+#include "game_state.h"
#include "jumpnrun.h"
#include "collision.h"
#include "levels.h"
+#include "player.h"
+#include "render.h"
+#include "stats.h"
#include "../ui/display.h"
#include "../ui/event.h"
static fixed_point const drag_factor = FIXED_POINT_I(0, 854);
static fixed_point const speed_jump_x = FIXED_POINT_I(0, 600);
-vec2d hacker_extents(void) { return (vec2d) { FIXED_INT_I(5), FIXED_INT_I(8) }; }
-static vec2d const shot_spawn_inertia = { FIXED_POINT_I(0, 800), FIXED_POINT_I(0, -800) };
-
-static badge_sprite const anim_hacker[] = {
- { 5, 8, (uint8_t const *) "\x1c\xff\xfd\x04\x04" },
- { 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" },
- { 5, 8, (uint8_t const *) "\xdc\x3f\x1d\x24\xc4" },
- { 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" }
- /*
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x31" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x94\x8c" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" }
- */
- /*
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\xc3\x30" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x35\x82" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" }
- */
- /*
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" }
- */
-};
-
-static badge_sprite const anim_sickle[] = {
- { 3, 3, (uint8_t const *) "\xab\x01" },
- { 3, 3, (uint8_t const *) "\xee\x00" }
-/*
- { 3, 3, (uint8_t const *) "\x8a\x01" },
- { 3, 3, (uint8_t const *) "\x6a" },
- { 3, 3, (uint8_t const *) "\xa3" },
- { 3, 3, (uint8_t const *) "\xac" }
-*/
-};
-
-enum {
- JUMPNRUN_SHOT_EXTENT = 3,
- JUMPNRUN_SHOT_TICKS_PER_FRAME = 36
-};
-
-static void jumpnrun_shot_spawn(jumpnrun_shot *shot, jumpnrun_game_state const *state) {
- shot->tick = 0;
- shot->inertia = shot_spawn_inertia;
-
- if(state->player.anim_direction == BADGE_BLT_MIRRORED) {
- shot->current_box = rectangle_new((vec2d) { fixed_point_sub(rectangle_left(&state->player.current_box), FIXED_INT(JUMPNRUN_SHOT_EXTENT)), rectangle_top(&state->player.current_box) },
- (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
- shot->inertia.x = fixed_point_neg(shot->inertia.x);
- } else {
- shot->current_box = rectangle_new((vec2d) { rectangle_right(&state->player.current_box), rectangle_top(&state->player.current_box) },
- (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
- }
-
- shot->old_box = shot->current_box;
- shot->inertia = vec2d_add(shot->inertia, state->player.inertia);
-}
-
static inline int imax(int x, int y) {
return x < y ? y : x;
}
static inline fixed_point hacker_left (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->x; }
static inline fixed_point hacker_top (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->y; }
-static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), hacker_extents().x); }
-static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extents().y); }
+static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), jumpnrun_player_extents().x); }
+static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), jumpnrun_player_extents().y); }
int jumpnrun_level_assert_left_side(jumpnrun_game_state const *state) {
static int const lmargin = 20;
static int const rmargin = 50;
- int pos_cur = fixed_point_cast_int(state->player.current_box.pos.x);
- int pos_rel = pos_cur - state->left;
+ int pos_cur = fixed_point_cast_int(state->player.base.hitbox.pos.x);
+ int pos_rel = pos_cur - state->screen_left;
if(pos_rel < lmargin) {
return imax(0, pos_cur - lmargin);
return pos_cur - (BADGE_DISPLAY_WIDTH - rmargin);
}
- return state->left;
+ return state->screen_left;
}
static int jumpnrun_bsearch_tile(jumpnrun_level const *lv, jumpnrun_game_state const *state) {
while(len > 0) {
