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- #include <stdlib.h>
- #include <stdbool.h>
- #include <jetpack_game_icons.h>
- #include <gui/gui.h>
- #include "states.h"
- #include "game_sprites.h"
- #include "missile.h"
- #include "barry.h"
- void missile_tick(MISSILE* const missiles, BARRY* const barry, void (*death_handler)()) {
- // Move missiles towards the player
- for(int i = 0; i < MISSILES_MAX; i++) {
- if(missiles[i].visible && missile_colides(&missiles[i], barry)) {
- death_handler();
- }
- if(missiles[i].visible) {
- missiles[i].point.x -= 2; // move left by 2 units
- if(missiles[i].point.x < -MISSILE_WIDTH) { // if the missile is out of screen
- missiles[i].visible = false; // set missile as "inactive"
- }
- }
- }
- }
- void spawn_random_missile(MISSILE* const missiles) {
- // Check for an available slot for a new missile
- for(int i = 0; i < MISSILES_MAX; ++i) {
- if(!missiles[i].visible) {
- missiles[i].point.x = 2 * SCREEN_WIDTH;
- missiles[i].point.y = rand() % (SCREEN_HEIGHT - MISSILE_HEIGHT);
- missiles[i].visible = true;
- break;
- }
- }
- }
- void draw_missiles(const MISSILE* missiles, Canvas* const canvas, const GameSprites* sprites) {
- for(int i = 0; i < MISSILES_MAX; ++i) {
- if(missiles[i].visible) {
- canvas_set_color(canvas, ColorBlack);
- if(missiles[i].point.x > 128) {
- canvas_draw_icon_animation(
- canvas, SCREEN_WIDTH - 7, missiles[i].point.y, sprites->alert);
- } else {
- canvas_draw_icon_animation(
- canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile);
- canvas_set_color(canvas, ColorWhite);
- canvas_draw_icon(
- canvas, missiles[i].point.x, missiles[i].point.y, sprites->missile_infill);
- }
- }
- }
- }
- bool missile_colides(MISSILE* const missile, BARRY* const barry) {
- return !(
- barry->point.x >
- missile->point.x + MISSILE_WIDTH - 14 || // Barry is to the right of the missile
- barry->point.x + BARRY_WIDTH - 3 <
- missile->point.x || // Barry is to the left of the missile
- barry->point.y > missile->point.y + MISSILE_HEIGHT || // Barry is below the missile
- barry->point.y + BARRY_HEIGHT < missile->point.y); // Barry is above the missile
- }
- int get_rocket_spawn_distance(int player_distance) {
- // Define the start and end points for rocket spawn distance
- int start_distance = 256;
- int end_distance = 24;
- // Define the maximum player distance at which the spawn distance should be at its minimum
- int max_player_distance = 5000; // Adjust this value based on your game's difficulty curve
- if(player_distance >= max_player_distance) {
- return end_distance;
- }
- // Calculate the linear interpolation factor
- float t = (float)player_distance / max_player_distance;
- // Interpolate the rocket spawn distance
- return start_distance + t * (end_distance - start_distance);
- }
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