mirror of
https://github.com/stevenhowes/CTheEscape.git
synced 2026-05-26 15:53:29 +01:00
921 lines
26 KiB
Plaintext
921 lines
26 KiB
Plaintext
#include "Graphics.h"
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#define PLAYER_Y_START 100
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#define PLAYER_X_SPEED 10
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#define MAX_NPCS 5
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#define MAX_STARS 10
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#define MAX_PROJECTILES 10
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//#defene PROFILE(X) lastprofile = clock(); X; printf("\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t\t%s %i\n", #X, (clock() - lastprofile))
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#define PROFILE(X) X
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enum sprite_e{player_ship, durno_ship, ship_trgt, durno_ship2, ship2_trgt, player_shipl,player_shipr,explode_start,explode_shp2,explode_shp3,explode_end,photon1,photon2,plasma1,plasma2};
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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","plasma1","plasma2"};
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char hudbuffer[63];
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struct EntityLocation_s {
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short signed int X,Y;
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};
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enum npctype_e{bigdurno, littledurno,maxnpctype};
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struct NPC_s {
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struct EntityLocation_s location;
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enum sprite_e idlesprite;
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enum sprite_e sprite;
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enum sprite_e weaponspritestart;
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enum sprite_e weaponspriteend;
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enum npctype_e npctype;
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struct EntityLocation_s velocity;
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int health;
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struct EntityLocation_s hitbox_bl;
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struct EntityLocation_s hitbox_tr;
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int collideforce;
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int collidable;
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int explodenextframe;
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int nextfire;
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int fireinterval;
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int firewidth;
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};
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struct Star_s {
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struct EntityLocation_s location;
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unsigned char length;
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};
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struct Player_s {
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struct EntityLocation_s location;
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enum sprite_e idlesprite;
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enum sprite_e sprite;
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unsigned char velocity;
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int nextidlesprite;
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int shields;
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int nextshieldheal;
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int integrity;
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int remainingdistance;
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struct EntityLocation_s hitbox_bl;
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struct EntityLocation_s hitbox_tr;
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struct EntityLocation_s phaser1;
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struct EntityLocation_s phaser2;
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int targetleft;
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int targetright;
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short int firingleft;
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short int firingright;
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int phaserdamage;
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};
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struct Projectile_s {
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struct EntityLocation_s location;
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enum sprite_e sprite;
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enum sprite_e spritestart;
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enum sprite_e spriteend;
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struct EntityLocation_s velocity;
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int collidable;
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int nextframe;
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short int active;
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int damage;
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};
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struct Star_s Stars[MAX_STARS];
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struct NPC_s NPCS[MAX_NPCS];
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struct Projectile_s Projectiles[MAX_PROJECTILES];
