Significantly improve explosions and make dead npcs vanish

This commit is contained in:
stevenhowes
2021-03-22 21:27:59 +00:00
parent 386eba2bc3
commit 893002eb29
3 changed files with 6 additions and 8 deletions
-2
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@@ -31,6 +31,4 @@ Known bugs:
No ending
Exploding NPCs go on forever
Flashing cursor in top left
BIN
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+6 -6
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@@ -24,8 +24,8 @@ extern int current_element;
#define MAX_STARS 49
#define MAX_PROJECTILES 10
enum sprite_e{player_ship, durno_ship, ship_trgt, durno_ship2, ship2_trgt, player_shipl,player_shipr,explode_shp1,explode_shp2,explode_shp3,explode_shp4,photon1,photon2};
char *sprites[] = {"player_ship","durno_ship","ship_trgt","durno_ship2","ship2_trgt","player_shipl","player_shipr","explode_shp1","explode_shp2","explode_shp3","explode_shp4","photon1","photon2"};
enum sprite_e{player_ship, durno_ship, ship_trgt, durno_ship2, ship2_trgt, player_shipl,player_shipr,explode_start,explode_shp2,explode_shp3,explode_shp4,explode_shp5,explode_shp6,explode_shp7,explode_end,photon1,photon2};
char *sprites[] = {"player_ship","durno_ship","ship_trgt","durno_ship2","ship2_trgt","player_shipl","player_shipr","explode_shp1","explode_shp2","explode_shp3","explode_shp4","explode_shp5","explode_shp6","explode_shp7","explode_shp8","photon1","photon2"};
char hudbuffer[63];
@@ -339,11 +339,11 @@ void game_draw_npcs()
if(tick > NPCS[i].explodenextframe)
{
if((NPCS[i].sprite >= explode_shp1) && (NPCS[i].sprite <= explode_shp4))
if((NPCS[i].sprite >= explode_start) && (NPCS[i].sprite <= explode_end))
{
NPCS[i].sprite++;
if(NPCS[i].sprite > explode_shp4)
NPCS[i].sprite = explode_shp1;
if(NPCS[i].sprite > explode_end)
game_respawn_npc(i);
}
NPCS[i].explodenextframe = tick + 4;
}
@@ -883,7 +883,7 @@ void game_npcs_tick()
if(NPCS[i].sprite == NPCS[i].idlesprite)
{
NPCS[i].collidable = 0;
NPCS[i].sprite = explode_shp1;
NPCS[i].sprite = explode_start;
NPCS[i].explodenextframe = tick + 4;
sound_play(1,-5,0,100);
sound_play(3,-15,0,1000);