/* fires a new bullet */ void fire_bullet() { BULLET *b = malloc(sizeof(BULLET)); b->x = player_pos(); b->y = 0.96; b->next = bullets; bullets = b; sfx_shoot(); }
MapScreen::MapScreen(ThyKniteGame *g) : m_game(g) { //m_mapRenderer = std::make_shared<DebugMapRenderer>(RandomWalkerGenerator().generate(60, 60)); map(RandomWalkerGenerator().generate(60, 60)); m_mapRenderer = std::make_shared<TileMapRenderer>(map(), Assets::instance->tilesetSheet->getFrame(2) ); Vec2i fw = findFirstWalkable(); std::cout << fw << std::endl; Vec2f player_pos( fw.x() * 16, fw.y() * 16 ); m_player.reset(new PlayerPawnMap(player_pos, map())); }
/* outside of cylinder projection function */ static int project_cylinder(float *f, int *i, int c) { static MATRIX_f mtx; static int virgin = TRUE; if (virgin) { MATRIX_f m1, m2; get_z_rotate_matrix_f(&m1, -64); qtranslate_matrix_f(&m1, 0, 1.75, 0); get_scaling_matrix_f(&m2, 2.0, 1.0, 1.0); matrix_mul_f(&m1, &m2, &mtx); virgin = FALSE; } while (c > 0) { float ang = (f[0] - player_pos()) * M_PI * 2.0; float xsize = view_right - view_left; float ysize = view_bottom - view_top; float size = MIN(xsize, ysize) / 2.0; float x = cos(ang); float y = sin(ang); float z = 1.0 + (1.0 - f[1]) * 4.0; float xout, yout, zout; apply_matrix_f(&mtx, x, y, z, &xout, &yout, &zout); if (yout > 1.5) return FALSE; i[0] = xout/zout * size + (view_left + view_right) / 2.0; i[1] = (yout/zout * 2 - 1) * size + (view_top + view_bottom) / 2.0; f += 2; i += 2; c -= 2; } return TRUE; }
/* updates the badguy position */ int update_badguys() { BADGUY **p = &evildudes; BADGUY *b = evildudes; BADGUY *tmp1, *tmp2; void *bullet; float x, y, d; int dead; /* testcode: enter clears the level */ if ((cheat) && (key[ALLEGRO_KEY_ENTER])) { shutdown_badguys(); b = NULL; while (key[ALLEGRO_KEY_ENTER]) poll_input_wait(); } while (b) { dead = FALSE; if (b->aggro) { /* attack the player */ d = player_pos() - b->x; if (d < -0.5) d += 1; else if (d > 0.5) d -= 1; if (b->y < 0.5) d = -d; b->v *= 0.99; b->v += SGN(d) * 0.00025; } else if (b->evade) { /* evade the player */ if (b->y < 0.75) d = player_pos() + 0.5; else d = b->x; if (b->move) d += SGN(b->move) / 16.0; d = find_target(d) - b->x; if (d < -0.5) d += 1; else if (d > 0.5) d -= 1; b->v *= 0.96; b->v += SGN(d) * 0.0004; } /* horizontal move */ b->x += b->move + sin(b->t * b->sin_speed) * b->sin_depth + b->v; if (b->x < 0) b->x += 1; else if (b->x > 1) b->x -= 1; /* vertical move */ b->y += b->speed; if ((b->y > 0.5) && (b->y - b->speed <= 0.5) && (b->split)) { /* split ourselves */ tmp1 = malloc(sizeof(BADGUY)); tmp2 = malloc(sizeof(BADGUY)); *tmp1 = *tmp2 = *b; tmp1->move -= 0.001; tmp2->move += 0.001; b->speed += 0.001; tmp1->t = rand() & 255; tmp2->t = rand() & 255; tmp1->next = tmp2; tmp2->next = evildudes; evildudes = tmp1; } b->t++; if (b->y > 0) { if (kill_player(b->x, b->y)) { /* did we hit someone? */ dead = TRUE; } else { /* or did someone else hit us? */ bullet = get_first_bullet(&x, &y); while (bullet) { x = x - b->x; if (x < -0.5) x += 1; else if (x > 0.5) x -= 1; x = ABS(x); y = ABS(y - b->y); if (x < y) d = y/2 + x; else d = x/2 + y; if (d < 0.025) { kill_bullet(bullet); explode(b->x, b->y, 0); sfx_explode_alien(); dead = TRUE; break; } bullet = get_next_bullet(bullet, &x, &y); } } } /* advance to the next dude */ if (dead) { *p = b->next; tmp1 = b; b = b->next; free(tmp1); } else { p = &b->next; b = b->next; } } if ((!evildudes) && (!player_dying())) { if (!finished_counter) { message("Wave Complete"); sfx_ping(0); } finished_counter++; if (finished_counter > 64) return TRUE; } return FALSE; }
