Added bullets

This commit is contained in:
Sylvain PILLOT 2023-01-20 21:11:57 +01:00
parent 61ef31bc16
commit cdce9ab3c5
6 changed files with 167 additions and 26 deletions

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@ -15,18 +15,25 @@ set(SOURCES
src/main.cpp
src/utilities.cpp
src/particles.cpp
src/bullet.cpp
src/starfieldshader.cpp
# ...
)
set(ASSETS_cg
assets-cg/font.png
assets-cg/Sprites/firstboom.png
assets-cg/Sprites/emp_circ.png
assets-cg/Sprites/fill_circ.png
assets-cg/Sprites/fill_circ.png
assets-cg/Sprites/bullet_normal.png
assets-cg/Sprites/bullet_blue.png
assets-cg/Sprites/mainship1.png
assets-cg/Sprites/mainship2.png
# ...
)

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68
src/bullet.cpp Normal file
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@ -0,0 +1,68 @@
#include "bullet.h"
#include <azur/azur.h>
#include <azur/gint/render.h>
#include <cstdint>
#include <stdlib.h>
#include <num/num.h>
extern bopti_image_t img_bullet_normal;
extern bopti_image_t img_bullet_blue;
Bullet::Bullet( uint16_t lx, uint16_t ly, uint8_t id )
{
x = libnum::num( lx );
y = libnum::num( ly );
ID=id;
if (ID==0)
{
sx = 0;
sy = libnum::num( -6 );
}
else if (ID==1)
{
sx = 0;
sy = libnum::num( -3 );
}
toberemoved = false;
}
Bullet::~Bullet()
{
}
void Bullet::Update( float dt )
{
libnum::num a = libnum::num( dt / 12000.0f );
x += sx * a;
y += sy * a;
if (y<-10) toberemoved=true;
}
void Bullet::Render( )
{
uint16_t px = (int) x;
uint16_t py = (int) y;
if (ID==0)
{
azrp_image_p8( px-4, py-11, &img_bullet_normal, DIMAGE_NONE );
return;
}
else if (ID==1)
{
azrp_image_p8( px-4, py-11, &img_bullet_blue, DIMAGE_NONE );
return;
}
}

23
src/bullet.h Normal file
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@ -0,0 +1,23 @@
#ifndef BULLET_H
#define BULLET_H
#include <cstdint>
#include <num/num.h>
class Bullet
{
public:
Bullet( uint16_t lx, uint16_t ly, uint8_t id );
~Bullet();
void Update( float dt );
void Render();
uint8_t ID;
libnum::num x, y;
libnum::num sx, sy;
bool toberemoved;
};
#endif //PARTICLES_H