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struct Player_s Player;
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extern void game_respawn_npc(int id);
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extern int tick;
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extern int lasttick;
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enum debugs_e{dbbase,dbhitbox,dbweapons,dbinput,dbperformance,dbnpcs,dbprojectiles,dbmax};
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int debugs[dbmax];
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enum colour_e{lcars_black,lcars_violet1,debugpink,stargrey,debuggreen,phaserorange1,phaserorange2};
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int colours[] = {0x11111100,0xc4727200,0xcc00ff00,0x66666600,0x00ff0000,0x0053ff00,0x00d5ff00};
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void game_spawn_projectile(int id, int Px, int Py, int Vx, int Vy, enum sprite_e spritestart, enum sprite_e spriteend, int damage)
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{
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int i;
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if(id < 0)
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{
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for(i = 0; i < MAX_PROJECTILES; i++)
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{
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if(Projectiles[i].active == 0)
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id = i;
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}
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}
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// If no velocity X specified we're targetting the player
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if(Vx == 0)
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{
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int V;
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int Xdistance = abs((Player.location.X + (Player.hitbox_tr.X/2)) - Px);
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int Ydistance = abs((Player.location.Y + (Player.hitbox_tr.Y/2)) - Py);
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int distance = sqrt((Xdistance^2) + (Ydistance^2));
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V = Vy;
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Vx = Xdistance / (distance / Vy);
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Vy = Ydistance / (distance / Vy);
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if(Player.location.X > Px)
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Vx = 0 - Vx;
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}
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// If it's too close to horizontal you can't dodge
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if(Py < (Player.location.X + 100))
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id = -1;
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//If no free IDs then we go without
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if(id >= 0)
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{
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Projectiles[id].location.X = Px;
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Projectiles[id].location.Y = Py;
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Projectiles[id].velocity.X = Vx;
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Projectiles[id].velocity.Y = Vy;
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Projectiles[id].active = 1;
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Projectiles[id].sprite = spritestart;
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Projectiles[id].spritestart = spritestart;
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Projectiles[id].spriteend = spriteend;
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Projectiles[id].nextframe = tick + 10;
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Projectiles[id].damage = damage;
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Projectiles[id].collidable = 1;
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}
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}
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void game_draw_player()
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{
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draw_sprite(sprites[Player.sprite], Player.location.X, Player.location.Y);
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if(debugs[dbhitbox])
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{
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graphics_colour(colours[debugpink]);
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// Bounding box debug
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draw_rectangle(
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Player.location.X + Player.hitbox_bl.X,
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Player.location.Y + Player.hitbox_bl.Y,
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Player.location.X + Player.hitbox_tr.X,
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Player.location.Y + Player.hitbox_tr.Y
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);
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}
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if((Player.firingleft) && (Player.targetleft >= 0))
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{
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graphics_colour(colours[phaserorange1]);
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draw_line(
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Player.location.X + Player.phaser1.X,
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Player.location.Y + Player.phaser1.Y,
