Undefined fireball movement behavior
Posted
by
optimisez
on Game Development
See other posts from Game Development
or by optimisez
Published on 2013-07-03T09:41:07Z
Indexed on
2013/07/03
11:19 UTC
Read the original article
Hit count: 352
I try to do after the player shoot 10 times of fireball, then delete all the fireball objects and recreate a 10 new set of fireball objects. I did it but there is a weird bug happens that sometimes the fireball will come out from top and move to the right after shooting a few times. All the 10 fireballs should follow the player all the time and all the fireball should come out from player even after a new set of fireballs is recreated. Any ideas to fix it?
Variables
typedef struct gameObject{
float X;
float Y;
int length;
int height;
bool action;
};
// Fireball
#define FIREBALL_NUM 10
LPDIRECT3DTEXTURE9 fireball = NULL;
RECT fireballRect;
gameObject *fireballDest = new gameObject[FIREBALL_NUM];
int iFireBallAnimation;
int fireballCount = 0;
Set up Fireball
void setUpFireBall()
{
// Initialize destination rectangle, rectangle height and length
for (int i = 0; i < FIREBALL_NUM; i++)
{
fireballDest[i].X = 0;
fireballDest[i].Y = 0;
fireballDest[i].length = fireballRect.right - fireballRect.left;
fireballDest[i].height = fireballRect.bottom - fireballRect.top;
}
iFireBallAnimation = fireballRect.right - fireballRect.left;
// Initialize boolean
for (int i = 0; i < FIREBALL_NUM; i++)
{
fireballDest[i].action = false;
}
}
Initialize fireball
void initFireball()
{
hr = D3DXCreateTextureFromFileEx(d3dDevice, "fireball.png", 512, 512,
D3DX_DEFAULT, NULL, D3DFMT_A8R8G8B8, D3DPOOL_MANAGED,
D3DX_DEFAULT, D3DX_DEFAULT, D3DCOLOR_XRGB(255, 255, 0),
NULL, NULL, &fireball);
// Initialize source rectangle
fireballRect.left = 0;
fireballRect.top = 256;
fireballRect.right = 64;
fireballRect.bottom = 320;
setUpFireBall();
}
Update fireball
void update()
{
updateAnimation();
updateAI();
updatePhysics();
updateGameState();
}
void updatePhysics()
{
motion();
collison();
}
void motion()
{
playerMove();
playerJump();
playerGravity();
shootFireball();
fireballFollowPlayer();
}
void shootFireball()
{
if (keyArr['Z'])
fireballDest[fireballCount].action = true;
if (fireballDest[fireballCount].action)
{
fireballDest[fireballCount].X += 10;
if (fireballDest[fireballCount].X > 800)
fireballCount++;
}
}
void fireballFollowPlayer()
{
for (int i = 0; i < FIREBALL_NUM; i++)
{
if (fireballDest[i].action == false)
{
fireballDest[i].X = playerDest.X - 30;
fireballDest[i].Y = playerDest.Y - 14;
}
}
}
void updateGameState()
{
// When no more fireball left, rearm fireball
if (fireballCount == FIREBALL_NUM)
{
delete[] fireballDest;
fireballDest = new gameObject[10];
fireballCount = 0;
setUpFireBall();
}
}
Render fireball
void renderFireball()
{
for (int i = 0; i < FIREBALL_NUM; i++)
{
if (fireballDest[i].action)
sprite->Draw(fireball, &fireballRect, NULL, &D3DXVECTOR3(fireballDest[i].X, fireballDest[i].Y, 0), D3DCOLOR_XRGB(255,255, 255));
}
}
© Game Development or respective owner