[ADD] simple enemy sprite
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|
||||
@echo "... home/semtex99/vita/samples/common/debugScreen.s"
|
||||
@echo "... src/main.obj"
|
||||
@echo "... src/main.i"
|
||||
@echo "... src/main.s"
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
# Install script for directory: /home/semtex/samples/cybershot-PSVita
|
||||
# Install script for directory: /home/semtex99/vita/samples/cybershot-PSVita
|
||||
|
||||
# Set the install prefix
|
||||
if(NOT DEFINED CMAKE_INSTALL_PREFIX)
|
||||
@@ -32,11 +32,6 @@ if(NOT DEFINED CMAKE_CROSSCOMPILING)
|
||||
set(CMAKE_CROSSCOMPILING "TRUE")
|
||||
endif()
|
||||
|
||||
# Set default install directory permissions.
|
||||
if(NOT DEFINED CMAKE_OBJDUMP)
|
||||
set(CMAKE_OBJDUMP "/usr/local/vitasdk/bin/arm-vita-eabi-objdump")
|
||||
endif()
|
||||
|
||||
if(CMAKE_INSTALL_COMPONENT)
|
||||
set(CMAKE_INSTALL_MANIFEST "install_manifest_${CMAKE_INSTALL_COMPONENT}.txt")
|
||||
else()
|
||||
@@ -45,5 +40,5 @@ endif()
|
||||
|
||||
string(REPLACE ";" "\n" CMAKE_INSTALL_MANIFEST_CONTENT
|
||||
"${CMAKE_INSTALL_MANIFEST_FILES}")
|
||||
file(WRITE "/home/semtex/samples/cybershot-PSVita/${CMAKE_INSTALL_MANIFEST}"
|
||||
file(WRITE "/home/semtex99/vita/samples/cybershot-PSVita/${CMAKE_INSTALL_MANIFEST}"
|
||||
"${CMAKE_INSTALL_MANIFEST_CONTENT}")
|
||||
|
||||
34
src/main.c
34
src/main.c
@@ -40,6 +40,7 @@ SceKernelSysClock sysclock;
|
||||
timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 400 ms timeout, not elapsed
|
||||
|
||||
timer_t bullt = 0;
|
||||
ENEMY_SPRITE simple_enemies[SIMPLE_ENEMY_MAX_AMOUNT];
|
||||
|
||||
float player_x = 300, player_y = 50, x2_pos = 400, y2_pos = 50, radius = 5.0;
|
||||
|
||||
@@ -58,7 +59,7 @@ __attribute__((__noreturn__)) void shit_yourself(void)
|
||||
void generate_bullet()
|
||||
{
|
||||
// {1, x1_pos, y1_pos, RGBA8(100, 100, 0, 255)};
|
||||
bullets[current_bullet].active = 1;
|
||||
bullets[current_bullet].active = ACTIVE;
|
||||
bullets[current_bullet].x = player_x;
|
||||
bullets[current_bullet].y = player_y - SHIP_HEIGHT;
|
||||
bullets[current_bullet].color = RGBA8(255, 100, 0, 255);
|
||||
@@ -67,7 +68,7 @@ void generate_bullet()
|
||||
|
||||
void generate_smoke_particle()
|
||||
{
|
||||
smoke_particles[current_smoke_particle].active = 1;
|
||||
smoke_particles[current_smoke_particle].active = ACTIVE;
|
||||
smoke_particles[current_smoke_particle].x = player_x;
|
||||
smoke_particles[current_smoke_particle].y = player_y - SHIP_HEIGHT;
|
||||
smoke_particles[current_smoke_particle].radius = SMOKE_START_RADIUS;
|
||||
@@ -87,18 +88,24 @@ void init()
|
||||
pvf = vita2d_load_default_pvf();
|
||||
|
||||
memset(&pad, 0, sizeof(pad));
|
||||
|
||||
for (int i = 0; i < 255; i++)
|
||||
int i;
|
||||
for (i = 0; i < 255; i++)
|
||||
{
|
||||
BULLET temp = {0, 0, 100, RGBA8(0, i, 255, 255), 300.0};
|
||||
BULLET temp = {NONACTIVE, 0, 100, RGBA8(0, i, 255, 255), 300.0};
|
||||
bullets[i] = temp;
|
||||
}
|
||||
|
||||
for (int i = 0; i < 255; i++)
|
||||
for (i = 0; i < 255; i++)
|
||||
{
|
||||
SMOKE_PARTICLE s = {0, 0, 0, SMOKE_START_RADIUS};
|
||||
SMOKE_PARTICLE s = {NONACTIVE, 0, 0, SMOKE_START_RADIUS};
|
||||
smoke_particles[i] = s;
|
||||
}
|
||||
|
||||
for (i = 0; i < SIMPLE_ENEMY_MAX_AMOUNT; i++)
|
||||
{
|
||||
ENEMY_SPRITE e = {ACTIVE, SIMPLE, 20 * i + 10, 10, RGBA8(245, 90, 66, 255), 1.0};
|
||||
simple_enemies[i] = e;
|
||||
}
|
||||
}
|
||||
|