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NPCS[Player.targetleft].location.X + ((NPCS[Player.targetleft].hitbox_bl.X + NPCS[Player.targetleft].hitbox_tr.X)/2),
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NPCS[Player.targetleft].location.Y + NPCS[Player.targetleft].hitbox_bl.Y
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);
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graphics_colour(colours[phaserorange2]);
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draw_dotted_line(
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Player.location.X + Player.phaser1.X + 1,
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Player.location.Y + Player.phaser1.Y,
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NPCS[Player.targetleft].location.X + ((NPCS[Player.targetleft].hitbox_bl.X + NPCS[Player.targetleft].hitbox_tr.X)/2) + 1,
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NPCS[Player.targetleft].location.Y + NPCS[Player.targetleft].hitbox_bl.Y
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);
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draw_dotted_line(
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Player.location.X + Player.phaser1.X - 1,
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Player.location.Y + Player.phaser1.Y,
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NPCS[Player.targetleft].location.X + ((NPCS[Player.targetleft].hitbox_bl.X + NPCS[Player.targetleft].hitbox_tr.X)/2) - 1,
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NPCS[Player.targetleft].location.Y + NPCS[Player.targetleft].hitbox_bl.Y
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);
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}
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if((Player.firingright) && (Player.targetright >= 0))
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{
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graphics_colour(colours[phaserorange1]);
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draw_line(
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Player.location.X + Player.phaser2.X,
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Player.location.Y + Player.phaser2.Y,
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NPCS[Player.targetright].location.X + ((NPCS[Player.targetright].hitbox_bl.X + NPCS[Player.targetright].hitbox_tr.X)/2),
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NPCS[Player.targetright].location.Y + NPCS[Player.targetright].hitbox_bl.Y
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);
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graphics_colour(colours[phaserorange2]);
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draw_dotted_line(
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Player.location.X + Player.phaser2.X + 1,
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Player.location.Y + Player.phaser2.Y,
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NPCS[Player.targetright].location.X + ((NPCS[Player.targetright].hitbox_bl.X + NPCS[Player.targetright].hitbox_tr.X)/2) + 1,
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NPCS[Player.targetright].location.Y + NPCS[Player.targetright].hitbox_bl.Y
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);
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draw_dotted_line(
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Player.location.X + Player.phaser2.X - 1,
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Player.location.Y + Player.phaser2.Y,
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NPCS[Player.targetright].location.X + ((NPCS[Player.targetright].hitbox_bl.X + NPCS[Player.targetright].hitbox_tr.X)/2) - 1,
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NPCS[Player.targetright].location.Y + NPCS[Player.targetright].hitbox_bl.Y
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);
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}
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if(debugs[dbweapons])
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{
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graphics_colour(colours[debuggreen]);
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// Draw phaser banks
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draw_line(
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Player.location.X + Player.phaser1.X,
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Player.location.Y + Player.phaser1.Y -5,
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Player.location.X + Player.phaser1.X,
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Player.location.Y + Player.phaser1.Y + 5
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);
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draw_line(
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Player.location.X + Player.phaser1.X -5,
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Player.location.Y + Player.phaser1.Y,
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Player.location.X + Player.phaser1.X +5,
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Player.location.Y + Player.phaser1.Y
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);
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draw_line(
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Player.location.X + Player.phaser2.X,
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Player.location.Y + Player.phaser2.Y -5,
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Player.location.X + Player.phaser2.X,
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Player.location.Y + Player.phaser2.Y + 5
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);
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draw_line(
