Revision 231
shooting things, bit laggy, cause mostly known, to be fixed
proj.c | ||
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#include "shooter.h" |
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#include "pistol.h" |
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#include "nothing.h" |
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#include "bullet.h" |
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//#include "bullet.h"
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#include "map1.h" |
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#include "list.h" |
... | ... | |
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gunner_set_pos(shooter1, 75, 75); |
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gunner_t *shooter2 = gunner_ctor(bsp_shooter, bsp_nothing); |
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gunner_set_pos(shooter2, -50, -50);
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gunner_set_pos(shooter2, 775, 75);
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bullet_t *bullet = bullet_ctor(get_bullet(), 400.0, 400.0, 2.0, -1.0); |
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//bullet_t *bullet = bullet_ctor(get_bullet(), 400.0, 400.0, 2.0, -1.0);
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list_t *bullet_list = list_ctor(); |
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ent_set_origin(gunner_get_x(shooter1)-ent_get_XLength()/2.0, |
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gunner_get_y(shooter1)-ent_get_YLength()/2.0); |
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uint32_t refresh_count_value = sys_hz() / REFRESH_RATE; |
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uint8_t last_lb = 0; |
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#endif |
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/// loop stuff |
... | ... | |
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if (no_interrupts % refresh_count_value == 0) { |
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update_movement(map1, shooter1); |
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//bullet_update_movement(bullet); |
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update_game_state(map1, shooter2, bullet_list); |
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if(map_collides_gunner(map1, shooter1)){ |
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printf("COLLIDING\n"); |
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} |
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if (gunner_collides_bullet(shooter1, bullet)) { |
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/*if (gunner_collides_bullet(shooter1, bullet)) {
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printf("Bullet Collide with Shooter\n"); |
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gunner_set_curr_health(shooter1, gunner_get_curr_health(shooter1) - bullet_get_damage(bullet)); |
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} |
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}*/
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update_scale(); |
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... | ... | |
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map_draw (map1); |
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gunner_draw(shooter2); |
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gunner_draw(shooter1); |
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bullet_draw(bullet);
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bullet_draw_list(bullet_list);
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t = clock()-t; //printf("%d\n", (t*1000)/CLOCKS_PER_SEC); |
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|
... | ... | |
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if (i == 12) { |
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if (counter_mouse_ih >= 3) { |
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struct packet pp = mouse_parse_packet(packet_mouse_ih); |
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update_mouse_position(&pp);
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update_mouse(&pp); |
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//printf("X: %d Y: %d\n", get_mouse_X(), get_mouse_Y()); |
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counter_mouse_ih = 0; |
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if (last_lb ^ get_key_presses()->lb_pressed && get_key_presses()->lb_pressed) { |
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shoot_bullet(shooter1, bullet_list); |
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} |
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last_lb = get_key_presses()->lb_pressed; |
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} |
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} |
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#endif |
... | ... | |
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#ifdef TELMO |
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gunner_dtor(shooter1); shooter1 = NULL; |
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gunner_dtor(shooter2); shooter2 = NULL; |
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bullet_dtor(bullet); bullet = NULL; |
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while(list_size(bullet_list) > 0){ |
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bullet_t *p = (bullet_t*)list_erase(bullet_list, list_begin(bullet_list)); |
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free(p); |
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} |
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if(list_dtor(bullet_list)) printf("COULD NOT DESTRUCT BULLET LIST\n"); |
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#endif |
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basic_sprite_dtor (bsp_crosshair); bsp_crosshair = NULL; |
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