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#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;
}
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