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Player.location.X + Player.phaser2.X -5,
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Player.location.Y + Player.phaser2.Y,
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Player.location.X + Player.phaser2.X +5,
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Player.location.Y + Player.phaser2.Y
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);
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}
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}
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void game_draw_npcs()
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{
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int i;
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for(i = 0; i < MAX_NPCS; i++)
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{
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// Don't bother if they are off the screen
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if(NPCS[i].location.Y < DISPLAY_Y)
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{
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draw_sprite(sprites[NPCS[i].sprite], NPCS[i].location.X, NPCS[i].location.Y);
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// Next sprite up in index is the appropriate target icon
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if(Player.targetleft == i)
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draw_sprite(sprites[NPCS[i].sprite + 1], NPCS[i].location.X, NPCS[i].location.Y);
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if(Player.targetright == i)
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draw_sprite(sprites[NPCS[i].sprite + 1], NPCS[i].location.X, NPCS[i].location.Y);
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if(tick > NPCS[i].explodenextframe)
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{
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if((NPCS[i].sprite >= explode_start) && (NPCS[i].sprite <= explode_end))
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{
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NPCS[i].sprite++;
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if(NPCS[i].sprite > explode_end)
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game_respawn_npc(i);
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}
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NPCS[i].explodenextframe = tick + 4;
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}
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if(debugs[dbhitbox])
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{
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graphics_colour(colours[debugpink]);
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// Bounding box debug
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draw_rectangle(
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NPCS[i].location.X + NPCS[i].hitbox_bl.X,
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NPCS[i].location.Y + NPCS[i].hitbox_bl.Y,
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NPCS[i].location.X + NPCS[i].hitbox_tr.X,
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NPCS[i].location.Y + NPCS[i].hitbox_tr.Y
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);
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}
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}
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}
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}
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void game_draw_projectiles()
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{
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int i;
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for(i = 0; i < MAX_PROJECTILES; i++)
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{
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if(Projectiles[i].active == 0)
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continue;
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draw_sprite(sprites[Projectiles[i].sprite], Projectiles[i].location.X,Projectiles[i].location.Y);
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Projectiles[i].sprite++;
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if(Projectiles[i].sprite > Projectiles[i].spriteend)
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Projectiles[i].sprite = Projectiles[i].spritestart;
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}
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}
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void game_draw_stars()
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{
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unsigned char i;
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graphics_colour(colours[stargrey]);
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for(i = 0; i < MAX_STARS; i++)
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{
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draw_line(Stars[i].location.X,Stars[i].location.Y,Stars[i].location.X,Stars[i].location.Y+Stars[i].length);
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}
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}
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void game_setup_player()
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{
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Player.location.X = DISPLAY_X/2;
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Player.location.Y = PLAYER_Y_START;
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Player.sprite = player_ship;
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Player.idlesprite = player_ship;
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Player.velocity = 100;
