Working on implementation of Boss with multiple parts to be exploded [WIP]
This commit is contained in:
parent
e6c1e93874
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@ -43,7 +43,7 @@ set(SOURCES
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src/starfieldshader.cpp
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src/background.cpp
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src/bonus.cpp
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src/boss.cpp
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src/point2D.cpp
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src/trajectory.cpp
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@ -71,6 +71,8 @@ set(ASSETS_cg
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assets-cg/Sprites/Enemies/mainship2.png
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assets-cg/Sprites/Enemies/Enemy_Blue_Lvl1.png
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assets-cg/Sprites/Enemies/Enemy_Red_Lvl1.png
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assets-cg/Sprites/Boss/Boss1.png
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assets-cg/Levels/tileset.png
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assets-cg/Levels/Level2.json
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2
TODO.txt
2
TODO.txt
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@ -27,7 +27,7 @@ The SHMUP Todo list :
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# Bosses
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- Créer des bosses avec différentes zones, mobiles les unes par rapport aux autres
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- Créer des hitboxes pour chacune des zones du boss avec différentes sensibilités (par exemple le coeur/générateur = zone critique, mais mieux défendues)
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- Créer des protections des certaines zones qui peuvent "sauter" (boucliers qui s'usent)
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- Créer des protections pour certaines zones qui peuvent "sauter" (boucliers qui s'usent)
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# Autres :
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- plein de trucs dont boss "multi-morceaux et multi-hitboxes"
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Binary file not shown.
After Width: | Height: | Size: 2.4 KiB |
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@ -0,0 +1,5 @@
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*.png:
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type: bopti-image
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name_regex: (.*)\.png img_\1
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section: .data
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profile: p8_rgb565a
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@ -0,0 +1,264 @@
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#include "boss.h"
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#include "bullet.h"
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#include <cstdint>
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#include <num/num.h>
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#include <gint/rtc.h>
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#include <sys/types.h>
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#include "fast_trig.h"
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#include <gint/gint.h>
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#include "collections.h"
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extern bopti_image_t img_Lifebar;
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extern bopti_image_t img_Boss1;
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#define NB_PIECES_BOSS 12
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libnum::num XdataBossInternal[NB_PIECES_BOSS];
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libnum::num YdataBossInternal[NB_PIECES_BOSS];
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libnum::num XdataBossExternal[NB_PIECES_BOSS];
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libnum::num YdataBossExternal[NB_PIECES_BOSS];
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BossPart Pieces[NB_PIECES_BOSS*2];
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#include <stdio.h>
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void savedata( void )
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{
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FILE* exportfp = fopen("databosPtxt", "w" );
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if(exportfp)
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{
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fprintf(exportfp, "Points : \n" );
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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fprintf(exportfp, "Ext[ %d ] : X= %d - Y= %d \n", i, (int) XdataBossExternal[i], (int) YdataBossExternal[i] );
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}
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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fprintf(exportfp, "Int[ %d ] : X= %d - Y= %d \n", i, (int) XdataBossInternal[i], (int) YdataBossInternal[i] );
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}
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fprintf(exportfp, "Triangles : \n" );
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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fprintf(exportfp, "Tri ext[ %d ] : P1= %d - P2= %d - P3= %d \n", i, Pieces[2*i].P1, Pieces[2*i].P2, Pieces[2*i].P3 );
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}
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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fprintf(exportfp, "Tri int[ %d ] : P1= %d - P2= %d - P3= %d \n", i, Pieces[2*i+1].P1, Pieces[2*i+1].P2, Pieces[2*i+1].P3 );
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}
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fclose( exportfp );
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}
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}
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bool Is_Point_Inside_Triangle( int Px, int Py, int P1x, int P1y, int P2x, int P2y, int P3x, int P3y )
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{
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int as_x = Px - P1x;
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int as_y = Py - P1y;
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bool s_ab = (P2x - P1x) * as_y - (P2y - P1y) * as_x > 0;
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if ((P3x - P1x) * as_y - (P3y - P1y) * as_x > 0 == s_ab)
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return false;
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if ((P3x - P2x) * (Py - P2y) - (P3y - P2y)*(Px - P2x) > 0 != s_ab)
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return false;
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return true;
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}
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Boss::Boss( int16_t _x, int16_t _y, uint8_t _id )
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{
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x = libnum::num(_x);
