supercasiobros/src/bullet.c

65 lines
1.6 KiB
C

#include <bullets.h>
#include <bonus.h>
#include <constants.h>
#include <mario.h>
#include <tile.h>
#include <camera.h>
#include <base.h>
#include <ennemi.h>
#include <score.h>
/* Les balles ont les memes propriétés que les boulets et sont donc gérées ici */
static bonus_t bullets[2] =
{
{0, {0,0,TILE_W/2,TILE_H/2,0,0,0,1}, 0},
{0, {0,0,TILE_W/2,TILE_H/2,0,0,0,1}, 0}
};
void bulletThrow()
{
for (int i=0; i<2; i++)
{
if (bullets[i].type==0)
{
bullets[i].type=1;
bullets[i].b.x=mario.p.x;
bullets[i].b.y=mario.p.y+8;
if (last_vx_sign==0)
bullets[i].b.vx=-9; //speed = 9
else
bullets[i].b.vx=9;
bullets[i].b.vy=0;
bullets[i].p1=last_vx_sign;
return;
}
}
}
void bulletsDraw()
{
for (int i=0; i<2; i++) if (bullets[i].type==1) tileDraw(bullets[i].b.x-cameraX(), bullets[i].b.y-cameraY(), &bullet, (1+sgn(bullets[i].b.vy))/2, 0);
}
void bulletsMove()
{
for (int i=0; i<2; i++) if (bullets[i].type) // bullet active
{
boxJump(&bullets[i].b,4);
boxMove(&bullets[i].b);
if (bullets[i].b.vx==0) bullets[i].type=0; // delete a bullet if it is stopped
if (bullets[i].b.y<0) bullets[i].type=0; // delete a bullet if it is out of the map
if (bullets[i].b.x<=cameraX()-bullets[i].b.w || bullets[i].b.x>=cameraX()+127) bullets[i].type=0; // delete a bullet if it is out of the screen
// contact with ennemies
for (int a=0; a<ennemis_global_size; a++) if (ennemis_global[a].type!=NONE && boxContact(&bullets[i].b, &ennemis_global[a].b))
{
ennemis_global[a].life=DEAD;
bullets[i].type=0;
scoreAdd(KILL_ENNEMI);
break;
}
}
}