ((double)dtime)*22.5))) {
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double dx = (x+w/2 - (camx-choffx));
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double dy = (y+h/2 - (camy));
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double dz = (z+d/2 - (camz-choffz));
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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dx = 110.0*dx/total;
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dy = 110.0*dy/total;
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dz = 110.0*dz/total;
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appendProj(x+w/2+choffx, y+h/2, z+d/2+choffz, 0.1, 0.1, 0.1, -dx, -dy, -dz, 0.0, 0.0, 0.0, 255, 0, 0, 10, 3.0);
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dx = ent->metad2*dx/total;
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dy = ent->metad2*dy/total;
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dz = ent->metad2*dz/total;
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appendProj(x+w/2+choffx, y+h/2, z+d/2+choffz, 0.1, 0.1, 0.1, -dx, -dy, -dz, 0.0, 0.0, 0.0, 255, 0, 0, 10, ent->metad4);
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}
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double dx = (x+w/2 - (camx-choffx));
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double dy = (y+h/2 - (camy));
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double dz = (z+d/2 - (camz-choffz));
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double total = sqrt(dx*dx + dy*dy + dz*dz);
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dx = ent->metad1*dx/total;
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dy = ent->metad1*dy/total;
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dz = ent->metad1*dz/total;
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ret->x -= dtime*dx;
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if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
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ret->x += dtime*dx;
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}
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ret->y -= dtime*dy;
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if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
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ret->y += dtime*dy;
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}
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ret->z -= dtime*dz;
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if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
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ret->z += dtime*dz;
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}
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}
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@ -277,9 +300,9 @@ void go_to_player(double x, double y, double z, double w, double h, double d, do
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if(is_colliding_with_map(ret) || is_colliding_with_tp(ret)) {
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ret->z += dtime*dz;
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}
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if((int)(ret->x+ret->y+ret->z) != (int)(ret->x+ret->y+ret->z-dx-dy-dz)) {
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//if((int)(ret->x+ret->y+ret->z) != (int)(ret->x+ret->y+ret->z-dx-dy-dz)) {
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}
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//}
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}
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void explodeOnHit(float dtime, int* hp, int* dmg, entity* ent, cube_0* ret) {
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@ -51,26 +51,26 @@ void init_ent_generator(int n) {
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hashtbl_entities[0].onDeath = NULL;
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hashtbl_entities[1].id = 1;
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hashtbl_entities[1].tex = 0;
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hashtbl_entities[1].tex2 = 0;
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hashtbl_entities[1].tex = 13;
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hashtbl_entities[1].tex2 = 13;
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hashtbl_entities[1].name = "ExplosiveStill";
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hashtbl_entities[1].updatePos = &speen2;
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hashtbl_entities[1].updatePos = NULL;
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hashtbl_entities[1].onHit = &explodeOnHit;
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hashtbl_entities[1].onDeath = NULL;
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hashtbl_entities[2].id = 2;
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hashtbl_entities[2].tex = 0;
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hashtbl_entities[2].tex2 = 0;
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hashtbl_entities[2].tex = 13;
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hashtbl_entities[2].tex2 = 13;
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hashtbl_entities[2].name = "ExplosiveSeek";
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hashtbl_entities[2].updatePos = &go_to_player;
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hashtbl_entities[2].onHit = &explodeOnHit;
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hashtbl_entities[2].onDeath = NULL;
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hashtbl_entities[3].id = 3;
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hashtbl_entities[3].tex = 0;
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hashtbl_entities[3].tex2 = 0;
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hashtbl_entities[3].tex = 13;
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hashtbl_entities[3].tex2 = 13;
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hashtbl_entities[3].name = "ExplosiveShoot";
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hashtbl_entities[3].updatePos = &speen3;
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hashtbl_entities[3].updatePos = &speen2;
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hashtbl_entities[3].onHit = &explodeOnHit;
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hashtbl_entities[3].onDeath = NULL;
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@ -452,7 +452,16 @@ void parse_one_room(int id, char* filename) {
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pool[id].area->ents[k]->metad7 = entry->metad7;
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pool[id].area->ents[k]->metad8 = entry->metad8;
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pool[id].area->ents[k]->metad9 = entry->metad9;
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if(entry->id == 4) {
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if(entry->id == 3) {
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double pspd = read_float(ptr);
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double bspd = read_float(ptr);
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double bfreq = read_float(ptr);
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double bttl = read_float(ptr);
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pool[id].area->ents[k]->metad1 = pspd;
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pool[id].area->ents[k]->metad2 = bspd;
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pool[id].area->ents[k]->metad3 = bfreq;
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pool[id].area->ents[k]->metad4 = bttl;
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} else if(entry->id == 4) {
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// sine platform
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double ccw = read_float(ptr);
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double cch = read_float(ptr);
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29
src/main.c
29
src/main.c
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@ -40,8 +40,9 @@ bool jPress = false;
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bool gPress = false;
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bool rPress = false;
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bool pPress = false;
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bool kPress = false;
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unsigned int textures[16];
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unsigned int textures[32];
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bool paused = false;
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bool hardReset = true;
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@ -49,6 +50,10 @@ bool hardReset = true;
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double oldx, oldy, oldz;
