7 static badge_sprite
const anim_cat
[] = {
8 { 8, 5, (uint8_t const *) "\xc7\x3f\xce\x38\x11" },
9 { 8, 5, (uint8_t const *) "\xd7\x7d\xc6\x19\x25" }
12 static badge_sprite
const anim_mushroom
[] = {
13 { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
14 { 7, 7, (uint8_t const *) "\x20\x18\x1e\x8f\x87\x81" },
15 { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
16 { 7, 7, (uint8_t const *) "\x08\x86\xdf\xef\x67\x20" },
17 { 7, 7, (uint8_t const *) "\x04\xc3\xef\xf7\x33\x10" },
18 { 7, 7, (uint8_t const *) "\x04\xc3\xe7\xf3\x31\x10" }
21 static badge_sprite
const anim_kaninchen
[] = {
22 { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x02" },
23 { 7, 5, (uint8_t const *) "\x42\x30\xbe\x31\x01" },
24 { 7, 5, (uint8_t const *) "\x42\x30\xae\x35\x01" },
25 { 7, 5, (uint8_t const *) "\x60\x30\xae\x35\x02" },
26 { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x01" }
29 static badge_sprite
const anim_snake
[] = {
30 { 10, 6, (uint8_t const *) "\x10\x86\x83\x30\x04\x83\xa2\x0f" },
31 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x0f" },
32 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x0f" },
33 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x0f" }
36 static badge_sprite
const anim_spiral
[] = {
37 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xf6\x1a\xe8\xbf\x00\xfe\x0f" },
38 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\xda\x69\xb0\x7f\x02\x0c" },
39 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\x5a\x6a\xaf\x81\xfe\x0b" },
40 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x4f\x61\x35\xd5\x55\x54\x5f\x01\xfd\x07" },
41 { 10, 10, (uint8_t const *) "\xff\x07\xd0\x7f\x81\xf5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
42 { 10, 10, (uint8_t const *) "\x03\xe4\xdf\x60\xb9\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
43 { 10, 10, (uint8_t const *) "\xfd\x17\x58\x6f\xa5\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
44 { 10, 10, (uint8_t const *) "\xfe\x0b\xa8\xaf\xa2\xba\xca\x6a\x28\xbf\x01\xfe\x0f" }
47 static badge_sprite
const anim_rotor
[] = {
48 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
49 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
50 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
51 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" }
53 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x40\x00\x00\x00\x00" },
54 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\x00\x01\x00\x00\x00\x00\x00" },
55 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x00\x00\x00\x00\x00" },
56 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\x00\x01\x02\x0c\x18\x70\x00" }
60 static void enemy_animation_advance(jumpnrun_enemy
*enemy
) {
61 ++enemy
->base
.tick_minor
;
62 if(enemy
->base
.tick_minor
== enemy
->type
->animation_ticks_per_frame
) {
63 enemy
->base
.tick_minor
= 0;
65 ++enemy
->base
.anim_frame
;
66 if(enemy
->base
.anim_frame
>= enemy
->type
->animation_length
) {
67 enemy
->base
.anim_frame
= 0;
72 void jumpnrun_process_enemy(jumpnrun_enemy
*self
,
73 badge_framebuffer
*fb
,
74 struct jumpnrun_game_state
*state
,
75 struct jumpnrun_level
*lv
,
76 struct jumpnrun_tile_range
const *visible_tiles
,
77 vec2d
*player_inertia_mod
) {
78 int const spawn_margin
= 1 + self
->type
->animation_frames
[self
->base
.anim_frame
].width
;
80 if(self
->flags
& JUMPNRUN_ENEMY_SPAWNED
) {
81 if(fixed_point_lt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
- spawn_margin
, 0)) ||
82 fixed_point_gt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) ||
83 fixed_point_gt(rectangle_top (enemy_box(self
)), FIXED_POINT(BADGE_DISPLAY_HEIGHT
, 0))) {
84 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
86 self
->type
->game_tick(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
89 badge_framebuffer_blt(fb
,
90 fixed_point_cast_int(rectangle_left(enemy_box(self
))) - state
->left
,
91 fixed_point_cast_int(rectangle_top (enemy_box(self
))),
93 enemy_render_flags(self
));
96 } else if(self
->flags
& JUMPNRUN_ENEMY_UNAVAILABLE
) {
97 if(state
->left
> fixed_point_cast_int(self
->spawn_pos
.x
) + spawn_margin
||
98 state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
< fixed_point_cast_int(self
->spawn_pos
.x
)) {
99 self
->flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
101 } else if((fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
, 0)) &&
102 fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
/ 2, 0))) ||
103 (fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) &&
104 fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
, 0)))) {
105 // enemy unspawned, available and in spawn zone.
