static void init_particle_emitters(struct demo *demo) { unsigned int i; for (i = 0; i < C_N_ELEMENTS(demo->emitter); i++) { demo->emitter[i] = particle_emitter_new(demo->dev, demo->fb); demo->emitter[i]->particle_count = 80000; demo->emitter[i]->particle_size = 1.0f; demo->emitter[i]->new_particles_per_ms = demo->emitter[i]->particle_count / 2; /* Global force */ demo->emitter[i]->acceleration[1] = 14; /* Particle position */ demo->emitter[i]->particle_position.value[0] = WIDTH / 2; demo->emitter[i]->particle_position.value[1] = HEIGHT / 2; demo->emitter[i]->particle_position.type = VECTOR_VARIANCE_NONE; /* Particle speed */ demo->emitter[i]->particle_speed.value = 22; demo->emitter[i]->particle_speed.variance = 0.6; demo->emitter[i]->particle_speed.type = FLOAT_VARIANCE_PROPORTIONAL; /* Direction */ demo->emitter[i]->particle_direction.variance[0] = 0.7; demo->emitter[i]->particle_direction.variance[1] = 0.7; demo->emitter[i]->particle_direction.type = VECTOR_VARIANCE_IRWIN_HALL; /* Lifespan */ demo->emitter[i]->particle_lifespan.value = 1.5; demo->emitter[i]->particle_lifespan.variance = 0.95; demo->emitter[i]->particle_lifespan.type = DOUBLE_VARIANCE_PROPORTIONAL; /* Color */ demo->emitter[i]->particle_color.hue.value = 32; demo->emitter[i]->particle_color.hue.variance = 20; demo->emitter[i]->particle_color.hue.type = FLOAT_VARIANCE_LINEAR; demo->emitter[i]->particle_color.saturation.value = 1; demo->emitter[i]->particle_color.luminance.value = 0.6; demo->emitter[i]->particle_color.luminance.variance = 0.4; demo->emitter[i]->particle_color.luminance.type = FLOAT_VARIANCE_LINEAR; } }
/* Bästa Snyggkoden™ i stan! */ int player_loop(DARNIT_KEYS *keys) { SHAPE_COPY *shape; DARNIT_KEYS set; static int shoot_key=0; static int grenade_key=0; int dir; if (!player) return 0; shape=shapesprite_get_current_shape(player->shape); if(keys->up) player->gun_angle=-200; else if(keys->down) player->gun_angle=200; else player->gun_angle=0; if(keys->a&&!shoot_key) { int x=player->x/1000+28, y=player->y/1000+(player->gun_angle?player->gun_angle/20:0); player->bullet=bullet_add(player->bullet, x, y, player->gun_angle, model.bullet, BULLET_OWNER_PLAYER); d_sound_play(sound.shoot, 0, 127, 127, 0); particle_emitter_new(30, 100, 8000, 10000, 255, 0, 0, PARTICLE_TYPE_PULSE, x, y, 0, player->gun_angle-100, player->gun_angle+100); particle_emitter_new(30, 100, 8000, 10000, 255, 255, 0, PARTICLE_TYPE_PULSE, x, y, 0, player->gun_angle-100, player->gun_angle+100); } if(keys->b&&(!grenade_key)&&player->grenades) grenade_time=d_time_get(); if((grenade_key&&!keys->b)||(grenade_time&&d_time_get()>=GRENADE_LIFE+grenade_time)) { int x=player->x/1000+28, y=player->y/1000+(player->gun_angle?player->gun_angle/20:0); if(player->grenades) { player->grenade=grenade_add(player->grenade, x, y, player->gun_angle, grenade_time+GRENADE_LIFE-d_time_get(), model.grenade); player->grenades--; } grenade_time=0; } shoot_key=keys->a; grenade_key=keys->b; if (keys->left) player->vel_x -= (PLAYER_ACCELERATION * d_last_frame_time()) / 1000; else if (keys->right) player->vel_x += (PLAYER_ACCELERATION * d_last_frame_time()) / 1000; else if (player->vel_x) { if (abs(player->vel_x) < (PLAYER_ACCELERATION * d_last_frame_time()) / 1000) player->vel_x = 0; else player->vel_x += ((player->vel_x < 0 ? 1 : -1) * (PLAYER_FRICTION) * d_last_frame_time()) / 1000; } if (abs(player->vel_x) > PLAYER_SPEED_X_MAX) player->vel_x = (player->vel_x < 0 ? -1 : 1) * PLAYER_SPEED_X_MAX; if (keys->l && !player->vel_y) { set = d_keys_zero(); set.l = 1; d_keys_set(set); player->vel_y -= PLAYER_JUMP_ACCELERATION; } player->vel_y += PLAYER_GRAVITY * d_last_frame_time(); if (abs(player->vel_y) > PLAYER_SPEED_Y_MAX) player->vel_y = (player->vel_y < 0 ? -1 : 1) * PLAYER_SPEED_Y_MAX; dir=map_collide_dir(shape->coord, shape->lines, player->x / 1000, player->y / 1000, player->vel_x); if(dir==MAP_SLOPE_UP) { player->x += player->vel_x * d_last_frame_time()/ 1000; player->y-=abs(player->vel_x) * d_last_frame_time() / 1000; } else if(dir==MAP_SLOPE_VERTICAL) { player->x-=player->vel_x/ 200; player->vel_x*=-1; player->y+=2000; } else if(dir!=MAP_SLOPE_VERTICAL) { if (dir != -1) player->y-=50; player->x += player->vel_x * d_last_frame_time() / 1000; } if (player->x < 32000) player->x = 32000; if (!map_collide(shape->coord, shape->lines, player->x / 1000, player->y / 1000) || player->vel_y < 0) player->y += player->vel_y * d_last_frame_time() / 1000; else { player->vel_y = 0; } if (player->y / 1000 >= PLAYER_KILLZONE||map_enemy_collide(shapesprite_get_current_shape(player->shape), player->x, player->y)) { player_kill(); return -1; } if (player->x < camera_x + 32000) player->x = camera_x + 32000; if(player->vel_x) { shapesprite_animate(player->shape); } if(boss_shooting&&((player->x-camera_x)>300000)&&((boss_shooting-d_time_get())>1000)) { player->health--; if(player->health<0) { player_kill(); return 1; } } map_check_powerup(player->x/1000/*+camera_x/1000*/, player->y/1000); score++; return 1; }