1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
|
#include "bullet.h"
#include "components.h"
#include "error.h"
#include "platform.h"
#include "sprite.h"
#include "world.h"
Entity new_player_bullet(
World* world,
int x,
int y,
int vx,
int vy,
int life
) {
Entity e;
CBullet* bullet;
CPosition* pos;
CSprite* sprite;
Sprite_ID sprid;
e = new_entity(world);
add_components(
world,
e,
ctype_sprite |
ctype_position |
ctype_bullet |
ctype_player_bullet
);
pos = &world->positions[e];
sprite = &world->sprites[e];
bullet = &world->bullets[e];
pos->x = x;
pos->y = y;
bullet->vx = vx;
bullet->vy = vy;
bullet->life = life;
if (vx < 0) {
sprid = sprite_player_bullet_left;
} else if (vx > 0) {
sprid = sprite_player_bullet_right;
} else if (vy < 0) {
sprid = sprite_player_bullet_up;
} else if (vy > 0) {
sprid = sprite_player_bullet_down;
}
#ifdef DEBUG
else {
platform_log("Player bullets must have velocity\n");
platform_abort(error_gameplay_error);
}
#endif
init_csprite(sprite, sprid);
return e;
}
int new_enemy_bullet(
struct World* world,
int x,
int y,
int vx,
int vy
) {
Entity e;
CBullet* bullet;
CPosition* pos;
CSprite* sprite;
e = new_entity(world);
add_components(
world,
e,
ctype_sprite |
ctype_position |
ctype_bullet |
ctype_enemy_bullet
);
pos = &world->positions[e];
sprite = &world->sprites[e];
bullet = &world->bullets[e];
pos->x = x;
pos->y = y;
bullet->vx = vx;
bullet->vy = vy;
bullet->life = 500;
init_csprite(sprite, sprite_enemy_bullet);
return e;
}
void bullet_system(World* world) {
int i;
unsigned bits;
CPosition* pos;
CBullet* bullet;
for (i = 0; i < world->entity_count; i++) {
bits = world->bitmask[i];
if ((bits & ctype_position) && (bits & ctype_bullet)) {
pos = &world->positions[i];
bullet = &world->bullets[i];
pos->x += bullet->vx;
pos->y += bullet->vy;
bullet->life--;
if (bullet->life <= 0) {
destroy_entity(world, i);
}
}
}
}
|