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Player.shields = 100;
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Player.integrity = 100;
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Player.remainingdistance = 1500000;
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Player.hitbox_bl.X = 0;
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Player.hitbox_bl.Y = 0;
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Player.hitbox_tr.X = 60;
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Player.hitbox_tr.Y = 81;
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Player.phaser1.X = 20;
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Player.phaser1.Y = 75;
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Player.phaser2.X = 41;
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Player.phaser2.Y = 75;
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Player.targetleft = -1;
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Player.targetright = -1;
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Player.firingleft = 0;
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Player.firingright = 0;
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Player.phaserdamage = 10;
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}
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void game_tick_stars()
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{
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int i;
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for(i = 0; i < MAX_STARS; i++)
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{
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Stars[i].location.Y -= (tick - lasttick) * 4;
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if((Stars[i].location.Y + Stars[i].length) <= 0)
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{
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Stars[i].length = 20 + (rand() % 10);
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Stars[i].location.X = rand() % DISPLAY_X;
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Stars[i].location.Y = DISPLAY_Y + Stars[i].length;
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}
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}
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}
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void game_setup_stars()
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{
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int i;
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for(i = 0; i < MAX_STARS; i++)
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{
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Stars[i].length = 20 + (rand() % 10);
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Stars[i].location.X = rand() % DISPLAY_X;
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Stars[i].location.Y = rand() % DISPLAY_Y;
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}
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}
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void game_setup_input()
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{
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/*
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inreg.r[0] = 4;
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inreg.r[1] = 1;
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_kernel_swi(OS_Byte,&inreg,&outreg);
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*/
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}
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void game_respawn_npc(int id)
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{
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NPCS[id].location.X = rand() % DISPLAY_X;
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NPCS[id].location.Y = DISPLAY_Y + (rand() % (DISPLAY_Y/2));
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if((rand() % 10) > 3)
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NPCS[id].npctype = littledurno;
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else
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NPCS[id].npctype = bigdurno;
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NPCS[id].collidable = 1;
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NPCS[id].nextfire = tick + (rand() % 100);
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switch(NPCS[id].npctype)
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{
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case bigdurno:
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NPCS[id].idlesprite = durno_ship;
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NPCS[id].sprite = durno_ship;
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NPCS[id].velocity.X = 0;
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NPCS[id].velocity.Y = (rand() % 3) + 1;
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NPCS[id].health = 1000;
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NPCS[id].hitbox_bl.X = 0;
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NPCS[id].hitbox_bl.Y = 0;
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NPCS[id].hitbox_tr.X = 48;
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NPCS[id].hitbox_tr.Y = 74;
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NPCS[id].collideforce = 1000;
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NPCS[id].weaponspritestart = photon1;
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NPCS[id].weaponspriteend = photon2;
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NPCS[id].fireinterval = 200;
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NPCS[id].firewidth = 400;
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break;
