[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

131
Makefile
View File

@@ -1,5 +1,5 @@
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@@ -1,4 +1,4 @@
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@@ -32,11 +32,6 @@ if(NOT DEFINED CMAKE_CROSSCOMPILING)
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endif() endif()
# Set default install directory permissions.
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View File

@@ -40,6 +40,7 @@ SceKernelSysClock sysclock;
timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 400 ms timeout, not elapsed timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 400 ms timeout, not elapsed
timer_t bullt = 0; 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; 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() void generate_bullet()
{ {
// {1, x1_pos, y1_pos, RGBA8(100, 100, 0, 255)}; // {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].x = player_x;
bullets[current_bullet].y = player_y - SHIP_HEIGHT; bullets[current_bullet].y = player_y - SHIP_HEIGHT;
bullets[current_bullet].color = RGBA8(255, 100, 0, 255); bullets[current_bullet].color = RGBA8(255, 100, 0, 255);
@@ -67,7 +68,7 @@ void generate_bullet()
void generate_smoke_particle() 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].x = player_x;
smoke_particles[current_smoke_particle].y = player_y - SHIP_HEIGHT; smoke_particles[current_smoke_particle].y = player_y - SHIP_HEIGHT;
smoke_particles[current_smoke_particle].radius = SMOKE_START_RADIUS; smoke_particles[current_smoke_particle].radius = SMOKE_START_RADIUS;
@@ -87,18 +88,24 @@ void init()
pvf = vita2d_load_default_pvf(); pvf = vita2d_load_default_pvf();
memset(&pad, 0, sizeof(pad)); memset(&pad, 0, sizeof(pad));
int i;
for (int i = 0; i < 255; 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; 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; 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() void update()
@@ -154,8 +161,8 @@ void update()
bullets[i].active = 0; 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) if (smoke_particles[i].radius >= SMOKE_MAX_RADIUS)
smoke_particles[i].explosion_direction = -1; smoke_particles[i].explosion_direction = -1;
@@ -169,11 +176,11 @@ void draw()
vita2d_start_drawing(); vita2d_start_drawing();
vita2d_clear_screen(); 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)); // vita2d_draw_rectangle(x2_pos, y2_pos, (float)10, (float)10, RGBA8(169, 60, 23, 255));
char text[80] = "process time: "; char text[80] = "process time: ";
sprintf(text, "%lld ms", deltaTime); sprintf(text, "%f", simple_enemies[5].x);
char fps[15] = "fps: "; char fps[15] = "fps: ";
sprintf(fps, "%d", timing_get_fps(deltaTime)); sprintf(fps, "%d", timing_get_fps(deltaTime));
@@ -192,6 +199,11 @@ void draw()
sprites_draw_smoke_circle(&smoke_particles[i]); 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_end_drawing();
vita2d_swap_buffers(); vita2d_swap_buffers();
} }

View File

@@ -2,17 +2,19 @@
#define printf psvDebugScreenPrintf #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) 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) 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)); 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) void sprites_draw_player(float x, float y, float scale)
{ {
// bounding box: x -/+ 2.0 * scale, y - 5.0 * scale
// bottom fire // bottom fire
float random_size = toolbox_random_float(scale, 5.0 * scale); 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, 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 - 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); 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)
{
} }

View File

@@ -13,29 +13,58 @@
#define SHIP_SECONDARY_COLOR RGBA8(153, 153, 153, 255) #define SHIP_SECONDARY_COLOR RGBA8(153, 153, 153, 255)
#define SHIP_PRIMARY_COLOR RGBA8(0, 255, 195, 255) #define SHIP_PRIMARY_COLOR RGBA8(0, 255, 195, 255)
#define SHIP_WIDTH 12; // 3 * 4 #define SHIP_WIDTH 4
#define SHIP_HEIGHT 15; // 3 * 5 #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_START_RADIUS 8.0
#define SMOKE_MAX_RADIUS 10.0 #define SMOKE_MAX_RADIUS 10.0
#define SMOKE_DISSAPPEAR_SPEED 35.0 #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 * 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 x; // the x position
float y; // the y position float y; // the y position
unsigned int color; // color of the bullet unsigned int color; // color of the sprite
float movement_speed; // speed of the bullet (how much it should move each frame) float movement_speed; // speed of the sprite (how much it should move each frame)
} BULLET; } 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 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 x; // x position
float y; // y position float y; // y position
float radius; // radius of circle 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); 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 #endif