||||
void update()
|
||||
@@ -154,8 +161,8 @@ void update()
|
||||
bullets[i].active = 0;
|
||||
}
|
||||
|
||||
smoke_particles[i].radius += smoke_particles[i].explosion_direction * (SMOKE_DISSAPPEAR_SPEED * (deltaTime / 1000.0)) * (SMOKE_MAX_RADIUS/smoke_particles[i].radius);
|
||||
|
||||
smoke_particles[i].radius += smoke_particles[i].explosion_direction * (SMOKE_DISSAPPEAR_SPEED * (deltaTime / 1000.0)) * (SMOKE_MAX_RADIUS / smoke_particles[i].radius);
|
||||
|
||||
if (smoke_particles[i].radius >= SMOKE_MAX_RADIUS)
|
||||
smoke_particles[i].explosion_direction = -1;
|
||||
|
||||
@@ -169,11 +176,11 @@ void draw()
|
||||
vita2d_start_drawing();
|
||||
vita2d_clear_screen();
|
||||
|
||||
sprites_draw_player(player_x, player_y, 3.0);
|
||||
sprites_draw_player(player_x, player_y, PLAYER_SCALE);
|
||||
// vita2d_draw_rectangle(x2_pos, y2_pos, (float)10, (float)10, RGBA8(169, 60, 23, 255));
|
||||
|
||||
char text[80] = "process time: ";
|
||||
sprintf(text, "%lld ms", deltaTime);
|
||||
sprintf(text, "%f", simple_enemies[5].x);
|
||||
|
||||
char fps[15] = "fps: ";
|
||||
sprintf(fps, "%d", timing_get_fps(deltaTime));
|
||||
@@ -192,6 +199,11 @@ void draw()
|
||||
sprites_draw_smoke_circle(&smoke_particles[i]);
|
||||
}
|
||||
|
||||
for (int i = 0; i < SIMPLE_ENEMY_MAX_AMOUNT; i++)
|
||||
{
|
||||
sprites_draw_enemy(&simple_enemies[i]);
|
||||
}
|
||||
|
||||
vita2d_end_drawing();
|
||||
vita2d_swap_buffers();
|
||||
}
|
||||
|
||||
@@ -2,17 +2,19 @@
|
||||
|
||||
#define printf psvDebugScreenPrintf
|
||||
|
||||
void (*enemy_draw_functions[2])(ENEMY_SPRITE *enemy_sprite) = {sprites_draw_simple_enemy, sprites_draw_complex_enemy};
|
||||
|
||||
void sprites_draw_bullet(BULLET *bullet)
|
||||
{
|
||||
if (bullet->active)
|
||||
if (bullet->active == ACTIVE)
|
||||
{
|
||||
vita2d_draw_rectangle(bullet->x, bullet->y, (float)3, (float)8, bullet->color);
|
||||
vita2d_draw_rectangle(bullet->x, bullet->y, (float)BULLET_WIDTH, (float)BULLET_HEIGTH, bullet->color);
|
||||
}
|
||||
}
|
||||
|
||||
void sprites_draw_smoke_circle(SMOKE_PARTICLE *smoke_particle)
|
||||
{
|
||||
if (smoke_particle->active)
|
||||
if (smoke_particle->active == ACTIVE)
|
||||
{
|
||||
vita2d_draw_fill_circle(smoke_particle->x, smoke_particle->y, smoke_particle->radius, RGBA8(232, 232, 232, 200));
|
||||
}
|
||||
@@ -20,6 +22,7 @@ void sprites_draw_smoke_circle(SMOKE_PARTICLE *smoke_particle)
|
||||
|
||||
void sprites_draw_player(float x, float y, float scale)
|
||||
{
|
||||
// bounding box: x -/+ 2.0 * scale, y - 5.0 * scale
|
||||
|
||||
// bottom fire
|
||||
float random_size = toolbox_random_float(scale, 5.0 * scale);
|
||||
@@ -36,5 +39,25 @@ void sprites_draw_player(float x, float y, float scale)
|
||||
vita2d_draw_line(x, y - 5.0 * scale, x + 1.0 * scale, y - 4.0 * scale, SHIP_PRIMARY_COLOR);
|
||||
vita2d_draw_line(x + 1.0 * scale, y - 4.0 * scale, x + 1.0 * scale, y - 2.0 * scale, SHIP_PRIMARY_COLOR);
|
||||
vita2d_draw_line(x + 1.0 * scale, y - 2.0 * scale, x + 2.0 * scale, y, SHIP_PRIMARY_COLOR);
|
||||
}
|
||||
|
||||
void sprites_draw_enemy(ENEMY_SPRITE *enemy)
|
||||
{
|
||||
if (enemy->active == ACTIVE)
|
||||
{
|
||||
(*enemy_draw_functions[enemy->enemy_type])(enemy);
|
||||
}
|
||||
}
|
||||
|
||||
void sprites_draw_simple_enemy(ENEMY_SPRITE *enemy)
|
||||
{
|
||||
vita2d_draw_line(enemy->x - 9.0, enemy->y, enemy->x, enemy->y + 9.0, enemy->color);
|
||||