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@ -22,7 +22,7 @@
#include "utilities.h"
#include "particles.h"
#include "bullet.h"
#include <vector>
#include <algorithm>
@ -43,6 +43,8 @@ bool exitToOS = false;
#define NOBIAS (1-BIAS)
std::vector<Particle*> MyParticles;
std::vector<Bullet*> MyPlayerBullets;
Starfield *MyStarField;
uint8_t texttodraw=1;
@ -94,6 +96,28 @@ static void hook_prefrag(int id, void *fragment, int size)
MyStarField = new Starfield();
}*/
void Create_Player_Shoot( uint8_t id )
{
if (id==0)
{
Bullet *b = new Bullet( playerX, playerY-21, id );
MyPlayerBullets.push_back( b );
}
else if (id==1)
{
Bullet *b1 = new Bullet( playerX-17, playerY, id );
MyPlayerBullets.push_back( b1 );
Bullet *b2 = new Bullet( playerX+17, playerY, id );
MyPlayerBullets.push_back( b2 );
}
}
void Create_Explosion( void )
{
if(MyParticles.size()>=1) return;
@ -114,7 +138,8 @@ void Create_Explosion( void )
static void update( float dt )
{
// all update stuff depending on time will be done here
for(unsigned int i=0; i<MyParticles.size(); i++)
{
MyParticles[i]->Update( dt );
@ -127,6 +152,19 @@ static void update( float dt )
}
}
for(unsigned int i=0; i<MyPlayerBullets.size(); i++)
{
MyPlayerBullets[i]->Update( dt );
// Check if the property toberemoved has been set to "true" for particle deletion
if (MyPlayerBullets[i]->toberemoved == true)
{
delete( MyPlayerBullets[i] );
MyPlayerBullets.erase( MyPlayerBullets.begin() + i );
}
}
//MyStarField->Update( dt );
}
@ -144,7 +182,9 @@ static void get_inputs( void )
movement = 0;
if(keydown(KEY_SHIFT)) {Create_Explosion();}
if(keydown(KEY_F3)) {Create_Explosion();}
if(keydown(KEY_F1)) {Create_Player_Shoot(0);}
if(keydown(KEY_F2)) {Create_Player_Shoot(1);}
if(keydown(KEY_EXIT)) {exitToOS = true; };
@ -153,31 +193,31 @@ static void get_inputs( void )
if(keydown(KEY_9)) {record = false; };
if(keydown(KEY_DEL)) {textoutput = true;};
if(keydown(KEY_F1)) {texttodraw=0;}
if(keydown(KEY_F2)) {texttodraw=1;}
if(keydown(KEY_F3)) {texttodraw=2;}
if(keydown(KEY_F4)) {texttodraw=3;}
if(keydown(KEY_SHIFT) && keydown(KEY_F1)) {texttodraw=0;}
if(keydown(KEY_SHIFT) && keydown(KEY_F2)) {texttodraw=1;}
if(keydown(KEY_SHIFT) && keydown(KEY_F3)) {texttodraw=2;}
if(keydown(KEY_SHIFT) && keydown(KEY_F4)) {texttodraw=3;}
if(keydown(KEY_LEFT))
{
if(playerX>speed)
if(playerX>img_mainship1.width/2+speed)
playerX-=speed;
}
if(keydown(KEY_RIGHT))
{
if(playerX<azrp_width-img_mainship1.width-speed)
if(playerX<azrp_width-img_mainship1.width/2-speed)
playerX+=speed;
}
if(keydown(KEY_UP))
{
if(playerY>speed)
if(playerY>img_mainship1.height/2+speed)
playerY-=speed;
}
if(keydown(KEY_DOWN))
{
if(playerY<azrp_height-img_mainship1.height-speed)
if(playerY<azrp_height-img_mainship1.height/2-speed)
playerY+=speed;
}
@ -276,11 +316,11 @@ int main(void)
azrp_starfield_init( 100 );
playerX = (azrp_width - img_mainship1.width)/2;
playerY = azrp_height - img_mainship1.height;
playerX = azrp_width/2;
playerY = azrp_height-img_mainship1.height/2;
bossX = (azrp_width - img_mainship2.width)/2;
bossY = 0;
bossX = azrp_width/2 ;
bossY = img_mainship2.height/2;
usb_interface_t const *interfaces[] = { &usb_ff_bulk, NULL };
usb_open(interfaces, GINT_CALL_NULL);
@ -319,8 +359,8 @@ int main(void)
azrp_clear( C_BLACK );
#if(BIAS)
if (texttodraw>=1) Azur_draw_text(1,01, " FPS = %.0f", (float) (1000000.0f / elapsedTime) );
if (texttodraw>=1) Azur_draw_text(1,11, "Parts = %d", MyParticles.size() );
if (texttodraw>=1) Azur_draw_text(1,01, "FPS = %.0f", (float) (1000000.0f / elapsedTime) );
if (texttodraw>=1) Azur_draw_text(1,11, "Part.= %d - Bull.= %d", MyParticles.size(), MyPlayerBullets.size() );
if (texttodraw>=2) Azur_draw_text(1,31, "Update = %.0f mc secs", (float) time_update );
if (texttodraw>=2) Azur_draw_text(1,41, "Render = %.0f mc secs", (float) time_render );
@ -332,19 +372,22 @@ int main(void)
if (texttodraw>=3) Azur_draw_text(1,101, "Mem Peak Used : %d", _uram_stats->peak_used_memory + extram_stats->peak_used_memory );
if (texttodraw>=3) Azur_draw_text(1,121, "Size of Particles : %d bytes", sizeof(Particle) );
if (texttodraw>=3) Azur_draw_text(1,131, "Size of Bullets : %d bytes", sizeof(Bullet) );
#endif
azrp_starfield();
for(auto& b : MyPlayerBullets)
b->Render();
azrp_image_p8_effect(bossX-img_mainship2.width/2, bossY-img_mainship2.height/2, &img_mainship2, IMAGE_VFLIP);
for(auto& p : MyParticles)
p->Render();
azrp_starfield();
azrp_image_p8_effect(bossX, bossY, &img_mainship2, IMAGE_VFLIP);
azrp_image_p8(playerX, playerY, &img_mainship1, DIMAGE_NONE);
azrp_image_p8(playerX-img_mainship1.width/2, playerY-img_mainship1.height/2, &img_mainship1, DIMAGE_NONE);
azrp_update();