[FEATURE] bullet shooting
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32
src/main.c
32
src/main.c
@@ -5,6 +5,7 @@
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#include <psp2/ctrl.h>
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#include <psp2/kernel/processmgr.h>
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#include <sys/types.h>
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#include <vita2d.h>
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@@ -23,10 +24,10 @@ size_t running = 1;
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stick_data left_stick = {0, 0}, right_stick = {0, 0};
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SceCtrlData pad;
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size_t cross_pressed = 0;
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uint8_t cross_pressed = 0;
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size_t bullet_count = 0;
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size_t current_bullet = 0;
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uint8_t current_bullet = 0;
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BULLET bullets[255];
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vita2d_pgf *pgf;
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@@ -34,6 +35,9 @@ vita2d_pvf *pvf;
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SceUInt64 deltaTime = 0; // delta time in ms
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SceKernelSysClock sysclock;
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timing_timer bullet_timer = {0, 250, 0}; // 0 as starting time, 400 ms timeout, not elapsed
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timer_t bullt = 0;
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float x1_pos = 300, y1_pos = 50, x2_pos = 400, y2_pos = 50;
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@@ -55,7 +59,7 @@ void generate_bullet()
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bullets[current_bullet].active = 1;
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bullets[current_bullet].x = x1_pos;
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bullets[current_bullet].y = y1_pos;
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bullets[current_bullet].color = RGBA8(100, 100, 0, 255);
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bullets[current_bullet].color = RGBA8(255, 100, 0, 255);
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current_bullet = (current_bullet + 1) % 254;
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}
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@@ -74,7 +78,7 @@ void init()
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for (int i = 0; i < 255; i++)
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{
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BULLET temp = {0, 0, 100, RGBA8(0, i, 255, 255)};
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BULLET temp = {0, 0, 100, RGBA8(0, i, 255, 255), 300.0};
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bullets[i] = temp;
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}
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}
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@@ -93,6 +97,9 @@ void update()
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if (pad.buttons & SCE_CTRL_CROSS)
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cross_pressed = 1;
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timing_update_timer(&bullet_timer, deltaTime); // update timer
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timing_check_timer_elapsed(&bullet_timer);
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ctrl_input_get_leftstick(&pad, &left_stick);
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if (abs(left_stick.x) > 15)
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@@ -109,14 +116,19 @@ void update()
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if (y1_pos >= SCREEN_HEIGTH)
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y1_pos = SCREEN_HEIGTH - 1;
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// TODO move to seperate file
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if (cross_pressed)
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generate_bullet();
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{
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if (bullet_timer.elapsed)
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{
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generate_bullet();
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bullet_timer.elapsed = 0;
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}
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}
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// TODO move to seperate file
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for (int i = 0; i < 255; i++)
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{
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bullets[i].y -= 100.0 * (deltaTime / 1000.0);
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bullets[i].y -= bullets[i].movement_speed * (deltaTime / 1000.0);
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if (bullets[i].y <= 0)
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bullets[i].active = 0;
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@@ -141,6 +153,10 @@ void draw()
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vita2d_pvf_draw_text(pvf, 700, 80, RGBA8(0, 255, 0, 255), 1.0f, fps);
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char timertext[100];
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sprintf(timertext, "time %lu", bullet_timer.time);
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vita2d_pgf_draw_text(pgf, 10, 30, RGBA8(0, 255, 150, 255), 1.0f, timertext);
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for (int i = 0; i < 255; i++)
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{
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sprites_draw_bullet(&bullets[i]);
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@@ -11,16 +11,18 @@ typedef struct player_sprite_t
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/* data to be added, pos, active (?)*/
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} PLAYER;
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/**
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* @brief a struct that holds a bullet sprite, basically a rectangle
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* there will be at most a few bullets available
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*/
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typedef struct bullet_sprite_t
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{
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size_t active; // whether or not the bullet should be drawn (0 or 1)
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float x; // the x position
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float y; // the y position
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unsigned int color; // color of the bullet
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size_t active; // whether or not the bullet should be drawn (0 or 1)
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float x; // the x position
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float y; // the y position
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unsigned int color; // color of the bullet
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float movement_speed; // speed of the bullet (how much it should move each frame)
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} BULLET;
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@@ -17,3 +17,19 @@ uint8_t timing_get_fps(SceUInt64 dt)
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{
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return (1 / (dt / 1000.0));
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}
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void timing_update_timer(timing_timer* timer, SceUInt64 dt)
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{
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timer->time += dt;
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}
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uint8_t timing_check_timer_elapsed(timing_timer* timer)
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{
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if (timer->time > timer->timeout)
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{
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timer->time = 0;
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timer->elapsed = 1;
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return 1;
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}
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return 0;
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}
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@@ -2,6 +2,14 @@
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#define TIMING_H
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#include <psp2/kernel/processmgr.h>
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#include <sys/types.h>
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typedef struct
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{
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timer_t time;
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SceUInt64 timeout;
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uint8_t elapsed;
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} timing_timer;
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/**
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* @brief gets the delta time in ms. (the duration since this function was last called)
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@@ -9,7 +17,8 @@
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* @param sysclock the system kernel clock pointer to use
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* @return SceUInt64 the delta time in ms
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*/
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SceUInt64 timing_get_deltatime(SceKernelSysClock *sysclock);
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SceUInt64
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timing_get_deltatime(SceKernelSysClock *sysclock);
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/**
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* @brief calculates the fps based on the given delta time
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@@ -18,4 +27,20 @@ SceUInt64 timing_get_deltatime(SceKernelSysClock *sysclock);
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* @return uint8_t the fps
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*/
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uint8_t timing_get_fps(SceUInt64 dt);
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/**
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* @brief updates a timer with the last frametime
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*
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* @param timer the timer to update
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* @param dt the deltatime
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*/
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void timing_update_timer(timing_timer* timer, SceUInt64 dt);
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/**
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* @brief checks if the given timer has elapsed or not
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*
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* @param timer the timer to check
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* @return uint8_t 0 if false, nonzero if true
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*/
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uint8_t timing_check_timer_elapsed(timing_timer* timer);
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#endif
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