Collision working but very very very slow
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parent
000a5cfe90
commit
663bd8d990
1
.gitignore
vendored
1
.gitignore
vendored
@ -1,4 +1,5 @@
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.vscode/*
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.vs/*
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bin/*
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src/gfx/convpng.*
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screenshot.png
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845
obj/main.src
845
obj/main.src
File diff suppressed because it is too large
Load Diff
12
src/baddie.h
12
src/baddie.h
@ -7,6 +7,11 @@ struct Baddie {
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float x;
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float y;
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} pos;
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struct oldPos
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{
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float x;
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float y;
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} oldPos;
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} baddies[baddieAmount];
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int spawnBaddie(float posX, float posY)
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@ -31,7 +36,12 @@ int updateBaddie(int i)
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if (!(baddies[i].pos.x <= (0 - 32)))
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{
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baddies[i].pos.x -= speed;
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gfx_Sprite(baddie, baddies[i].pos.x, baddies[i].pos.y);
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if ((abs(baddies[i].oldPos.x - baddies[i].pos.x) >= 1) || (abs(baddies[i].oldPos.y - baddies[i].pos.y) >= 1))
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{
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gfx_Sprite(baddie, baddies[i].pos.x, baddies[i].pos.y);
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baddies[i].oldPos.x = baddies[i].pos.x;
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baddies[i].oldPos.y = baddies[i].pos.y;
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}
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return 1;
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}
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else
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12
src/bullet.h
12
src/bullet.h
@ -9,6 +9,11 @@ struct Bullet
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float x;
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float y;
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} pos;
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struct oldPos
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{
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float x;
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float y;
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} oldPos;
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} bullets[bulletAmount];
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int spawnBullet(float posX, float posY)
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@ -33,7 +38,12 @@ int updateBullet(int i)
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if (!(bullets[i].pos.x >= (LCD_WIDTH + 16)))
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{
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bullets[i].pos.x += speed;
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gfx_Sprite(bullet, bullets[i].pos.x, bullets[i].pos.y);
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if ((abs(bullets[i].oldPos.x - bullets[i].pos.x) >= 1) || (abs(bullets[i].oldPos.y - bullets[i].pos.y) >= 1))
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{
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gfx_Sprite(bullet, bullets[i].pos.x, bullets[i].pos.y);
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bullets[i].oldPos.x = bullets[i].pos.x;
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bullets[i].oldPos.y = bullets[i].pos.y;
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}
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return 1;
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}
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else
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40
src/collision.h
Normal file
40
src/collision.h
Normal file
@ -0,0 +1,40 @@
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// Variables for collision detection
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float distance = 0;
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float difference[2];
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int a;
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// Check collisions
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void checkCollision() {
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for (i = 0; i < (baddieAmount - 1); i++)
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{
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// Collision baddie x bullet
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for (a = 0; a < (bulletAmount - 1); a++)
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{
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//// Difference x
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difference[0] = (baddies[i].pos.x + (32 / 2)) - (bullets[a].pos.x + (16 / 2));
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//// Difference y
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difference[1] = (baddies[i].pos.y + (32 / 2)) - (bullets[a].pos.y + (16 / 2));
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// Calculate diffence
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distance = sqrt(pow(difference[0], 2) + pow(difference[1], 2));
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if (!baddies[i].dead && !bullets[a].dead && distance <= 11)
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{
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bullets[a].dead = true;
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baddies[i].dead = true;
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}
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}
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// Collision baddie x player
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//// Difference x
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difference[0] = (baddies[i].pos.x + (32 / 2)) - (player.pos.x + (32 / 2));
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//// Difference y
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difference[1] = (baddies[i].pos.y + (32 / 2)) - (player.pos.y + (32 / 2));
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// Calculate diffence
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distance = sqrt(pow(difference[0], 2) + pow(difference[1], 2));
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if (!baddies[i].dead && distance <= 15)
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{
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// Gameover
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}
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}
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}
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10
src/main.c
10
src/main.c
@ -15,15 +15,19 @@
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// set global vars
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const int bulletAmount = 5;
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const int baddieAmount = 32;
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const int baddieAmount = 12;
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int spriteActive = 0;
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int gamestate = 0;
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float speed = 0.5;
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int i;
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float t;
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float dt;
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// Include entity headers
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#include "player.h"
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#include "bullet.h"
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#include "baddie.h"
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#include "collision.h"
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#include "controls.h"
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void setup()
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@ -32,8 +36,6 @@ void setup()
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/* Initialize the 8bpp graphics */
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gfx_Begin();
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dbg_sprintf(dbgout, "This is the start of a CEmu debugging test\n");
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dbg_Debugger();
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/* Set up the palette for our sprites */
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gfx_SetPalette(sprites_pal, sizeof_sprites_pal, 0);
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@ -92,6 +94,8 @@ void main(void)
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}
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checkCollision();
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// Redraw player if position has changed or if a bullet has been fired
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updatePlayer(spriteActive);
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@ -13,9 +13,9 @@ struct Player
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} oldPos;
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} player;
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void updatePlayer(int bulletsAlive)
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void updatePlayer(int spriteActive)
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{
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if ((abs(player.oldPos.x - player.pos.x) >= 1) || (abs(player.oldPos.y - player.pos.y) >= 1) || bulletsAlive == 1)
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if ((abs(player.oldPos.x - player.pos.x) >= 1) || (abs(player.oldPos.y - player.pos.y) >= 1) || spriteActive == 1)
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{
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gfx_Sprite(spaceship, player.pos.x, player.pos.y);
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player.oldPos.x = player.pos.x;
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