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No commits in common. "5b2c7e729d7585e8f783a4ec50677c8ab54daab7" and "eac8f75da85e3b9b895398328905d78a329aedb5" have entirely different histories.

5 changed files with 12 additions and 48 deletions

9
keys.c
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@ -27,15 +27,6 @@ int key_pressed(KeyControl key)
return IsKeyPressed(keys[key]); return IsKeyPressed(keys[key]);
} }
int key_released(KeyControl key)
{
// NOTE: mouse button id's are less than 6, keyboard id's are over 32
if (keys[key] <= 6)
return IsMouseButtonReleased(keys[key]);
else
return IsKeyReleased(keys[key]);
}
void change_layout_azerty() void change_layout_azerty()
{ {
keys[KC_UP] = KEY_S; keys[KC_UP] = KEY_S;

2
keys.h
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@ -24,6 +24,4 @@ int key_down(KeyControl key);
int key_pressed(KeyControl key); int key_pressed(KeyControl key);
int key_released(KeyControl key);
#endif // KEYS_H #endif // KEYS_H

2
main.c
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@ -125,8 +125,6 @@ int main(void)
Camera2D effect_camera = camera; Camera2D effect_camera = camera;
effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake); effect_camera.offset = Vector2Add(effect_camera.offset, cam_shake);
if (player_type == PLAYER_MINIGUN)
process_minigun(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera, &effect_camera);
BeginMode2D(effect_camera); BeginMode2D(effect_camera);
{ {
DrawTexture(map.texture, map.box.x, map.box.y, WHITE); DrawTexture(map.texture, map.box.x, map.box.y, WHITE);

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@ -6,9 +6,6 @@
Texture minigun_texture; Texture minigun_texture;
#define DEFAULT_BACK_SPEED 5
float back_speed = DEFAULT_BACK_SPEED;
void load_minigun() void load_minigun()
{ {
minigun_texture = LoadTexture("data/minigun.png"); minigun_texture = LoadTexture("data/minigun.png");
@ -19,34 +16,9 @@ float minigun_radius()
return fmax(minigun_texture.width, minigun_texture.height)/2; return fmax(minigun_texture.width, minigun_texture.height)/2;
} }
void process_minigun(Vector2 pos, Camera2D *real_cam, Camera2D *effect_cam)
{
if (key_down(KC_SPECIAL)) {
int force = 5;
effect_cam->offset.x += GetRandomValue(-force/2, force/2);
effect_cam->offset.y += GetRandomValue(-force/2, force/2);
}
else if (key_down(KC_SHOOT)) {
back_speed += GetFrameTime() * 1.2;
if (back_speed >= 25)
back_speed = 25;
float angle = -Vector2LineAngle(pos, GetMousePosition());
angle *= 180/PI;
Vector2 world = GetScreenToWorld2D(pos, *real_cam);
Vector2 toward = Vector2Normalize((Vector2) {cos(angle * PI/180), sin(angle * PI/180)});
real_cam->target = Vector2Subtract(world, Vector2Scale(toward, back_speed));
bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, 5*1.0)), angle);
bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, 5*6.0)), angle);
}
if (key_down(KC_SPECIAL) || !key_down(KC_SHOOT)) {
back_speed = DEFAULT_BACK_SPEED;
}
}
void draw_minigun(Vector2 pos, Camera2D *cam) void draw_minigun(Vector2 pos, Camera2D *cam)
{ {
(void) cam;
Texture m = minigun_texture; Texture m = minigun_texture;
Rectangle source = {0, 0, m.width, m.height}; Rectangle source = {0, 0, m.width, m.height};
Rectangle dest = {pos.x, pos.y, m.width, m.height}; Rectangle dest = {pos.x, pos.y, m.width, m.height};
@ -54,8 +26,15 @@ void draw_minigun(Vector2 pos, Camera2D *cam)
float angle = -Vector2LineAngle(pos, GetMousePosition()); float angle = -Vector2LineAngle(pos, GetMousePosition());
angle *= 180/PI; angle *= 180/PI;
if (key_down(KC_SPECIAL)) if (key_down(KC_SHOOT)) {
DrawLineEx(pos, GetMousePosition(), 10, RED); int speed = 5;
Vector2 world = GetScreenToWorld2D(pos, *cam);
Vector2 toward = Vector2Normalize((Vector2) {cos(angle * PI/180), sin(angle * PI/180)});
cam->target = Vector2Subtract(world, Vector2Scale(toward, speed));
bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*1.0)), angle);
bullet_spawn(BULLET_MINIGUN, Vector2Subtract(world, Vector2Scale(toward, speed*6.0)), angle);
}
DrawTexturePro(m, source, dest, origin, angle + 90, WHITE); DrawTexturePro(m, source, dest, origin, angle + 90, WHITE);
} }

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@ -5,8 +5,6 @@ void load_minigun();
float minigun_radius(); float minigun_radius();
void process_minigun(Vector2 pos, Camera2D *real_cam, Camera2D *effect_cam);
void draw_minigun(Vector2 pos, Camera2D *cam); void draw_minigun(Vector2 pos, Camera2D *cam);
float minigun_dash_time(); float minigun_dash_time();