[ADD] simple enemy sprite

This commit is contained in:
SemvdH
2021-06-30 19:13:58 +02:00
parent 6870625fd6
commit 4071aa3938
5 changed files with 166 additions and 104 deletions

View File

@@ -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();
}