minigun special attack
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eac8f75da8
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aeb2cf2b23
2
main.c
2
main.c
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@ -125,6 +125,8 @@ int main(void)
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Camera2D effect_camera = camera;
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Camera2D effect_camera = camera;
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effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake);
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effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake);
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if (player_type == PLAYER_MINIGUN)
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process_minigun(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera, &effect_camera);
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BeginMode2D(effect_camera);
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BeginMode2D(effect_camera);
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{
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{
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DrawTexture(map.texture, map.box.x, map.box.y, WHITE);
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DrawTexture(map.texture, map.box.x, map.box.y, WHITE);
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33
minigun.c
33
minigun.c
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@ -16,9 +16,29 @@ float minigun_radius()
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return fmax(minigun_texture.width, minigun_texture.height)/2;
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return fmax(minigun_texture.width, minigun_texture.height)/2;
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}
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}
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void process_minigun(Vector2 pos, Camera2D *real_cam, Camera2D *effect_cam)
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{
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if (key_down(KC_SPECIAL)) {
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int force = 5;
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effect_cam->offset.x += GetRandomValue(-force/2, force/2);
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effect_cam->offset.y += GetRandomValue(-force/2, force/2);
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}
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else if (key_down(KC_SHOOT)) {
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int speed = 5;
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float angle = -Vector2LineAngle(pos, GetMousePosition());
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angle *= 180/PI;
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Vector2 world = GetScreenToWorld2D(pos, *real_cam);
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Vector2 toward = Vector2Normalize((Vector2) {cos(angle * PI/180), sin(angle * PI/180)});
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real_cam->target = Vector2Subtract(world, Vector2Scale(toward, speed));
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bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*1.0)), angle);
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bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*6.0)), angle);
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}
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}
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void draw_minigun(Vector2 pos, Camera2D *cam)
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void draw_minigun(Vector2 pos, Camera2D *cam)
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{
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{
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(void) cam;
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Texture m = minigun_texture;
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Texture m = minigun_texture;
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Rectangle source = {0, 0, m.width, m.height};
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Rectangle source = {0, 0, m.width, m.height};
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Rectangle dest = {pos.x, pos.y, m.width, m.height};
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Rectangle dest = {pos.x, pos.y, m.width, m.height};
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@ -26,15 +46,8 @@ void draw_minigun(Vector2 pos, Camera2D *cam)
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float angle = -Vector2LineAngle(pos, GetMousePosition());
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float angle = -Vector2LineAngle(pos, GetMousePosition());
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angle *= 180/PI;
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angle *= 180/PI;
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if (key_down(KC_SHOOT)) {
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if (key_down(KC_SPECIAL))
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int speed = 5;
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DrawLineEx(pos, GetMousePosition(), 10, RED);
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Vector2 world = GetScreenToWorld2D(pos, *cam);
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Vector2 toward = Vector2Normalize((Vector2) {cos(angle * PI/180), sin(angle * PI/180)});
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cam->target = Vector2Subtract(world, Vector2Scale(toward, speed));
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bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*1.0)), angle);
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bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*6.0)), angle);
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}
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DrawTexturePro(m, source, dest, origin, angle + 90, WHITE);
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DrawTexturePro(m, source, dest, origin, angle + 90, WHITE);
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}
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}
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@ -5,6 +5,8 @@ void load_minigun();
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float minigun_radius();
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float minigun_radius();
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void process_minigun(Vector2 pos, Camera2D *real_cam, Camera2D *effect_cam);
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void draw_minigun(Vector2 pos, Camera2D *cam);
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void draw_minigun(Vector2 pos, Camera2D *cam);
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float minigun_dash_time();
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float minigun_dash_time();
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