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y = libnum::num(_y);
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ID = _id;
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speed = 10;
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toberemoved = false;
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width = img_Boss1.width/2;
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height = img_Boss1.height/2;
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xmin = (int) x - width;
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xmax = (int) x + width;
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ymin = (int) y - height;
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ymax = (int) y + height;
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if (ID==0)
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{
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life = 1000;
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life0 = 1000;
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}
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lastshoot0 = rtc_ticks();
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lastshoot1 = rtc_ticks();
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lastshoot2 = rtc_ticks();
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radiusInt = libnum::num( 75 );
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radiusExt = libnum::num( 100 );
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rotAngle = 0.0f;
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rotSpeed = 2;
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this->Update(0.0f);
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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Pieces[i*2].P1 = i%NB_PIECES_BOSS; //exterior circle
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Pieces[i*2].P2 = (i+1)%NB_PIECES_BOSS; //exterior circle
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Pieces[i*2].P3 = (i+1)%NB_PIECES_BOSS; //interior circle
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Pieces[i*2].life = 100;
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Pieces[i*2].toberemoved = false;
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Pieces[i*2].color = 0xbdf7; //light gray
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Pieces[i*2+1].P1 = i%NB_PIECES_BOSS; //interior circle
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Pieces[i*2+1].P2 = (i+1)%NB_PIECES_BOSS; //interior circle
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Pieces[i*2+1].P3 = i%NB_PIECES_BOSS; //exterior circle
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Pieces[i*2+1].life = 100;
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Pieces[i*2+1].toberemoved = false;
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Pieces[i*2+1].color = 0x528a; //darker gray
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}
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/* FOR DEBUGGING */
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// gint_world_switch( GINT_CALL( savedata ) );
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}
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Boss::~Boss()
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{
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}
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void Boss::Update( float dt )
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{
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xmin = (int) x - width;
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xmax = (int) x + width;
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ymin = (int) y - height;
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ymax = (int) y + height;
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rotAngle += rotSpeed * dt / 25000.0f;
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if (rotAngle>360.0f) rotAngle-=360.0f;
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uint16_t angleint = (uint16_t) rotAngle;
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uint16_t angledelta = (uint16_t) (360/NB_PIECES_BOSS);
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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XdataBossInternal[ i ] = this->x + this->radiusInt * FastCosInt( angleint );
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YdataBossInternal[ i ] = this->y + this->radiusInt * FastSinInt( angleint );
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angleint += angledelta;
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if (angleint>=360) angleint -= 360;
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}
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// Pour le cercle Exterieur on se décale d'un demi-incrément d'angle pour le sommet du triangle
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angleint = (uint16_t) rotAngle + angledelta/2;
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if (angleint>=360) angleint -= 360;
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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XdataBossExternal[ i ] = this->x + this->radiusExt * FastCosInt( angleint );
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YdataBossExternal[ i ] = this->y + this->radiusExt * FastSinInt( angleint );
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angleint += angledelta;
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if (angleint>=360) angleint -= 360;
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}
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}
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void Boss::Render( void )
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{
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if (ID==0 && toberemoved==false)
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{
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for( int i=0; i<NB_PIECES_BOSS; i++ )
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{
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if (Pieces[i*2].toberemoved == false)
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azrp_triangle( (int) XdataBossExternal[ Pieces[i*2].P1 ], (int) YdataBossExternal[ Pieces[i*2].P1 ],
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(int) XdataBossExternal[ Pieces[i*2].P2 ], (int) YdataBossExternal[ Pieces[i*2].P2 ],
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(int) XdataBossInternal[ Pieces[i*2].P3 ], (int) YdataBossInternal[ Pieces[i*2].P3 ],
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Pieces[i*2].color );
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if (Pieces[i*2+1].toberemoved == false)
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azrp_triangle( (int) XdataBossInternal[ Pieces[i*2+1].P1 ], (int) YdataBossInternal[ Pieces[i*2+1].P1 ],
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(int) XdataBossInternal[ Pieces[i*2+1].P2 ], (int) YdataBossInternal[ Pieces[i*2+1].P2 ],
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(int) XdataBossExternal[ Pieces[i*2+1].P3 ], (int) YdataBossExternal[ Pieces[i*2+1].P3 ],
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Pieces[i*2+1].color );
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}
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azrp_image_p8_effect(xmin, ymin, &img_Boss1, DIMAGE_NONE);
