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feat: remove the yellopw line
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parent
a28aeb6938
commit
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23
C/fps/main.c
23
C/fps/main.c
@ -61,9 +61,7 @@ static int g_score = 0;
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typedef enum { GAME_RUNNING = 0, GAME_OVER = 1 } GameState;
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static GameState g_state = GAME_RUNNING;
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// Bullet visualization
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static float g_bullet_t = 0.0f; // seconds left to show bullet line
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static vec3 g_bullet_origin, g_bullet_dir;
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// Bullet visualization removed per request
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// Timing
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static int g_prev_ms = 0;
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@ -230,9 +228,6 @@ static void shoot()
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float t = ray_sphere(g_cam_pos, dir, g_targets[i].pos, g_targets[i].radius);
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if (t >= 0.0f && t < best_t) { best_t = t; best_i = i; }
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}
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g_bullet_origin = g_cam_pos;
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g_bullet_dir = dir;
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g_bullet_t = 0.08f; // show for ~80ms
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audio_play_tone(1600.0f, 0.05f, 0.25f); // shoot
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if (best_i >= 0) {
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@ -323,16 +318,7 @@ static void display()
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glPopMatrix();
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}
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// Bullet line
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if (g_bullet_t > 0.0f) {
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glColor3f(1.0f, 1.0f, 0.3f);
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glBegin(GL_LINES);
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vec3 p0 = g_bullet_origin;
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vec3 p1 = v3_add(p0, v3_scale(g_bullet_dir, 100.0f));
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glVertex3f(p0.x, p0.y, p0.z);
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glVertex3f(p1.x, p1.y, p1.z);
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glEnd();
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}
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// Bullet line removed
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// Crosshair overlay (only during gameplay)
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if (g_state == GAME_RUNNING) {
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@ -417,10 +403,7 @@ static void update(float dt)
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}
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}
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if (g_bullet_t > 0.0f) {
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g_bullet_t -= dt;
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if (g_bullet_t < 0.0f) g_bullet_t = 0.0f;
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}
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// No bullet tracer timer
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}
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static void idle()
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