#include "bullet.h" int bullets_size=0; static int current_bullet=0; 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(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{ bullet->pos.x += bullet->speed; } } 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_bullet_death(hh_entity* bullet){ bullet->is_grounded=true; bullet->pos.x= -16; bullet->pos.y= -16; }