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case littledurno:
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NPCS[id].idlesprite = durno_ship2;
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NPCS[id].sprite = durno_ship2;
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NPCS[id].velocity.X = (rand() % 1) - 2;
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NPCS[id].velocity.Y = (rand() % 2) + 3;
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NPCS[id].health = 300;
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NPCS[id].hitbox_bl.X = 0;
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NPCS[id].hitbox_bl.Y = 0;
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NPCS[id].hitbox_tr.X = 38;
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NPCS[id].hitbox_tr.Y = 56;
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NPCS[id].collideforce = 50;
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NPCS[id].weaponspritestart = plasma1;
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NPCS[id].weaponspriteend = plasma2;
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NPCS[id].fireinterval = 80;
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NPCS[id].firewidth = 60;
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break;
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};
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}
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void game_setup_npcs()
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{
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int i;
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for(i = 0; i < MAX_NPCS; i++)
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{
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game_respawn_npc(i);
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}
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}
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void game_tick_npcs()
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{
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int i;
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for(i = 0; i < MAX_NPCS; i++)
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{
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NPCS[i].location.Y -= (tick - lasttick) * NPCS[i].velocity.Y;
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NPCS[i].location.X -= (tick - lasttick) * NPCS[i].velocity.X;
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if(NPCS[i].npctype == littledurno)
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{
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if(NPCS[i].location.Y > (Player.location.Y + 500))
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{
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if(abs(NPCS[i].location.X - Player.location.X) > 100)
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{
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if(NPCS[i].location.X < Player.location.X)
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NPCS[i].velocity.X = 0 - abs(NPCS[i].velocity.X);
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else
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NPCS[i].velocity.X = abs(NPCS[i].velocity.X);
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}
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}else{
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if(NPCS[i].velocity.X > 0)
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NPCS[i].velocity.X = 1;
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else
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NPCS[i].velocity.X = -1;
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}
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}
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if(NPCS[i].location.Y + NPCS[i].hitbox_tr.Y <= 0)
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game_respawn_npc(i);
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if((NPCS[i].location.X + NPCS[i].hitbox_tr.X) > DISPLAY_X)
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game_respawn_npc(i);
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if((NPCS[i].location.X + NPCS[i].hitbox_bl.X) < 0)
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game_respawn_npc(i);
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if(tick > NPCS[i].nextfire)
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{
|
|
// Dont fire if off screen
|
|
if((NPCS[i].location.Y < DISPLAY_Y))
|
|
{
|
|
if((NPCS[i].firewidth == -1) || (abs(Player.location.X - NPCS[i].location.X) < NPCS[i].firewidth))
|
|
{
|
|
if(NPCS[i].weaponspritestart == photon1)
|
|
game_spawn_projectile(-1,NPCS[i].location.X, NPCS[i].location.Y, 0, 10, NPCS[i].weaponspritestart, NPCS[i].weaponspriteend, 60);
|
|
else
|
|
game_spawn_projectile(-1,NPCS[i].location.X, NPCS[i].location.Y, 0, 10, NPCS[i].weaponspritestart, NPCS[i].weaponspriteend, 20);
|
|
NPCS[i].nextfire = tick + NPCS[i].fireinterval;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(NPCS[i].health <= 0)
|
|
{
|
|
if(NPCS[i].sprite == NPCS[i].idlesprite)
|
|
{
|
|
NPCS[i].collidable = 0;
|
|
NPCS[i].sprite = explode_start;
|
|
NPCS[i].explodenextframe = tick + 4;
|
|
sound_play(1,-5,0,100);
|
|
sound_play(3,-15,0,1000);
|
|
sound_play(2,-10,1,100);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void game_draw_debugmenu()
|
|
{
|
|
/* int i;
|
|
