mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-26 20:53:07 +00:00
87 lines
3 KiB
C
87 lines
3 KiB
C
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#include <stdlib.h>
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#include <stdbool.h>
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#include <jetpack_joyride_icons.h>
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#include <gui/gui.h>
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#include "states.h"
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#include "game_sprites.h"
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#include "missile.h"
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#include "barry.h"
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void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)()) {
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// Move missiles towards the player
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for(int i = 0; i < MISSILES_MAX; i++) {
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if(missiles[i].visible && missile_colides(&missiles[i], barry)) {
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death_handler();
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}
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if(missiles[i].visible) {
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missiles[i].point.x -= 2; // move left by 2 units
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if(missiles[i].point.x < -MISSILE_WIDTH) { // if the missile is out of screen
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missiles[i].visible = false; // set missile as "inactive"
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}
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}
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}
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}
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void spawn_random_missile(MISSILE* const missiles) {
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// Check for an available slot for a new missile
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for(int i = 0; i < MISSILES_MAX; ++i) {
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if(!missiles[i].visible) {
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missiles[i].point.x = 2 * SCREEN_WIDTH;
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missiles[i].point.y = rand() % (SCREEN_HEIGHT - MISSILE_HEIGHT);
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missiles[i].visible = true;
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break;
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}
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}
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}
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void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites) {
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for(int i = 0; i < MISSILES_MAX; ++i) {
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if(missiles[i].visible) {
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canvas_set_color(canvas, ColorBlack);
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if(missiles[i].point.x > 128) {
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canvas_draw_icon_animation(
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canvas, SCREEN_WIDTH - 7, missiles[i].point.y, sprites->alert);
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} else {
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canvas_draw_icon_animation(
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canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_icon(
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canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile_infill);
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}
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}
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}
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}
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bool missile_colides(MISSILE* const missile, BARRY* const barry) {
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return !(
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barry->point.x >
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missile->point.x + MISSILE_WIDTH - 14 || // Barry is to the right of the missile
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barry->point.x + BARRY_WIDTH - 3 <
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missile->point.x || // Barry is to the left of the missile
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barry->point.y > missile->point.y + MISSILE_HEIGHT || // Barry is below the missile
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barry->point.y + BARRY_HEIGHT < missile->point.y); // Barry is above the missile
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}
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int get_rocket_spawn_distance(int player_distance) {
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// Define the start and end points for rocket spawn distance
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int start_distance = 256;
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int end_distance = 24;
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// Define the maximum player distance at which the spawn distance should be at its minimum
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int max_player_distance = 5000; // Adjust this value based on your game's difficulty curve
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if(player_distance >= max_player_distance) {
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return end_distance;
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}
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// Calculate the linear interpolation factor
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float t = (float)player_distance / max_player_distance;
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// Interpolate the rocket spawn distance
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return start_distance + t * (end_distance - start_distance);
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}
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