void Camera::update_scroll_normal(float elapsed_time) { const CameraConfig& config = *(this->config); Player* player = sector->player; // TODO: co-op mode needs a good camera Vector player_pos(player->get_bbox().get_middle().x, player->get_bbox().get_bottom()); static Vector last_player_pos = player_pos; Vector player_delta = player_pos - last_player_pos; last_player_pos = player_pos; // check that we don't have division by zero later if(elapsed_time < CAMERA_EPSILON) return; /****** Vertical Scrolling part ******/ int ymode = config.ymode; if(player->is_dying() || sector->get_height() == 19*32) { ymode = 0; } if(ymode == 1) { cached_translation.y = player_pos.y - SCREEN_HEIGHT * config.target_y; } if(ymode == 2) { // target_y is the high we target our scrolling at. This is not always the // high of the player, but if he is jumping upwards we should use the // position where he last touched the ground. (this probably needs // exceptions for trampolines and similar things in the future) float target_y; if(player->fall_mode == Player::JUMPING) target_y = player->last_ground_y + player->get_bbox().get_height(); else target_y = player->get_bbox().p2.y; target_y -= SCREEN_HEIGHT * config.target_y; // delta_y is the distance we'd have to travel to directly reach target_y float delta_y = cached_translation.y - target_y; // speed is the speed the camera would need to reach target_y in this frame float speed_y = delta_y / elapsed_time; // limit the camera speed when jumping upwards if(player->fall_mode != Player::FALLING && player->fall_mode != Player::TRAMPOLINE_JUMP) { speed_y = clamp(speed_y, -config.max_speed_y, config.max_speed_y); } // scroll with calculated speed cached_translation.y -= speed_y * elapsed_time; } if(ymode == 3) { float halfsize = config.kirby_rectsize_y * 0.5f; cached_translation.y = clamp(cached_translation.y, player_pos.y - SCREEN_HEIGHT * (0.5f + halfsize), player_pos.y - SCREEN_HEIGHT * (0.5f - halfsize)); } if(ymode == 4) { float upperend = SCREEN_HEIGHT * config.edge_x; float lowerend = SCREEN_HEIGHT * (1 - config.edge_x); if (player_delta.y < -CAMERA_EPSILON) { // walking left lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm; if(lookahead_pos.y > lowerend) { lookahead_pos.y = lowerend; } } else if (player_delta.y > CAMERA_EPSILON) { // walking right lookahead_pos.y -= player_delta.y * config.dynamic_speed_sm; if(lookahead_pos.y < upperend) { lookahead_pos.y = upperend; } } // adjust for level ends if (player_pos.y < upperend) { lookahead_pos.y = upperend; } if (player_pos.y > sector->get_width() - upperend) { lookahead_pos.y = lowerend; } cached_translation.y = player_pos.y - lookahead_pos.y; } translation.y = cached_translation.y; if(ymode != 0) { float top_edge, bottom_edge; if(config.clamp_y <= 0) { top_edge = 0; bottom_edge = SCREEN_HEIGHT; } else { top_edge = SCREEN_HEIGHT*config.clamp_y; bottom_edge = SCREEN_HEIGHT*(1-config.clamp_y); } float peek_to = 0; float translation_compensation = player_pos.y - translation.y; if(player->peeking_direction_y() == ::UP) { peek_to = bottom_edge - translation_compensation; } else if(player->peeking_direction_y() == ::DOWN) { peek_to = top_edge - translation_compensation; } float peek_move = (peek_to - peek_pos.y) * PEEK_ARRIVE_RATIO; if(fabs(peek_move) < 1.0) { peek_move = 0.0; } peek_pos.y += peek_move; translation.y -= peek_pos.y; if(config.clamp_y > 0) { translation.y = clamp(translation.y, player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y), player_pos.y - SCREEN_HEIGHT * config.clamp_y); cached_translation.y = clamp(cached_translation.y, player_pos.y - SCREEN_HEIGHT * (1-config.clamp_y), player_pos.y - SCREEN_HEIGHT * config.clamp_y); } } /****** Horizontal scrolling part *******/ int xmode = config.xmode; if(player->is_dying()) xmode = 0; if(xmode == 1) { cached_translation.x = player_pos.x - SCREEN_WIDTH * config.target_x; } if(xmode == 2) { // our camera is either in leftscrolling, rightscrolling or // nonscrollingmode. // // when suddenly changing directions while scrolling into the other // direction abort scrolling, since tux might be going left/right at a // relatively small part of the map (like when jumping upwards) // Find out direction in which the player moves LookaheadMode walkDirection; if (player_delta.x < -CAMERA_EPSILON) walkDirection = LOOKAHEAD_LEFT; else if (player_delta.x > CAMERA_EPSILON) walkDirection = LOOKAHEAD_RIGHT; else if (player->dir == ::LEFT) walkDirection = LOOKAHEAD_LEFT; else walkDirection = LOOKAHEAD_RIGHT; float LEFTEND, RIGHTEND; if(config.sensitive_x > 0) { LEFTEND = SCREEN_WIDTH * config.sensitive_x; RIGHTEND = SCREEN_WIDTH * (1-config.sensitive_x); } else { LEFTEND = SCREEN_WIDTH; RIGHTEND = 0; } if(lookahead_mode == LOOKAHEAD_NONE) { /* if we're undecided then look if we crossed the left or right * "sensitive" area */ if(player_pos.x < cached_translation.x + LEFTEND) { lookahead_mode = LOOKAHEAD_LEFT; } else if(player_pos.x > cached_translation.x + RIGHTEND) { lookahead_mode = LOOKAHEAD_RIGHT; } /* at the ends of a level it's obvious which way we will go */ if(player_pos.x < SCREEN_WIDTH*0.5) { lookahead_mode = LOOKAHEAD_RIGHT; } else if(player_pos.x >= sector->get_width() - SCREEN_WIDTH*0.5) { lookahead_mode = LOOKAHEAD_LEFT; } changetime = -1; } else if(lookahead_mode != walkDirection) { /* player changed direction while camera was scrolling... * he has to do this for a certain time to add robustness against * sudden changes */ if(changetime < 0) { changetime = game_time; } else if(game_time - changetime > config.dirchange_time) { if(lookahead_mode == LOOKAHEAD_LEFT && player_pos.x > cached_translation.x + RIGHTEND) { lookahead_mode = LOOKAHEAD_RIGHT; } else if(lookahead_mode == LOOKAHEAD_RIGHT && player_pos.x < cached_translation.x + LEFTEND) { lookahead_mode = LOOKAHEAD_LEFT; } else { lookahead_mode = LOOKAHEAD_NONE; } } } else { changetime = -1; } LEFTEND = SCREEN_WIDTH * config.edge_x; RIGHTEND = SCREEN_WIDTH * (1-config.edge_x); // calculate our scroll target depending on scroll mode float target_x; if(lookahead_mode == LOOKAHEAD_LEFT) target_x = player_pos.x - RIGHTEND; else if(lookahead_mode == LOOKAHEAD_RIGHT) target_x = player_pos.x - LEFTEND; else target_x = cached_translation.x; // that's the distance we would have to travel to reach target_x float delta_x = cached_translation.x - target_x; // the speed we'd need to travel to reach target_x in this frame float speed_x = delta_x / elapsed_time; // limit our speed float player_speed_x = player_delta.x / elapsed_time; float maxv = config.max_speed_x + (fabsf(player_speed_x * config.dynamic_max_speed_x)); speed_x = clamp(speed_x, -maxv, maxv); // apply scrolling cached_translation.x -= speed_x * elapsed_time; } if(xmode == 3) { float halfsize = config.kirby_rectsize_x * 0.5f; cached_translation.x = clamp(cached_translation.x, player_pos.x - SCREEN_WIDTH * (0.5f + halfsize), player_pos.x - SCREEN_WIDTH * (0.5f - halfsize)); } if(xmode == 4) { float LEFTEND = SCREEN_WIDTH * config.edge_x; float RIGHTEND = SCREEN_WIDTH * (1 - config.edge_x); if (player_delta.x < -CAMERA_EPSILON) { // walking left lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm; if(lookahead_pos.x > RIGHTEND) { lookahead_pos.x = RIGHTEND; } } else if (player_delta.x > CAMERA_EPSILON) { // walking right lookahead_pos.x -= player_delta.x * config.dynamic_speed_sm; if(lookahead_pos.x < LEFTEND) { lookahead_pos.x = LEFTEND; } } // adjust for level ends if (player_pos.x < LEFTEND) { lookahead_pos.x = LEFTEND; } if (player_pos.x > sector->get_width() - LEFTEND) { lookahead_pos.x = RIGHTEND; } cached_translation.x = player_pos.x - lookahead_pos.x; } translation.x = cached_translation.x; if(xmode != 0) { float left_edge, right_edge; if(config.clamp_x <= 0) { left_edge = 0; right_edge = SCREEN_WIDTH; } else { left_edge = SCREEN_WIDTH*config.clamp_x; right_edge = SCREEN_WIDTH*(1-config.clamp_x); } float peek_to = 0; float translation_compensation = player_pos.x - translation.x; if(player->peeking_direction_x() == ::LEFT) { peek_to = right_edge - translation_compensation; } else if(player->peeking_direction_x() == ::RIGHT) { peek_to = left_edge - translation_compensation; } float peek_move = (peek_to - peek_pos.x) * PEEK_ARRIVE_RATIO; if(fabs(peek_move) < 1.0) { peek_move = 0.0; } peek_pos.x += peek_move; translation.x -= peek_pos.x; if(config.clamp_x > 0) { translation.x = clamp(translation.x, player_pos.x - SCREEN_WIDTH * (1-config.clamp_x), player_pos.x - SCREEN_WIDTH * config.clamp_x); cached_translation.x = clamp(cached_translation.x, player_pos.x - SCREEN_WIDTH * (1-config.clamp_x), player_pos.x - SCREEN_WIDTH * config.clamp_x); } } keep_in_bounds(translation); keep_in_bounds(cached_translation); }
Vec2i Player::getSelect(){ return player_pos() + selection; }