unleashed-firmware/applications/external/jetpack_joyride/includes/missile.c
2023-07-06 18:44:45 +03:00

87 lines
3.0 KiB
C

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