added badman shooting and reloading

This commit is contained in:
2025-10-06 17:30:49 +01:00
parent 8a360df98a
commit fcc7adfb22
8 changed files with 82 additions and 13 deletions

View File

@@ -38,3 +38,11 @@ bool AABB_Slab(V2f origin, V2f point, AABB a)
V2f AABB_Centre(AABB a) {
return V2F(a.pos.x + a.size.x/2, a.pos.y + a.size.y/2);
}
bool AABB_Circle(F32 rad, V2f radOrigin, AABB a)
{
V2f aCentre = AABB_Centre(a);
F32 xSq = (Abs(aCentre.x) - Abs(radOrigin.x)) * (Abs(aCentre.x) - Abs(radOrigin.x));
F32 ySq = (Abs(aCentre.y) - Abs(radOrigin.y)) * (Abs(aCentre.y) - Abs(radOrigin.y));
return SDL_sqrt(xSq + ySq) < rad;
}

View File

@@ -1,13 +1,27 @@
#include "game/world.h"
#include "game/bandit.h"
V2f shootTowards(Bandit *bandit, V2f target, Random* r)
{
V2f shooterV2 = bandit->collision.pos;
F32 randX = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
F32 randY = Random_F32(r, -bandit->accuracyRange, bandit->accuracyRange);
return V2F(shooterV2.x + (target.x - shooterV2.x) * (1 + randX), shooterV2.x + (target.y - shooterV2.y) * (1 + randY));
}
void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, bandit->collision) && bandit->currentArea == world->player.currentArea)
{
printf("You shot the bandit %*.s\n", Sv(bandit->name));
bandit->health--;
}
if (AABB_Circle(bandit->agroRadius, AABB_Centre(bandit->collision), world->player.collision) && !(bandit->mode == BANDIT_SHOOTING || bandit->mode == BANDIT_SHOOTOUT))
{
printf("begin shootout");
// shootout time o.o
bandit->mode = BANDIT_SHOOTOUT;
}
switch (bandit->mode) {
case BANDIT_WAITING:
bandit->waitTime+=delta;
@@ -41,7 +55,32 @@ void UpdateBandit(F32 delta, Bandit *bandit, World *world) {
bandit->collision.pos.x = cNav.pos.x * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.x * bandit->walkTimer/NPC_SPEED;
bandit->collision.pos.y = cNav.pos.y * (1 - bandit->walkTimer/NPC_SPEED) + tNav.pos.y * bandit->walkTimer/NPC_SPEED;
break;
// TODO Shooting
case BANDIT_SHOOTOUT:
bandit->shootoutTimer-=delta;
if(bandit->shootoutTimer < 0){
bandit->mode=BANDIT_SHOOTING;
}
break;
case BANDIT_SHOOTING:
bandit->shootCooldownTimer -= delta;
bandit->reloadTimer -= delta;
if (bandit->shootCooldownTimer < 0 && bandit->reloadTimer < 0)
{
printf("shoot at player");
bandit->bullets--;
bandit->shootCooldownTimer = bandit->shootDelay;
V2f banditShot = shootTowards(bandit, world->player.collision.pos, &world->random);
if(AABB_Slab(bandit->collision.pos, banditShot, world->player.collision)){
// gets shot lmao
printf("hit");
}
if(bandit->bullets == 0){
printf("enemy reload");
bandit->bullets = 6;
bandit->reloadTimer = bandit->reloadTime;
}
}
break;
// TODO Running away
}
}

View File

@@ -73,6 +73,6 @@ void PlayerUpdate(F32 delta, Player *player) {
}
}
dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->pos.x += dir.x;
player->pos.y += dir.y;
player->collision.pos.x += dir.x;
player->collision.pos.y += dir.y;
}

View File

@@ -9,6 +9,9 @@
void UpdateWorld(F32 delta, World *world)
{
if(world->bandit.mode == BANDIT_SHOOTOUT){
delta = delta/4;
}
UpdateBandit(delta, &world->bandit, world);
UpdateNPCs(delta, world);
PlayerUpdate(delta, &world->player);
@@ -21,7 +24,7 @@ void UpdateNPCs(F32 delta, World *world)
NPC *npc = &world->npcs[i];
UpdateNPC(delta, npc, world);
if (
world->player.controls.shot && AABB_Slab(world->player.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
world->player.controls.shot && AABB_Slab(world->player.collision.pos, world->player.shotPos, npc->collision) && npc->currentArea == world->player.currentArea)
{
printf("You shot %*.s\n", Sv(world->npcs[i].name));
}
@@ -69,7 +72,7 @@ void RenderWorld(World *world, D_Context *draw) {
V2f drawPos = AABB_Centre(world->bandit.collision);
D_Rect(draw, drawPos.x, drawPos.y, .texture = 9);
}
D_Rect(draw, world->player.pos.x, world->player.pos.y, .texture = 1);
D_Rect(draw, world->player.collision.pos.x, world->player.collision.pos.y, .texture = 1);
}
void SaveWorld(M_Arena *arena, World *world) {