struct jumpnrun_enemy;
typedef struct jumpnrun_enemy_type {
- unsigned animation_ticks_per_frame;
- size_t animation_length;
+ uint8_t animation_ticks_per_frame;
+ uint8_t animation_length;
badge_sprite const *animation_frames;
- vec2d extent;
rectangle hitbox;
vec2d spawn_inertia;
void (*collision_player)(struct jumpnrun_enemy *self,
struct jumpnrun_game_state *state,
vec2d *player_inertia_mod);
- void (*game_tick)(struct jumpnrun_enemy *self,
+ void (*collision_shots)(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state);
+
+ void (*move_tick)(struct jumpnrun_enemy *self,
struct jumpnrun_game_state *state,
struct jumpnrun_level *lv,
struct jumpnrun_tile_range const *visible_tiles,
typedef struct jumpnrun_enemy {
jumpnrun_moveable base;
vec2d spawn_pos;
- unsigned flags;
jumpnrun_enemy_type const *type;
} jumpnrun_enemy;
enum {
- JUMPNRUN_ENEMY_SPAWNED = 1,
- JUMPNRUN_ENEMY_UNAVAILABLE = 2,
- JUMPNRUN_ENEMY_FACING_RIGHT = 4
+// Do not collide with JUMPNRUN_MOVEABLE_* flags
+ JUMPNRUN_ENEMY_SPAWNED = 128,
+ JUMPNRUN_ENEMY_UNAVAILABLE = 64,
+ JUMPNRUN_ENEMY_MOVING = 32,
+ JUMPNRUN_ENEMY_EVENT_TRIGGER1 = 16
};
-static inline rectangle const *enemy_box (jumpnrun_enemy const *enemy) { return &enemy->base.current_box ; }
-static inline vec2d enemy_position (jumpnrun_enemy const *enemy) { return enemy->base.current_box.pos; }
-static inline rectangle enemy_hitbox (jumpnrun_enemy const *enemy) { rectangle r = enemy->type->hitbox; rectangle_move_rel(&r, enemy_position(enemy)); return r; }
-static inline badge_sprite const *enemy_sprite (jumpnrun_enemy const *enemy) { return &enemy->type->animation_frames[enemy->base.anim_frame]; }
-
-static inline bool enemy_facing_right(jumpnrun_enemy const *enemy) { return (enemy->flags & JUMPNRUN_ENEMY_FACING_RIGHT) || fixed_point_gt(enemy->base.inertia.x, FIXED_INT(0)); }
-static inline uint8_t enemy_render_flags(jumpnrun_enemy const *enemy) { return enemy_facing_right(enemy) ? BADGE_BLT_MIRRORED : 0; }
+static inline rectangle const *enemy_hitbox(jumpnrun_enemy const *enemy) { return &enemy->base.hitbox; }
+void jumpnrun_enemy_despawn(jumpnrun_enemy *self);
+void jumpnrun_enemy_reset (jumpnrun_enemy *self);
enum {
JUMPNRUN_ENEMY_TYPE_CAT,
JUMPNRUN_ENEMY_TYPE_DOG,
JUMPNRUN_ENEMY_TYPE_GIRAFFE,
JUMPNRUN_ENEMY_TYPE_BIRD,
+ JUMPNRUN_ENEMY_TYPE_BIRD_STRAIGHT,
+ JUMPNRUN_ENEMY_TYPE_BIRD_DIP,
JUMPNRUN_ENEMY_TYPE_COUNT
};