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if (life>life0*2/3) azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 7, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
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else if (life>life0/3) azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 12, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
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else azrp_subimage_p8_effect((int) x - img_Lifebar.width/2, ymin - 9, &img_Lifebar, 0, 17, (img_Lifebar.width*life)/life0, 5, DIMAGE_NONE );
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};
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}
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bool Boss::Test_Impact( Bullet *projectile )
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{
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for( int i=0; i< NB_PIECES_BOSS; i++ )
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{
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if (Pieces[i*2].toberemoved == false)
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{
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if (Is_Point_Inside_Triangle( (int) projectile->x, (int) projectile->y,
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(int) XdataBossExternal[ Pieces[i*2].P1 ], (int) YdataBossExternal[ Pieces[i*2].P1 ],
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(int) XdataBossExternal[ Pieces[i*2].P2 ], (int) YdataBossExternal[ Pieces[i*2].P2 ],
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(int) XdataBossInternal[ Pieces[i*2].P3 ], (int) YdataBossInternal[ Pieces[i*2].P3 ] ))
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{
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Pieces[i*2].life -= projectile->strength;
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if (Pieces[i*2].life<=0)
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{
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Pieces[i*2].toberemoved = true;
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Create_Explosion( (int) projectile->x, (int) projectile->y );
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}
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projectile->toberemoved = true;
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return true;
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}
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}
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if (Pieces[i*2+1].toberemoved == false)
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{
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if (Is_Point_Inside_Triangle( (int) projectile->x, (int) projectile->y,
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(int) XdataBossInternal[ Pieces[i*2+1].P1 ], (int) YdataBossInternal[ Pieces[i*2+1].P1 ],
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(int) XdataBossInternal[ Pieces[i*2+1].P2 ], (int) YdataBossInternal[ Pieces[i*2+1].P2 ],
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(int) XdataBossExternal[ Pieces[i*2+1].P3 ], (int) YdataBossExternal[ Pieces[i*2+1].P3 ] ))
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{
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Pieces[i*2+1].life -= projectile->strength;
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if (Pieces[i*2+1].life<=0)
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{
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Pieces[i*2+1].toberemoved = true;
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Create_Explosion( (int) projectile->x, (int) projectile->y );
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}
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projectile->toberemoved = true;
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return true;
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}
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}
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}
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if (projectile->x >= xmin && projectile->x <= xmax && projectile->y >= ymin && projectile->y <= ymax )
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{
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life -= projectile->strength;
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if (life<0) toberemoved = true;
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projectile->toberemoved = true;
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return true;
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}
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else return false;
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}
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@ -0,0 +1,55 @@
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#ifndef BOSS_H
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#define BOSS_H
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#include <azur/azur.h>
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#include <azur/gint/render.h>
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#include <cstdint>
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#include <stdlib.h>
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#include <num/num.h>
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#include <sys/types.h>
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#include "bullet.h"
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typedef struct
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{
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uint8_t P1, P2, P3;
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uint16_t life;
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bool toberemoved;
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int color;
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} BossPart;
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class Boss
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{
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public:
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Boss( int16_t _x, int16_t _y, uint8_t _id );
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~Boss();
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void Update( float dt );
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void Render( void );
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bool Test_Impact( Bullet *projectile );
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libnum::num x, y; // center position of the boss
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uint8_t width, height; // width and height -for the hitbox
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int16_t xmin, xmax, ymin, ymax; // square hitbox (to speed up the bullet impact calculations)
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uint8_t ID;
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int16_t life, life0;
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uint8_t speed; // speed of the boss
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uint32_t lastshoot0 = 0;
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uint32_t lastshoot1 = 0;
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uint32_t lastshoot2 = 0;