int mid = front + len / 2;
- if(fixed_point_lt(tile_right(&lv->tiles[mid]), FIXED_INT(state->left - JUMPNRUN_MAX_SPAWN_MARGIN))) {
+ if(fixed_point_lt(tile_right(&lv->tiles[mid]), FIXED_INT(state->screen_left - JUMPNRUN_MAX_SPAWN_MARGIN))) {
front = mid + 1;
len -= len / 2 + 1;
} else {
r.first = jumpnrun_bsearch_tile(lv, state);
for(r.last = r.first;
- r.last < lv->header.tile_count && lv->tiles[r.last].pos.x * JUMPNRUN_TILE_PIXEL_WIDTH < state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN;
+ r.last < lv->header.tile_count && lv->tiles[r.last].pos.x * JUMPNRUN_TILE_PIXEL_WIDTH < state->screen_left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN;
++r.last)
;
return r;
}
+void jumpnrun_apply_gravity(vec2d *inertia) {
+ *inertia = vec2d_add(*inertia, gravity);
+}
+
void jumpnrun_passive_movement(vec2d *inertia)
{
- *inertia = vec2d_add(*inertia, gravity);
+ jumpnrun_apply_gravity(inertia);
inertia->x = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.x), inertia->x), move_max.x);
inertia->y = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.y), inertia->y), move_max.y);
(BADGE_EVENT_KEY_LEFT |
BADGE_EVENT_KEY_RIGHT)) {
case BADGE_EVENT_KEY_LEFT:
- // state->player.inertia.x = state->player.touching_ground ? fixed_point_sub(state->player.inertia.x, accel_horiz) : fixed_point_neg(speed_jump_x);
- state->player.inertia.x = fixed_point_sub(state->player.inertia.x, accel_horiz);
- state->player.anim_direction = BADGE_BLT_MIRRORED;
+ // state->player.base.inertia.x = state->player.touching_ground ? fixed_point_sub(state->player.base.inertia.x, accel_horiz) : fixed_point_neg(speed_jump_x);
+ state->player.base.inertia.x = fixed_point_sub(state->player.base.inertia.x, accel_horiz);
+ state->player.base.flags |= JUMPNRUN_MOVEABLE_MIRRORED;
break;
case BADGE_EVENT_KEY_RIGHT:
- // state->player.inertia.x = state->player.touching_ground ? fixed_point_add(state->player.inertia.x, accel_horiz) : speed_jump_x;
- state->player.inertia.x = fixed_point_add(state->player.inertia.x, accel_horiz);
- state->player.anim_direction = 0;
+ // state->player.base.inertia.x = state->player.touching_ground ? fixed_point_add(state->player.base.inertia.x, accel_horiz) : speed_jump_x;
+ state->player.base.inertia.x = fixed_point_add(state->player.base.inertia.x, accel_horiz);
+ state->player.base.flags &= ~JUMPNRUN_MOVEABLE_MIRRORED;
break;
default:
- if(state->player.touching_ground) {
- state->player.inertia.x = fixed_point_mul(state->player.inertia.x, drag_factor);
+ if(jumpnrun_moveable_touching_ground(&state->player.base)) {
+ state->player.base.inertia.x = fixed_point_mul(state->player.base.inertia.x, drag_factor);
} //else {
- //state->player.inertia.x = FIXED_INT(0);
+ //state->player.base.inertia.x = FIXED_INT(0);
//}
break;
}
- if(state->player.jumpable_frames == 0) {
+ if(state->player.base.jumpable_frames == 0) {
// intentionally left blank.
} else if(badge_event_current_input_state() & BADGE_EVENT_KEY_BTN_A) {
- state->player.inertia.y = fixed_point_sub(state->player.inertia.y, accel_vert);
- --state->player.jumpable_frames;
+ state->player.base.inertia.y = fixed_point_sub(state->player.base.inertia.y, accel_vert);
+ --state->player.base.jumpable_frames;
} else {
- state->player.jumpable_frames = 0;
+ state->player.base.jumpable_frames = 0;
}
- jumpnrun_passive_movement(&state->player.inertia);
+ jumpnrun_passive_movement(&state->player.base.inertia);
- vec2d new_pos = vec2d_add(state->player.current_box.pos, state->player.inertia);
+ vec2d new_pos = vec2d_add(state->player.base.hitbox.pos, state->player.base.inertia);
- if(fixed_point_lt(new_pos.x, FIXED_INT(state->left))) {
- new_pos.x = FIXED_INT(state->left);
