diff options
Diffstat (limited to 'src/engine/bullet.c')
-rw-r--r-- | src/engine/bullet.c | 88 |
1 files changed, 67 insertions, 21 deletions
diff --git a/src/engine/bullet.c b/src/engine/bullet.c index e6ca6df..55b20cc 100644 --- a/src/engine/bullet.c +++ b/src/engine/bullet.c @@ -1,35 +1,81 @@ #include "bullet.h" +int bullets_size=0; +static int current_bullet=0; - - -// TODO: use hh_entity as bullet struct -void hh_shoot_bullet(vec2 player, vec_cor cam_pos, hh_entity* bullet){ +hh_entity* all_bullets=NULL; +hh_entity* hh_init_bullets(int size) { + if (all_bullets != NULL) { + free(all_bullets); + } + bullets_size = size; + all_bullets = malloc(size * sizeof(hh_entity)); + hh_entity bullet = { + .speed = 1, + .is_grounded = true, + .is_hit = false, + .radius = 4, + .pos = (vec2){-16,-16}, + .vel = (vec2){0,0}, + .size = (vec2) { 13,16}, + .render = { + .frame0 = 84, + .palette = 3, + .fam = (hh_s_ppu_loc_fam_entry){ + .horizontal_flip = false, + .vertical_flip = false, + .palette_index = 7, + .tilemap_index = 84, + } + } + }; + for (int i = 0; i < size; i++) { + all_bullets[i] = bullet; + } + return all_bullets; +} +bool rising_edge(bool signal, bool* prev) { + bool edge = false; + if (signal && !(*prev)) { + edge = true; + } + *prev = signal; + return edge; +} +bool prev_signal = false; +void hh_shoot_bullet(vec2 player, hh_entity* bullet){ vec2 temp; - if(g_hh_controller_p1.button_secondary){ - if(bullet->is_grounded){ + if(rising_edge(g_hh_controller_p1.button_secondary,&prev_signal) && bullet->is_grounded){ bullet->is_grounded=false; bullet->pos = player; - } + current_bullet = (current_bullet + 1) % bullets_size; + } + +} + +void hh_update_bullet(hh_entity* bullet){ + if(hh_background_collision_bulllet(*bullet)){ + hh_bullet_death(bullet); + + // printf("x %d y %d\n",(bullet->pos.x-cam_pos.x),(bullet->pos.y-cam_pos.y)); } else{ - if(!bullet->is_grounded){ - hh_update_bullet(bullet , cam_pos); - hh_draw_bullet(*bullet); - } + bullet->pos.x += bullet->speed; } - } -void hh_update_bullet(hh_entity* bullet, vec_cor cam_pos){ - bullet->pos.x += 1; - - // update bullet sprite on ppu - bullet->render.fam.position_x = (bullet->pos.x-cam_pos.x); - bullet->render.fam.position_y = (bullet->pos.y-cam_pos.y); +void hh_multiple_bullets(vec2 player, hh_entity* bullets){ + hh_shoot_bullet(player, &bullets[current_bullet]); + for(int i=0; i < bullets_size;i++){ + if(!bullets[i].is_grounded){ + hh_update_bullet(&bullets[i]); + } + } } -void hh_draw_bullet(hh_entity bullet){ - hh_s_ppu_loc_fam_entry temp = bullet.render.fam; - hh_ppu_update_foreground(10,temp); + +void hh_bullet_death(hh_entity* bullet){ + bullet->is_grounded=true; + bullet->pos.x= -16; + bullet->pos.y= -16; } |