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Modification of M.A.R.S. weapons - a simple tutorial.

Posted by on - Basic Client Side Coding

The tutorial assumes you've installed/compiled SFML2 and M.A.R.S. successfully:
Indiedb.com

First, navigate to the /src/ folder (it contains workable C++ files).

Then we'll head straight into the Weapons folder, and then open AFK47.cpp file.

Let's take a loot at this file. At the beginning there's a GPL licence, then files referenced/included by this particular weapon file.

Then we have AFK47::draw() function. It basically draws/shows the spaceship gun barrels in-game.

Farther down, we have another important function, AFK47::fire(), that spawns specific weapon's ammo (particles of the ammo, to be exact). We'll modify this weapon part a bit. ;-)

particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 - faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+( faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());
particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 + faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());

You don't see a difference between the two lines? How about this tiny fragment:

parent_->location().y_+( faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7))
parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7))

faceDirection.x
-faceDirection.x

(the second one is a negative value, -faceDirection.x)

So what will we do? We'll simply double the trouble AFK47 weapon does to opponents. Before:

particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 - faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+( faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());

Paste:

particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.7 - faceDirection.y_*parent_->radius()*0.7), parent_->location().y_+( faceDirection.x_*parent_->radius()*0.5 + faceDirection.y_*parent_->radius()*0.5)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());

And before:

particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 + faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());

Paste the code for the fourth particle spawner:

particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7), parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.5 + faceDirection.y_*parent_->radius()*0.5)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());

Now the whole fire() function code should look something like:

void AFK47::fire() const {
    float time = timer::totalTime();
    if (time - timer_ > 0.1) {
        timer_ = time;
        float angleRad = parent_->rotation()*M_PI / 180;
        Vector2f faceDirection(std::cos(angleRad), std::sin(angleRad));
        particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.7 - faceDirection.y_*parent_->radius()*0.7), parent_->location().y_+( faceDirection.x_*parent_->radius()*0.5 + faceDirection.y_*parent_->radius()*0.5)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());
        particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 - faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+( faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());
        particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7), parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.5 + faceDirection.y_*parent_->radius()*0.5)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());
	particles::spawn(particles::pAmmoAFK47, Vector2f(parent_->location().x_+(faceDirection.x_*parent_->radius()*0.9 + faceDirection.y_*parent_->radius()*0.9), parent_->location().y_+(-faceDirection.x_*parent_->radius()*0.7 + faceDirection.y_*parent_->radius()*0.7)), faceDirection, parent_->velocity(), Color3f(), parent_->getOwner());
        sound::playSound(sound::Laser, parent_->location());
    }
}

Okay, that's almost all, head to the /build/ folder and open up Terminal there, type:

make


A new version of M.A.R.S. - our own one - should be built. Type

cd .. && ./mars


or simply run the mars binary in the main M.A.R.S. folder.

And now, in-game:
Start Local Game -> DeathMatch (reduce the number of bots to 0) -> Weapon Options -> tick off all the Weapons options except AFK-47. Then Start, and if everything went well, you should see a quadrupled cannon ammo shot out instead of just the double one.

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