- state->player.inertia.x = FIXED_INT(0);
+ if(fixed_point_lt(new_pos.x, FIXED_INT(state->screen_left))) {
+ new_pos.x = FIXED_INT(state->screen_left);
+ state->player.base.inertia.x = FIXED_INT(0);
}
- *inertia_mod = state->player.inertia;
- bool killed = collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
- state->player.inertia = *inertia_mod;
+ *inertia_mod = state->player.base.inertia;
+ bool killed = collisions_tiles_displace(&new_pos, &state->player.base, lv, tilerange, inertia_mod);
+ state->player.base.inertia = *inertia_mod;
- if(killed || fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
- state->status = JUMPNRUN_DEAD;
+ if(fixed_point_gt(rectangle_top(&state->player.base.hitbox), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_player_despawn(&state->player);
+ } else if(killed) {
+ jumpnrun_player_kill (&state->player);
}
}
jumpnrun_game_state *state)
{
jumpnrun_tile_range tilerange = jumpnrun_visible_tiles(lv, state);
- vec2d inertia_mod = state->player.inertia;
+ vec2d inertia_mod = state->player.base.inertia;
+
+ if(jumpnrun_player_alive(&state->player)) {
+ jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod);
+ }
- jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod);
- state->left = jumpnrun_level_assert_left_side(state);
+ state->screen_left = jumpnrun_level_assert_left_side(state);
- if(state->player.tick_minor == 0) {
- badge_framebuffer fb;
- badge_framebuffer_clear(&fb);
+ if(state->tick == 0) {
+ badge_framebuffer fb = { { { 0 } } };
for(size_t tile = tilerange.first; tile < tilerange.last; ++tile) {
- badge_framebuffer_blt(&fb,
- fixed_point_cast_int(tile_left(&lv->tiles[tile])) - state->left,
- fixed_point_cast_int(tile_top (&lv->tiles[tile])),
- &tile_type(&lv->tiles[tile])->sprite,
- 0);
+ jumpnrun_render_tile(&fb, state, &lv->tiles[tile]);
}
for(size_t item = 0; item < lv->header.item_count; ++item) {
continue;
}
- int screenpos = fixed_point_cast_int(item_obj->pos.x) - state->left;
+ int screenpos = fixed_point_cast_int(item_obj->pos.x) - state->screen_left;
if(screenpos > -item_obj->type->sprite.width &&
screenpos < BADGE_DISPLAY_WIDTH) {
rectangle item_rect = rect_from_item(item_obj);
- if(rectangle_intersect(&state->player.current_box, &item_rect)) {
+ if(rectangle_intersect(&state->player.base.hitbox, &item_rect)) {
item_obj->type->on_collect(item_obj, state, lv);
}
- badge_framebuffer_blt(&fb,
- screenpos,
- fixed_point_cast_int(item_obj->pos.y),
- &item_obj->type->sprite,
- 0);
+ jumpnrun_render_item(&fb, state, item_obj);
}
}
for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
jumpnrun_shot *shot = &state->shots[shot_ix];
-
+ jumpnrun_shot_process(shot);
if(jumpnrun_shot_spawned(shot)) {
- rectangle_move_rel(&shot->current_box, shot->inertia);
- shot->inertia = vec2d_add(shot->inertia, gravity);
-
- if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
- jumpnrun_shot_despawn(shot);
- }
-
- /* show every position twice, because LCD switching time. This makes the shots more
- * visible on the nokia lcds.
- */
- badge_framebuffer_blt(&fb,
- fixed_point_cast_int(shot->old_box.pos.x) - state->left,
- fixed_point_cast_int(shot->old_box.pos.y),
- &anim_sickle[shot->tick / JUMPNRUN_SHOT_TICKS_PER_FRAME],
- fixed_point_lt(shot->inertia.x, FIXED_INT(0)) ? BADGE_BLT_MIRRORED : 0);
- badge_framebuffer_blt(&fb,
- fixed_point_cast_int(shot->current_box.pos.x) - state->left,
- fixed_point_cast_int(shot->current_box.pos.y),
- &anim_sickle[shot->tick / JUMPNRUN_SHOT_TICKS_PER_FRAME],
- fixed_point_lt(shot->inertia.x, FIXED_INT(0)) ? BADGE_BLT_MIRRORED : 0);
-
- shot->old_box = shot->current_box;
-
- ++shot->tick;
- if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