vita2d_draw_line(enemy->x, enemy->y + 9.0, enemy->x + 9.0, enemy->y, enemy->color);
|
||||
vita2d_draw_line(enemy->x + 9.0, enemy->y, enemy->x, enemy->y - 9.0, enemy->color);
|
||||
vita2d_draw_line(enemy->x, enemy->y - 9.0, enemy->x - 9.0, enemy->y, enemy->color);
|
||||
}
|
||||
|
||||
void sprites_draw_complex_enemy(ENEMY_SPRITE *enemy)
|
||||
{
|
||||
|
||||
}
|
||||
@@ -13,29 +13,58 @@
|
||||
#define SHIP_SECONDARY_COLOR RGBA8(153, 153, 153, 255)
|
||||
#define SHIP_PRIMARY_COLOR RGBA8(0, 255, 195, 255)
|
||||
|
||||
#define SHIP_WIDTH 12; // 3 * 4
|
||||
#define SHIP_HEIGHT 15; // 3 * 5
|
||||
#define SHIP_WIDTH 4
|
||||
#define SHIP_HEIGHT 5
|
||||
|
||||
#define BULLET_WIDTH 3
|
||||
#define BULLET_HEIGTH 8
|
||||
|
||||
#define PLAYER_SCALE 3.0
|
||||
|
||||
#define SMOKE_START_RADIUS 8.0
|
||||
#define SMOKE_MAX_RADIUS 10.0
|
||||
#define SMOKE_DISSAPPEAR_SPEED 35.0
|
||||
|
||||
#define SIMPLE_ENEMY_MAX_AMOUNT 10
|
||||
|
||||
typedef enum
|
||||
{
|
||||
SIMPLE,
|
||||
COMPLEX
|
||||
} ENEMY_TYPE;
|
||||
|
||||
typedef enum
|
||||
{
|
||||
NONACTIVE,
|
||||
ACTIVE
|
||||
} SPRITE_ACTIVE;
|
||||
|
||||
/**
|
||||
* @brief a struct that holds a bullet sprite, basically a rectangle
|
||||
* @brief a struct that holds a bullet sprite, basically a rectangle.
|
||||
* there will be at most a few bullets available
|
||||
*/
|
||||
typedef struct bullet_sprite_t
|
||||
typedef struct sprite_t
|
||||
{
|
||||
size_t active; // whether or not the bullet should be drawn (0 or 1)
|
||||
SPRITE_ACTIVE active; // whether or not the sprite should be drawn (0 or 1)
|
||||
float x; // the x position
|
||||
float y; // the y position
|
||||
unsigned int color; // color of the bullet
|
||||
float movement_speed; // speed of the bullet (how much it should move each frame)
|
||||
unsigned int color; // color of the sprite
|
||||
float movement_speed; // speed of the sprite (how much it should move each frame)
|
||||
} BULLET;
|
||||
|
||||
typedef struct enemy_sprite_t
|
||||
{
|
||||
SPRITE_ACTIVE active; // whether or not the sprite should be drawn (0 or 1)
|
||||
ENEMY_TYPE enemy_type; // type of enemy
|
||||
float x; // the x position
|
||||
float y; // the y position
|
||||
unsigned int color; // color of the sprite
|
||||
float movement_speed; // speed of the sprite (how much it should move each frame)
|
||||
} ENEMY_SPRITE;
|
||||
|
||||
typedef struct smoke_particle_t
|
||||
{
|
||||
size_t active; // whether or not to draw the smoke circle (0 or 1)
|
||||
SPRITE_ACTIVE active; // whether or not to draw the smoke circle (0 or 1)
|
||||
float x; // x position
|
||||
float y; // y position
|
||||
float radius; // radius of circle
|
||||
@@ -66,4 +95,26 @@ void sprites_draw_player(float x, float y, float scale);
|
||||
*/
|
||||
void sprites_draw_smoke_circle(SMOKE_PARTICLE *smoke_particle);
|
||||
|
||||
/**
|
||||
* @brief draws an enemy sprite
|
||||
*
|
||||
* @param enemy_sprite the sprite to draw
|
||||
*/
|
||||
|
||||
void sprites_draw_enemy(ENEMY_SPRITE *enemy_sprite);
|
||||
|
||||
/**
|
||||
* @brief draws the simple enemy
|
||||
*
|
||||
* @param enemy_sprite the enemy sprite struct
|
||||
*/
|
||||
void sprites_draw_simple_enemy(ENEMY_SPRITE *enemy);
|
||||
|
||||
/**
|
||||
* @brief draws the complex enemy
|
||||
*
|
||||
* @param enemy_sprite the enemy sprite struct
|
||||
*/
|
||||
void sprites_draw_complex_enemy(ENEMY_SPRITE *enemy);
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user