if(debugs[dbbase])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("Debug List",DISPLAY_X-200,DISPLAY_Y-40,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbhitbox]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("1: hitbox",DISPLAY_X-200,DISPLAY_Y-60,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbweapons]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("2: weapons",DISPLAY_X-200,DISPLAY_Y-80,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbinput]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("3: input",DISPLAY_X-200,DISPLAY_Y-100,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbperformance]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("4: performance",DISPLAY_X-200,DISPLAY_Y-120,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbnpcs]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("5: NPCs",DISPLAY_X-200,DISPLAY_Y-140,font[sys_12_8]);
|
|
font_colour(colours[debugs[dbprojectiles]?debugpink:stargrey],colours[lcars_black],font[sys_12_8]);
|
|
draw_text("6: Projectiles",DISPLAY_X-200,DISPLAY_Y-160,font[sys_12_8]);
|
|
}
|
|
|
|
if(debugs[dbperformance])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
sprintf(hudbuffer,"CPF: %i",(tick-lasttick));
|
|
draw_text(hudbuffer,DISPLAY_X-500,DISPLAY_Y-60,font[sys_12_8]);
|
|
}
|
|
|
|
if(debugs[dbnpcs])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
for(i = 0; i < MAX_NPCS; i++)
|
|
{
|
|
sprintf(hudbuffer,"NPCS[%i] %i%i,%i %i,%i %i",i,NPCS[i].health,NPCS[i].velocity.X,NPCS[i].velocity.Y,NPCS[i].location.X,NPCS[i].location.Y);
|
|
draw_text(hudbuffer,DISPLAY_X-800,DISPLAY_Y-60-(i * 20),font[sys_12_8]);
|
|
}
|
|
}
|
|
|
|
if(debugs[dbprojectiles])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
for(i = 0; i < MAX_PROJECTILES; i++)
|
|
{
|
|
sprintf(hudbuffer,"Projectiles[%i] %i %i,%i %i,%i",i,Projectiles[i].active,Projectiles[i].velocity.X,Projectiles[i].velocity.Y,Projectiles[i].location.X,Projectiles[i].location.Y);
|
|
draw_text(hudbuffer,DISPLAY_X-800,DISPLAY_Y-60-(i * 20),font[sys_12_8]);
|
|
}
|
|
}*/
|
|
}
|
|
|
|
void game_tick_collider()
|
|
{
|
|
int i;
|
|
for(i = 0; i < MAX_NPCS; i++)
|
|
{
|
|
if(!NPCS[i].collidable)
|
|
continue;
|
|
// Excuse this formatting
|
|
if(
|
|
game_hitbox_collide(
|
|
(Player.location.X + Player.hitbox_bl.X),(Player.location.Y + Player.hitbox_bl.Y),
|
|
(Player.hitbox_tr.X - Player.hitbox_bl.X),(Player.hitbox_tr.Y - Player.hitbox_bl.Y),
|
|
(NPCS[i].location.X + NPCS[i].hitbox_bl.X),(NPCS[i].location.Y + NPCS[i].hitbox_bl.Y),
|
|
(NPCS[i].hitbox_tr.X - NPCS[i].hitbox_bl.X),(NPCS[i].hitbox_tr.Y - NPCS[i].hitbox_bl.Y)
|
|
)
|
|
)
|
|
{
|
|
|
|
/*if(debugs[dbhitbox])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
sprintf(hudbuffer,"NPCS[%i] hits player",i,NPCS[i].location.X,NPCS[i].location.Y);
|
|
draw_text(hudbuffer,DISPLAY_X-900,DISPLAY_Y-260-(i * 20),font[sys_12_8]);
|
|
}*/
|
|
|
|
NPCS[i].health -= 300;
|
|
NPCS[i].collidable = 0;
|
|
NPCS[i].velocity.Y = NPCS[i].velocity.Y / 2;
|
|
NPCS[i].velocity.X = NPCS[i].velocity.X * 4;
|
|
|
|
Player.shields -= NPCS[i].collideforce;
|
|
if(Player.shields < 0)
|
|
{
|
|
Player.integrity += Player.shields;
|
|
Player.shields = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < MAX_PROJECTILES; i++)
|
|
{
|
|
if(!Projectiles[i].active)
|
|
continue;
|
|
if(!Projectiles[i].collidable)
|
|
continue;
|
|
// Excuse this formatting
|
|
if(
|
|
game_hitbox_collide(
|
|
(Player.location.X + Player.hitbox_bl.X),(Player.location.Y + Player.hitbox_bl.Y),
|
|
(Player.hitbox_tr.X - Player.hitbox_bl.X),(Player.hitbox_tr.Y - Player.hitbox_bl.Y),
|
|
Projectiles[i].location.X,Projectiles[i].location.Y,
|
|
10,10
|
|
)
|
|
)
|
|
{
|
|
sound_play(2,-5, 20,1);
|
|
Projectiles[i].active = 0;
|
|
Player.shields -= Projectiles[i].damage;
|
|
if(Player.shields < 0)
|
|
{
|
|
Player.integrity += Player.shields;
|
|
Player.shields = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void game_tick_player_targets()
|
|
{
|
|
int i;
|
|
int NoseX = Player.location.X + Player.hitbox_bl.X + (Player.hitbox_tr.X/2);
|
|
int NoseXLeft = Player.location.X + Player.hitbox_bl.X;
|
|
int NoseXRight = Player.location.X + Player.hitbox_bl.X + Player.hitbox_tr.X;
|
|
int NoseY = Player.location.Y + + Player.hitbox_bl.Y + Player.hitbox_tr.Y;
|
|
int LeftDistance = 1000;
|
|
int RightDistance = 1000;
|
|
int LeftCornerX, LeftCornerY, RightCornerX,DistanceX,DistanceY;
|
|
Player.targetleft = -1;
|
|
Player.targetright = -1;
|
|
|
|
for(i = 0; i < MAX_NPCS; i++)
|
|
{
|
|
if(!NPCS[i].collidable)
|
|
continue;
|
|
if(NPCS[i].location.Y > (DISPLAY_Y-50))
|
|
continue;
|
|
LeftCornerX = NPCS[i].location.X + NPCS[i].hitbox_bl.X;
|
|
LeftCornerY = NPCS[i].location.Y + NPCS[i].hitbox_bl.Y;
|
|
RightCornerX = NPCS[i].location.X + NPCS[i].hitbox_tr.X;
|
|
|
|
if(LeftCornerY > NoseY)
|
|
{
|
|
DistanceY = LeftCornerY - NoseY;
|
|
DistanceX = abs(NoseX - ((LeftCornerX + RightCornerX) / 2));
|
|
|
|
if((DistanceY/5) > DistanceX)
|
|
{
|
|
if((NoseXRight - ((LeftCornerX + RightCornerX) / 2)) > 0)
|
|
{
|
|
if(DistanceY < LeftDistance)
|
|
{
|
|
LeftDistance = DistanceY;
|
|
Player.targetleft = i;
|
|
}
|
|
}
|
|
if((NoseXLeft - ((LeftCornerX + RightCornerX) / 2)) < 0)
|
|
{
|
|
if(DistanceY < RightDistance)
|
|
{
|
|
RightDistance = DistanceY;
|
|
Player.targetright = i;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
void game_tick_projectiles()
|
|
{
|
|
int i;
|
|
for(i = 0; i < MAX_PROJECTILES; i++)
|
|
{
|
|
if(!Projectiles[i].active)
|
|
continue;
|
|
|
|
if(tick > Projectiles[i].nextframe)
|
|
{
|
|
if((Projectiles[i].sprite >= photon1) && (Projectiles[i].sprite <= photon2))
|
|
{
|
|
Projectiles[i].sprite++;
|
|
if(Projectiles[i].sprite > photon2)
|
|
Projectiles[i].sprite = photon1;
|
|
}
|
|
Projectiles[i].nextframe = tick + 10;
|
|
}
|
|
|
|
|
|
Projectiles[i].location.Y -= (tick - lasttick) * Projectiles[i].velocity.Y;
|
|
Projectiles[i].location.X -= (tick - lasttick) * Projectiles[i].velocity.X;
|
|
|
|
if((Projectiles[i].location.Y) <= 0)
|
|
{
|
|
Projectiles[i].active = 0;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
void game_tick_input()
|
|
{
|
|
if(debugs[dbbase])
|
|
{
|
|
// 1
|
|
if(input_readkey(17))
|
|
debugs[dbinput] = 1;