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int oldchx, oldchy;
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int kodami[10] = {GLFW_KEY_UP, GLFW_KEY_UP, GLFW_KEY_DOWN, GLFW_KEY_DOWN, GLFW_KEY_LEFT, GLFW_KEY_RIGHT, GLFW_KEY_LEFT, GLFW_KEY_RIGHT, GLFW_KEY_B, GLFW_KEY_A};
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int kodid = 0;
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bool kodhit = false;
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void reset_everything(GLFWwindow *window, int count, char* folder) {
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oldx = camx;
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oldy = camy;
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@ -136,6 +141,23 @@ void processInput(GLFWwindow *window, float dtime) {
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glfwSetWindowShouldClose(window, true);
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}
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// kodami
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if(!kodhit) {
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if(kodid == 10) {
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kodhit = true;
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player_hp += 1500;
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} else if(glfwGetKey(window, kodami[kodid]) == GLFW_PRESS) {
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if(!kPress) {
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kPress = true;
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kodid += 1;
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//printf("%d\n", kodid);
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}
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} else {
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kPress = false;
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//kodid = 0;
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}
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}
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// horizontal movement
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bool pressed = false;
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if(!paused) {
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@ -525,6 +547,7 @@ int main_alt() {
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generate_texture_2D(10, "res/button_on.png", PNG);
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generate_texture_2D(11, "res/button_off.jpg", JPG);
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generate_texture_2D(12, "res/pi.png", PNG);
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generate_texture_2D(13, "res/tnt.png", PNG);
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printf("-----------------------------------------------------------------------------------------------\n"); fflush(stdout);
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@ -692,8 +715,10 @@ int main_alt() {
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dmgCD = maxf(dmgCD - delta, 0.0f);
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if(lastDmg != player_hp) {
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if(lastDmg > player_hp) {
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dmgCD = 0.5f;
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}
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lastDmg = player_hp;
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dmgCD = 0.5f;
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}
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delta = (float)(interval_s + maxf(0.0f, interval_s-(calc_T)));
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deltad = (double)delta;
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@ -94,7 +94,7 @@ void move_cube(cube_0* cb, double dx, double dy, double dz) {
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void updateProj(float dtime) {
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//printf("%d\n", bullets_id);
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for(int k = 0; k < bullets_id; k++) {
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*(bullets[k].ttl) -= 50.0*(double)dtime;
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*(bullets[k].ttl) -= (double)dtime;
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if(*(bullets[k].ttl) <= 0.0 || is_colliding_with_map(bullets[k].pos) || is_colliding_with_tp(bullets[k].pos)) {
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removeProj(k);
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k -= 1;
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@ -187,7 +187,7 @@ extern int loc_tex;
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extern bool is_one_room;
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extern unsigned int textures[16];
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extern unsigned int textures[32];
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extern float dmgCD;
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extern int lastDmg;
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@ -13,6 +13,8 @@ Teleporters :
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[9.0, 1.0, 4.0, 1.0, 4.0, 2.0, 0.0, 0.0, 0, 0, 255; 0, 1]
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Entities :
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[1.0, -6.0, 3.0, 1.0, 1.0, 1.0, 0.0, 0.0, 255, 255, 255, 1, 32, 1]
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[1.0, -3.0, 3.0, 1.0, 1.0, 1.0, 0.0, 0.0, 255, 255, 255, 1, 32, 3, 0.0, 4.0, 1.0, 1.0]
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[-1.0, 13.0, -1.0, 2.0, 2.0, 2.0, 0.0, 0.0, 255, 255, 255, 1, 0, 9, 1.5, 1.5, 0]
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[-1.0, 16.0, -1.0, 2.0, 1.0, 2.0, 0.0, 0.0, 128, 128, 128, 1, 0, 11, 4, 1.75]
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[-1.0, 19.0, -1.0, 2.0, 1.0, 2.0, 0.0, 0.0, 128, 128, 128, 1, 0, 12, 4, 1]
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@ -21,29 +23,4 @@ Entities :
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Weight :
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50
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$
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entities:
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[x, y, z, w, h, d, rhz, rvt, red, green, blue, hp, damage, entityType ..]
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if entityType = 4 (moving platform)
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[.. amplitude_x, amplitude_y, amplitude_z, mult, divd, phase] with
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amplitude_{x,y,z} = double[>= 0.0]
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{mult,divd} = int
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{phase} = int[0, 360]
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else if entityType = 5 (linear moving platform)
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[.. amplitude_x, amplitude_y, amplitude_z, speed_x, speed_y, speed_z] with
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amplitude_{x,y,z} = double[>= 0.0]
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speed_{x,y,z} = double
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else if entityType = 6 (text box)
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[.. text] with
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text = {char*}
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else if entityType = 7 (warp text box)
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[.. dest_folder, room_count, text, r, g, b] with
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{dest_folder,text} = {char*} (length <= 50)
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{r,g,b} = int[0-256]
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else
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[..]
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$
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@ -14,10 +14,8 @@ Teleporters :
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[-5.0, 1.0, 9.0, 10.0, 2.0, 1.0, 0.0, 0.0, 0, 0, 255; 0, 1]
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Entities :
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[3.0, 3.0, 3.0, 0.5, 0.5, 0.5, 0.0, 0.0, 255, 192, 0, 1, 0, 3]
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[-3.0, 3.0, 3.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
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[3.0, 3.0, -3.0, 0.5, 0.5, 0.5, 0.0, 0.0, 193, 192, 0, 1, 0, 0]
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[-3.0, 3.0, -3.0, 0.5, 0.5, 0.5, 0.0, 0.0, 255, 192, 0, 1, 0, 3]
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Weight :
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50
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