- shot->tick = 0;
- }
+ jumpnrun_render_shot(&fb, state, shot);
}
}
jumpnrun_process_enemy(enemy, &fb, state, lv, &tilerange, &inertia_mod);
}
- badge_framebuffer_blt(&fb,
- fixed_point_cast_int(state->player.current_box.pos.x) - state->left,
- fixed_point_cast_int(state->player.current_box.pos.y),
- &anim_hacker[state->player.anim_frame],
- state->player.anim_direction);
+ if(jumpnrun_player_alive(&state->player)) {
+ jumpnrun_render_player(&fb, state);
+ jumpnrun_player_advance_animation(&state->player);
+ } else if(jumpnrun_moveable_finished_dying(&state->player.base)) {
+ jumpnrun_player_despawn(&state->player);
+ } else if(jumpnrun_moveable_dying(&state->player.base)) {
+ jumpnrun_render_splosion(&fb, state, &state->player.base);
+ state->player.base.tick_minor += JUMPNRUN_STATE_TICKS_PER_FRAME;
+ }
badge_framebuffer_flush(&fb);
- if(!state->player.touching_ground) {
- state->player.anim_frame = 2;
- } else if(fixed_point_gt(fixed_point_abs(state->player.inertia.x), FIXED_POINT(0, 200))) {
- state->player.anim_frame = (state->player.anim_frame + 1) % ARRAY_SIZE(anim_hacker);
+ if(!jumpnrun_moveable_touching_ground(&state->player.base)) {
+ state->player.base.anim_frame = 2;
+ } else if(fixed_point_gt(fixed_point_abs(state->player.base.inertia.x), FIXED_POINT(0, 200))) {
+ state->player.base.anim_frame = (state->player.base.anim_frame + 1) % JUMPNRUN_PLAYER_FRAMES;
} else {
- state->player.anim_frame = 0;
+ state->player.base.anim_frame = 0;
}
} else {
for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
- jumpnrun_shot *shot = &state->shots[shot_ix];
-
- if(jumpnrun_shot_spawned(shot)) {
- rectangle_move_rel(&shot->current_box, shot->inertia);
- shot->inertia = vec2d_add(shot->inertia, gravity);
-
- if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
- jumpnrun_shot_despawn(shot);
- }
-
- ++shot->tick;
- if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
- shot->tick = 0;
- }
- }
+ jumpnrun_shot_process(&state->shots[shot_ix]);
}
for(size_t enemy_ix = 0; enemy_ix < lv->header.enemy_count; ++enemy_ix) {
}
}
- state->player.inertia = inertia_mod;
- ++state->player.tick_minor;
- if(state->player.tick_minor == 3) {
- state->player.tick_minor = 0;
+ state->player.base.inertia = inertia_mod;
+ ++state->tick;
+ if(state->tick == JUMPNRUN_STATE_TICKS_PER_FRAME) {
+ state->tick = 0;
}
}
-uint8_t jumpnrun_play(char const *lvname) {
+uint8_t jumpnrun_play_level(char const *lvname) {
jumpnrun_level lv;
JUMPNRUN_LEVEL_LOAD(lv, lvname);
jumpnrun_game_state gs;
- memset(&gs, 0, sizeof(gs));
- for(gs.lives = 3; gs.lives != 0; --gs.lives) {
- gs.status = JUMPNRUN_PLAYING;
- gs.player.current_box = rectangle_new(lv.start_pos,
- hacker_extents());
+ jumpnrun_game_state_init(&gs, &lv);
+
+ do {
+ jumpnrun_show_lives_screen(&gs);
+ jumpnrun_game_state_respawn(&gs, &lv);
- while(gs.status == JUMPNRUN_PLAYING) {
+ while((gs.player.base.flags & JUMPNRUN_PLAYER_DEAD) == 0 &&
+ (gs. flags & JUMPNRUN_STATE_WON ) == 0) {
badge_event_t ev = badge_event_wait();
switch(badge_event_type(ev)) {
uint8_t new_state = badge_event_new_input_state(ev);
uint8_t new_buttons = new_state & (old_state ^ new_state);
- if((new_buttons & BADGE_EVENT_KEY_BTN_A) && gs.player.touching_ground) {
- gs.player.jumpable_frames = 12;
+ if((new_buttons & BADGE_EVENT_KEY_BTN_A) && jumpnrun_moveable_touching_ground(&gs.player.base)) {
+ gs.player.base.jumpable_frames = 12;
}
if((new_buttons & BADGE_EVENT_KEY_BTN_B)) {
}
}
}
- }
+ } while((gs.flags & JUMPNRUN_STATE_WON) == 0 && gs.player.lives-- != 0);
- return gs.status;
+ if(gs.flags & JUMPNRUN_STATE_WON) { return JUMPNRUN_WON; }
+ if(gs.player.lives == 0) return JUMPNRUN_LOST;
+ return JUMPNRUN_ERROR;
}