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uint8_t rotSpeed;
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bool toberemoved;
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private:
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float rotAngle;
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libnum::num radiusInt, radiusExt;
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};
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#endif
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56
src/main.cpp
56
src/main.cpp
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@ -1,6 +1,7 @@
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#define DEBUG_MODE 0
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#define USB 1
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#define MORE_RAM 1
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#define CALCEMU 0
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#include <azur/azur.h>
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#include <azur/gint/render.h>
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#include "bonus.h"
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#include "impact.h"
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#include "background.h"
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#include "boss.h"
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#include "trajectory.h"
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#include <vector>
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@ -89,6 +90,7 @@ std::vector<Bonus*> MyBonuses;
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Background MyBackground;
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Player *MyPlayer;
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Boss *MyBoss;
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KeyboardExtra MyKeyboard;
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delete( MyEnemies[i] );
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MyEnemies.erase( MyEnemies.begin() + i );
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}
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if (MyBoss)
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{
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if (MyBoss->toberemoved == true)
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{
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Bonus *b = new Bonus( (int) MyBoss->x, (int) MyBoss->y, rand() % 2 );
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MyBonuses.push_back( b );
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Create_Explosion( (int) MyBoss->x, (int) MyBoss->y );
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delete( MyBoss );
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MyBoss=nullptr;
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}
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}
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}
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if (MyBoss)
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{
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MyBoss->Update( dt );
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}
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for(unsigned int i=0; i<MyParticles.size(); i++)
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@ -191,6 +211,14 @@ static void update( float dt )
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}
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}
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if (MyBoss)
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if(MyBoss->Test_Impact(MyPlayerBullets[i])==true)
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{
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//TODO : we can create a list of impacts here, to be rendered later on
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Create_Impact( (int) MyPlayerBullets[i]->x, (int) MyPlayerBullets[i]->y );
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}
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// Check if the property toberemoved has been set to "true" for particle deletion
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if (MyPlayerBullets[i]->toberemoved == true)
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{
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@ -292,7 +320,6 @@ static void render( void )
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static void get_inputs( float dt )
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{
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uint8_t speed = 4;
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uint32_t tempshoot = rtc_ticks();
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if(MyKeyboard.IsKeyPressed(MYKEY_F1))
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@ -340,7 +367,7 @@ static void get_inputs( float dt )
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bool AddMoreRAM( void )
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{
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#if(MORE_RAM)
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#if(MORE_RAM && !CALCEMU)
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/* allow more RAM */
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char const *osv = (char*) 0x80020020;
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@ -386,11 +413,24 @@ bool AddMoreRAM( void )
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kmalloc_add_arena(&extended_ram );
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return true;
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}
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#elif (MORE_RAM && CALCEMU)
|
||||
|
||||
extended_ram.name = "extram";
|
||||
extended_ram.is_default = true;
|
||||
extended_ram.start = (void *)0x8c200000;
|
||||
extended_ram.end = (void *)0x8c4e0000 ;
|
||||
|
||||
kmalloc_init_arena(&extended_ram, true);
|
||||
kmalloc_add_arena(&extended_ram );
|
||||
return true;
|
||||
|
||||
#else
|
||||
|
||||
return false;
|
||||
|
||||
#endif
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
void FreeMoreRAM( void )
|
||||
|
@ -429,7 +469,7 @@ int main(void)
|
|||
_uram = kmalloc_get_arena("_uram");
|
||||
#endif
|
||||
|
||||
bool canWeAllocate3Mb = AddMoreRAM();
|
||||
bool canWeAllocateMoreRam = AddMoreRAM();
|
||||
|
||||
__printf_enable_fp();
|
||||
__printf_enable_fixed();
|
||||
|
@ -447,6 +487,8 @@ int main(void)
|
|||
|
||||
MyPlayer = new Player( azrp_width/4, azrp_height/2, 0);
|
||||
|
||||
MyBoss = new Boss( 3*azrp_width/4, azrp_height/2, 0);
|
||||
|
||||
/*
|
||||
#if(DBGCRSH)
|
||||
debug_crash( 1 );
|
||||
|
@ -475,6 +517,8 @@ int main(void)
|
|||
// update as per the time spend to do the loop
|
||||
update( elapsedTime );
|
||||
|
||||
MyBoss->Update(elapsedTime);
|
||||
|
||||
// update the RAM consumption status
|
||||
#if(MORE_RAM)
|
||||
_uram_stats = kmalloc_get_gint_stats(_uram);
|
||||
|
@ -494,6 +538,8 @@ int main(void)
|
|||
|
||||
render();
|
||||
|
||||
MyBoss->Render();
|
||||
|
||||
azrp_update();
|
||||
|
||||
}
|
||||
|
@ -533,7 +579,7 @@ int main(void)
|
|||
usb_close();
|
||||
#endif
|
||||
|
||||
FreeMoreRAM( );
|
||||
if (canWeAllocateMoreRam) FreeMoreRAM( );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue