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https://github.com/Next-Flip/Momentum-Firmware.git
synced 2026-06-11 19:33:30 -07:00
Update scorched_tanks_game_app.c
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@@ -13,7 +13,7 @@
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#define PLAYER_INIT_POWER 50
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#define ENEMY_INIT_LOCATION_X 108
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#define TANK_BARREL_LENGTH 8
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#define GRAVITY_FORCE 0.5
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#define GRAVITY_FORCE (double)0.5
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#define MIN_GROUND_HEIGHT 35
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#define MAX_GROUND_HEIGHT 55
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#define MAX_FIRE_POWER 100
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@@ -114,12 +114,12 @@ int scorched_tanks_random(int min, int max)
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void scorched_tanks_generate_ground(Game *game_state)
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{
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auto lastHeight = 45;
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int lastHeight = 45;
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for (unsigned char a = 0; a < SCREEN_WIDTH; a++)
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{
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auto diffHeight = scorched_tanks_random(-2, 3);
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auto changeLength = scorched_tanks_random(1, 6);
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int diffHeight = scorched_tanks_random(-2, 3);
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int changeLength = scorched_tanks_random(1, 6);
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if (diffHeight == 0)
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{
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@@ -130,8 +130,8 @@ void scorched_tanks_generate_ground(Game *game_state)
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{
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if (a + b < SCREEN_WIDTH)
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{
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auto index = a + b;
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auto newPoint = lastHeight + diffHeight;
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int index = a + b;
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int newPoint = lastHeight + diffHeight;
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newPoint = newPoint < MIN_GROUND_HEIGHT ? MIN_GROUND_HEIGHT : newPoint;
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newPoint = newPoint > MAX_GROUND_HEIGHT ? MAX_GROUND_HEIGHT : newPoint;
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game_state->ground[index].x = index;
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@@ -450,8 +450,8 @@ static void scorched_tanks_fire(Game *game_state)
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{
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double sinFromAngle = scorched_tanks_sin[game_state->player.aimAngle];
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double cosFromAngle = scorched_tanks_cos[game_state->player.aimAngle];
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auto aimX1 = game_state->player.locationX;
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auto aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
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unsigned char aimX1 = game_state->player.locationX;
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unsigned char aimY1 = game_state->ground[game_state->player.locationX].y - TANK_COLLIDER_SIZE;
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int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
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int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
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game_state->bulletPosition.x = aimX2;
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@@ -463,8 +463,8 @@ static void scorched_tanks_fire(Game *game_state)
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{
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double sinFromAngle = scorched_tanks_sin[game_state->enemy.aimAngle];
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double cosFromAngle = scorched_tanks_cos[game_state->enemy.aimAngle];
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auto aimX1 = game_state->enemy.locationX;
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auto aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
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unsigned char aimX1 = game_state->enemy.locationX;
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unsigned char aimY1 = game_state->ground[game_state->enemy.locationX].y - TANK_COLLIDER_SIZE;
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int aimX2 = aimX1 + TANK_BARREL_LENGTH * cosFromAngle;
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int aimY2 = aimY1 + TANK_BARREL_LENGTH * sinFromAngle;
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aimX2 = aimX1 - (aimX2 - aimX1);
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