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Game Submission: Lucker's Arena #25

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3 changes: 3 additions & 0 deletions code/lucker/.vs/ProjectSettings.json
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{
"CurrentProjectSetting": "No Configurations"
}
6 changes: 6 additions & 0 deletions code/lucker/.vs/VSWorkspaceState.json
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{
"ExpandedNodes": [
""
],
"PreviewInSolutionExplorer": false
}
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79 changes: 79 additions & 0 deletions code/lucker/abilities.c
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#include <libdragon.h>
#include "../../core.h"
#include "../../minigame.h"
#include "lucker.h"
#include "abilities.h"
#include <t3d/t3d.h>
#include <t3d/t3dmath.h>
#include <t3d/t3dmodel.h>
#include <t3d/t3dskeleton.h>
#include <t3d/t3danim.h>
#include <t3d/t3ddebug.h>

//this will be called first so that
void ability_init()
{
//!!!! bomb model?
}

void sword(player* p)
{
p->fighter.abilityActive[SWORD] = true;
p->fighter.abilityTimers[SWORD] = 0;
}

void heart(player* p)
{
p->fighter.hp += 50;
}

void bomb(player* src, player* dest)
{
//!!!! do this later, need to spawn bomb on src
dest->fighter.hp = 0;
dest->fighter.color = RGBA32(0,0,0,1);
dest->fighter.boom = true;
}

void swap_hp(player* src, player* dest)
{
float tempHP = src->fighter.hp;
src->fighter.hp = dest->fighter.hp;
dest->fighter.hp = tempHP;
}

void evade_remove(player* p)
{
p->fighter.abilityActive[EVADE_REMOVE] = true;
p->fighter.abilityTimers[EVADE_REMOVE] = 0;
}

void burst(player* p)
{
p->fighter.abilityActive[BURST] = true;
p->fighter.abilityTimers[BURST] = 0;
}

void crit(player* p)
{
p->fighter.abilityActive[CRIT] = true;
p->fighter.abilityTimers[CRIT] = 0;
}

void vampirism(player* p)
{
p->fighter.abilityActive[VAMPIRISM] = true;
p->fighter.abilityTimers[VAMPIRISM] = 0;
}

void lightning(player* p)
{
p->fighter.abilityActive[LIGHTNING] = true;
p->fighter.abilityTimers[LIGHTNING] = 0;
}

void evade(player* p)
{
p->fighter.abilityActive[EVADE] = true;
p->fighter.abilityTimers[EVADE] = 0;
}
63 changes: 63 additions & 0 deletions code/lucker/abilities.h
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#include <libdragon.h>
#include "../../core.h"
#include "../../minigame.h"
#include "lucker.h"

void sword(player* p);

void heart(player* p);

void bomb(player* src, player* dest);

void swap_hp(player* src, player* dest);

void evade_remove(player* p);

void burst(player* p);

void crit(player* p);

void vampirism(player* p);

void lightning(player* p);

void evade(player* p);

static inline void activate_ability(wheel selection, player* targ, player* other)
{
switch (selection)
{
case SWORD:
sword(targ);
break;
case HEART:
heart(targ);
break;
case BOMB:
bomb(targ, other);
break;
case SWAP_HP:
swap_hp(targ, other);
break;
case EVADE_REMOVE:
evade_remove(targ);
break;
case BURST:
burst(targ);
break;
case CRIT:
crit(targ);
break;
case VAMPIRISM:
vampirism(targ);
break;
case LIGHTNING:
lightning(targ);
break;
case EVADE:
evade(targ);
break;
default:
return;
}
}
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