Fix bullets offsets

Add keyboard offset
This commit is contained in:
Bruno Rybársky 2024-09-01 09:12:17 +02:00
parent 0a42b24f09
commit b3c789303b
2 changed files with 22 additions and 35 deletions

@ -60,6 +60,7 @@ type Config struct {
DoJoyStickPlayers bool `json:"do_joystick_players"`
DoKeymapPlayer bool `json:"do_keymap_player"`
RecentlyDugBlocksClearInterval uint16 `json:"recently_dug_blocks_clear_interval"`
KeyBindOffset uint16 `json:"key_bind_offset"`
ServerConfig ServerConfig `json:"server_config"`
}
@ -81,6 +82,7 @@ func loadOrCreateConfig(filename string) (*Config, error) {
DoJoyStickPlayers: true,
DoKeymapPlayer: true,
RecentlyDugBlocksClearInterval: 20,
KeyBindOffset: 0,
ServerConfig: ServerConfig{
MapWidth: 1000,
MapHeight: 1000,

@ -290,6 +290,11 @@ func (player *Player) getRGBAColor(colorIndex uint8, format *sdl.PixelFormat) ui
}
type Point struct {
X int32
Y int32
}
func (player *Player) shoot(super bool, bullets map[uint32]*Bullet) {
if (super && (player.energy <= serverConfig.SuperShotCost || player.ammunition < serverConfig.MaxAmmunition)) || (!super && (player.energy <= serverConfig.NormalShotCost || player.ammunition < 1)) {
return
@ -297,41 +302,21 @@ func (player *Player) shoot(super bool, bullets map[uint32]*Bullet) {
if player.shootCooldown == 0 {
var shootX, shootY int32
switch player.gameObject.orientation {
case 0: // Up
shootY = player.gameObject.baseRect.Y - 1
shootX = player.gameObject.baseRect.X + 2
break
case 1: // Right
shootY = player.gameObject.baseRect.Y + 3
shootX = player.gameObject.baseRect.X + 8
break
case 2: // Down
shootX = player.gameObject.baseRect.X + 2
shootY = player.gameObject.baseRect.Y + 8
break
case 3: // Left
shootY = player.gameObject.baseRect.Y + 3
shootX = player.gameObject.baseRect.X - 2
break
case 4: // Up-Right
shootY = player.gameObject.baseRect.Y
shootX = player.gameObject.baseRect.X + 5
break
case 5: // Up-Left
shootY = player.gameObject.baseRect.Y
shootX = player.gameObject.baseRect.X - 1
break
case 6: // Down-Right
shootY = player.gameObject.baseRect.Y + 5
shootX = player.gameObject.baseRect.X + 5
break
case 7: // Down-Left
shootY = player.gameObject.baseRect.Y + 5
shootX = player.gameObject.baseRect.X - 1
break
offsets := []Point{
{X: 2, Y: 0}, // 0: Up
{X: 6, Y: 2}, // 1: Right
{X: 2, Y: 6}, // 2: Down
{X: 0, Y: 2}, // 3: Left
{X: 6, Y: 0}, // 4: Up-Right
{X: 0, Y: 0}, // 5: Up-Left
{X: 5, Y: 5}, // 6: Down-Right
{X: 0, Y: 6}, // 7: Down-Left
}
// Access the offset based on the player's orientation
shootX = player.gameObject.baseRect.X + offsets[player.gameObject.orientation].X
shootY = player.gameObject.baseRect.Y + offsets[player.gameObject.orientation].Y
player.shootCooldown = serverConfig.ShootCooldown
// Set cooldown and decrease energy
if super {
@ -446,7 +431,7 @@ func createPlayers(amount uint8, playerColors []PlayerColors, keyMaps []KeyMap,
var joyStick *sdl.Joystick
if (config.DoAllKeymapsPlayers && i <= uint8(len(keyMaps))) || (config.DoKeymapPlayer && i == 0) || (uint8(joyStickCount) <= i) {
keyMap = keyMaps[addedKeyboardPlayers]
keyMap = keyMaps[(addedKeyboardPlayers+int(config.KeyBindOffset))%(len(keyMaps)-1)]
addedKeyboardPlayers++
} else {
joyStickIndex := i - uint8(addedKeyboardPlayers)
@ -1416,7 +1401,7 @@ func handleConnectionClient(conn *net.TCPConn, players map[uint32]*Player, bases
}
gameMap.createGameMap(false)
lastPlayerID = serverInfo.PlayerID
createPlayer(true, playerColors[serverInfo.PlayerColorID], conn, keyMaps[0], JoyMap{}, nil, gameMap, players, bases)
createPlayer(true, playerColors[serverInfo.PlayerColorID], conn, keyMaps[config.KeyBindOffset], JoyMap{}, nil, gameMap, players, bases)
playersMutex.RLock()
player = players[serverInfo.PlayerID]
playersMutex.RUnlock()