|
|
// 2
|
|
if(input_readkey(48))
|
|
debugs[dbhitbox] = 1;
|
|
// 3
|
|
if(input_readkey(49))
|
|
debugs[dbweapons] = 1;
|
|
// 4
|
|
if(input_readkey(18))
|
|
debugs[dbperformance] = 1;
|
|
// 5
|
|
if(input_readkey(19))
|
|
debugs[dbnpcs] = 1;
|
|
// 6
|
|
if(input_readkey(24))
|
|
debugs[dbprojectiles] = 1;
|
|
}
|
|
|
|
/*if(debugs[dbinput])
|
|
{
|
|
font_colour(colours[debuggreen],colours[lcars_black],font[sys_12_8]);
|
|
sprintf(hudbuffer,"Keycode: %i",input_readanykey());
|
|
draw_text(hudbuffer,DISPLAY_X-500,DISPLAY_Y-40,font[sys_12_8]);
|
|
}*/
|
|
|
|
// Q
|
|
if(input_readkey(16))
|
|
debugs[dbbase] = 1;
|
|
|
|
if(tick > Player.nextidlesprite)
|
|
Player.sprite = Player.idlesprite;
|
|
|
|
// Right arrow
|
|
if(input_readkey(121))
|
|
{
|
|
Player.location.X += PLAYER_X_SPEED * (tick - lasttick);
|
|
Player.sprite = player_shipr;
|
|
Player.nextidlesprite = tick + 15;
|
|
if((Player.location.X + Player.hitbox_tr.X) > DISPLAY_X)
|
|
{
|
|
Player.location.X = DISPLAY_X - Player.hitbox_tr.X;
|
|
}
|
|
}
|
|
|
|
// Left arrow
|
|
if(input_readkey(25))
|
|
{
|
|
Player.location.X -= PLAYER_X_SPEED * (tick - lasttick);
|
|
Player.sprite = player_shipl;
|
|
Player.nextidlesprite = tick + 15;
|
|
if((Player.location.X + Player.hitbox_bl.X) < 0)
|
|
{
|
|
Player.location.X = 0 - Player.hitbox_bl.X;
|
|
}
|
|
}
|
|
|
|
// Space
|
|
if(input_readkey(98))
|
|
{
|
|
Player.firingleft = 1;
|
|
Player.firingright = 1;
|
|
Player.nextshieldheal = tick + 100;
|
|
}else{
|
|
Player.firingleft = 0;
|
|
Player.firingright = 0;
|
|
}
|
|
}
|
|
|
|
void game_setup_audio()
|
|
{
|
|
sound_voices(4);
|
|
|
|
sound_set_voice(1,"WaveSynth-Beep");
|
|
sound_set_voice(2,"Percussion-Noise");
|
|
sound_set_voice(3,"Percussion-Soft");
|
|
sound_set_voice(4,"Percussion-Noise");
|
|
}
|
|
|
|
void game_draw_hud()
|
|
{
|
|
draw_sprite("lcars",4,DISPLAY_Y-164);
|
|
draw_sprite("pointer",141+(Player.shields*2),DISPLAY_Y - 164 + 84);
|
|
draw_sprite("pointer",141+(Player.integrity*2),DISPLAY_Y - 164 + 44);
|
|
draw_sprite("pointer",141+(Player.remainingdistance/7500),DISPLAY_Y - 164 + 4);
|
|
}
|
|
|
|
void game1_setup()
|
|
{
|
|
game_setup_input();
|
|
game_setup_audio();
|
|
game_setup_stars();
|
|
game_setup_player();
|
|
game_setup_npcs();
|
|
tick = clock();
|
|
}
|
|
|
|
void game_tick_player()
|
|
{
|
|
Player.remainingdistance -= Player.velocity * (tick - lasttick);
|
|
|
|
if(Player.shields < 100)
|
|
{
|
|
if(tick > Player.nextshieldheal)
|
|
{
|
|
Player.shields += 1;
|
|
Player.nextshieldheal = tick + 10;
|
|
}
|
|
}
|
|
|
|
if((Player.firingleft) && (Player.targetleft >= 0))
|
|
{
|
|
NPCS[Player.targetleft].health -= (tick - lasttick) * Player.phaserdamage;
|
|
}
|
|
|
|
if((Player.firingright) && (Player.targetright >= 0))
|
|
{
|
|
NPCS[Player.targetright].health -= (tick - lasttick) * Player.phaserdamage;
|
|
}
|
|
}
|
|
|
|
void game1_death()
|
|
{
|
|
int currentstart = 0;
|
|
int introframe = 0;
|
|
sound_voices(4);
|
|
|
|
sound_set_voice(1,"WaveSynth-Beep");
|
|
sound_set_voice(2,"WaveSynth-Beep");
|
|
sound_set_voice(3,"WaveSynth-Beep");
|
|
sound_set_voice(4,"WaveSynth-Beep");
|
|
sound_composition_init();
|
|
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,1,sound_note("D2"),150);
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,2,sound_note("G2"),200);
|
|
currentstart += 200;
|
|
sound_composition_element_add(currentstart,3,sound_note("B3"),75);
|
|
currentstart += 40;
|
|
sound_composition_element_add(currentstart,4,sound_note("G2"),75);
|
|
currentstart += 50;
|
|
sound_composition_element_add(currentstart,2,sound_note("B3"),200);
|
|
currentstart += 200;
|
|
sound_composition_element_add(currentstart,1,sound_note("A3"),100);
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,3,sound_note("G2"),150);
|
|
currentstart += 150;
|
|
sound_composition_element_add(currentstart,2,sound_note("E2"),100);
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,1,sound_note("D2"),150);
|
|
currentstart += 150;
|
|
sound_composition_element_add(currentstart,3,sound_note("D2"),150);
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,4,sound_note("G2"),150);
|
|
currentstart += 150;
|
|
sound_composition_element_add(currentstart,1,sound_note("B3"),75);
|
|
currentstart += 40;
|
|
sound_composition_element_add(currentstart,2,sound_note("G2"),75);
|
|
currentstart += 40;
|
|
sound_composition_element_add(currentstart,3,sound_note("B3"),150);
|
|
currentstart += 150;
|
|
sound_composition_element_add(currentstart,4,sound_note("A3"),130);
|
|
currentstart += 100;
|
|
sound_composition_element_add(currentstart,1,sound_note("G2"),200);
|
|
currentstart += 300;
|
|
tick = clock();
|
|
|
|
sound_composition_start(clock());
|
|
|
|
draw_sprite("spacebar",(DISPLAY_X/2)-106,50);
|
|
draw_sprite("kia",(DISPLAY_X/2)-300,500);
|
|
|
|
screen_flipbuffer();
|
|
|
|
while(sound_composition_incomplete())
|
|
{
|
|
sound_composition_tick(clock());
|
|
|
|
if(clock() > (tick + 200))
|
|
{
|
|
if(input_readkey(98))
|
|
sound_composition_stop();
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
int game1_tick()
|
|
{
|
|
lasttick = tick;
|
|
tick = clock();
|
|
|
|
screen_flipbuffer();
|
|
screen_clear();
|
|
|
|
if(Player.integrity > 0)
|
|
{
|
|
PROFILE(game_tick_stars());
|
|
PROFILE(game_tick_input());
|
|
PROFILE(game_tick_player());
|
|
PROFILE(game_tick_npcs());
|
|
PROFILE(game_tick_collider());
|
|
PROFILE(game_tick_player_targets());
|
|
PROFILE(game_tick_npcs());
|
|
PROFILE(game_tick_projectiles());
|
|
PROFILE(game_draw_stars());
|
|
PROFILE(game_draw_player());
|
|
PROFILE(game_draw_npcs());
|
|
PROFILE(game_draw_projectiles());
|
|
|
|
PROFILE(game_draw_hud());
|
|
PROFILE(game_draw_debugmenu());
|
|
return 0;
|
|
}else{
|
|
screen_flipbuffer();
|
|
screen_clear();
|
|
game1_death();
|
|
return 1;
|
|
}
|
|
|
|
|
|
}
|