106 self
->flags
|= JUMPNRUN_ENEMY_SPAWNED
| JUMPNRUN_ENEMY_UNAVAILABLE
;
107 self
->base
.current_box
= rectangle_new(self
->spawn_pos
, self
->type
->extent
);
108 self
->base
.inertia
= self
->type
->spawn_inertia
;
109 self
->base
.anim_frame
= 0;
110 self
->base
.tick_minor
= 0;
111 self
->base
.touching_ground
= false;
112 self
->base
.jumpable_frames
= 0;
116 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy
*self
,
117 vec2d
*desired_position
,
119 jumpnrun_tile_range
const *visible_tiles
) {
120 vec2d inertia_mod
= self
->base
.inertia
;
122 collisions_tiles_displace(desired_position
,
128 if(fixed_point_ne(inertia_mod
.x
, self
->base
.inertia
.x
)) {
129 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
133 void enemy_collision_player_jumpable(jumpnrun_enemy
*self
,
134 jumpnrun_game_state
*state
,
135 vec2d
*player_inertia_mod
)
137 rectangle rect_self
= enemy_hitbox(self
);
139 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
140 if(fixed_point_gt(state
->player
.inertia
.y
, FIXED_POINT(0, 0))) {
141 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
142 player_inertia_mod
->y
= FIXED_POINT(0, -250);
143 state
->player
.jumpable_frames
= 12;
145 state
->status
= JUMPNRUN_DEAD
;
150 void enemy_tick_straight_ahead(jumpnrun_enemy
*self
,
151 jumpnrun_game_state
*state
,
153 jumpnrun_tile_range
const *visible_tiles
,
154 vec2d
*player_inertia_mod
) {
155 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
157 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
158 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
162 jumpnrun_passive_movement(&self
->base
.inertia
);
164 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
165 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
166 self
->type
->collision_player(self
, state
, player_inertia_mod
);
167 rectangle_move_to(&self
->base
.current_box
, new_pos
);
169 enemy_animation_advance(self
);
172 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy
*self
,
173 vec2d
*desired_position
,
174 struct jumpnrun_level
*lv
,
175 struct jumpnrun_tile_range
const *visible_tiles
) {
177 (void) desired_position
;
179 (void) visible_tiles
;
183 void enemy_collision_player_deadly(struct jumpnrun_enemy
*self
,
184 struct jumpnrun_game_state
*state
,
185 vec2d
*player_inertia_mod
) {
186 (void) player_inertia_mod
;
188 rectangle rect_self
= enemy_hitbox(self
);
190 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
191 state
->status
= JUMPNRUN_DEAD
;
195 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy
*self
,
196 struct jumpnrun_game_state
*state
,
197 struct jumpnrun_level
*lv
,
198 struct jumpnrun_tile_range
const *visible_tiles
,
199 vec2d
*player_inertia_mod
) {
200 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
202 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
203 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
207 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
208 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
209 self
->type
->collision_player(self
, state
, player_inertia_mod
);
210 rectangle_move_to(&self
->base
.current_box
, new_pos
);
212 self
->base
.inertia
.y
=
213 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
214 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
215 fixed_point_mul(FIXED_POINT(0, 5),
216 fixed_point_sub(self
->spawn_pos
.y
,
217 enemy_position(self
).y
)));
219 enemy_animation_advance(self
);
222 void enemy_tick_stationary(struct jumpnrun_enemy
*self
,
223 struct jumpnrun_game_state
*state
,
224 struct jumpnrun_level
*lv
,
225 struct jumpnrun_tile_range
const *visible_tiles
,
226 vec2d
*player_inertia_mod
) {
227 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
229 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
230 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
234 self
->type
->collision_tiles(self
, &self
->base
.current_box
.pos
, lv
, visible_tiles
);
235 self
->type
->collision_player(self
, state
, player_inertia_mod
);
237 enemy_animation_advance(self
);
241 jumpnrun_enemy_type
const jumpnrun_enemy_type_data
[JUMPNRUN_ENEMY_TYPE_COUNT
] = {
243 .animation_ticks_per_frame
= 16,
244 .animation_length
= ARRAY_SIZE(anim_cat
),
245 .animation_frames
= anim_cat
,
246 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
247 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
248 { FIXED_INT_I(6), FIXED_INT_I(3) } },
249 .spawn_inertia
= { FIXED_POINT_I(0, -100), FIXED_INT_I(0) },
250 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
251 .collision_player
= enemy_collision_player_jumpable
,
252 .game_tick
= enemy_tick_straight_ahead
254 .animation_ticks_per_frame
= 12,
255 .animation_length
= ARRAY_SIZE(anim_mushroom
),
256 .animation_frames
= anim_mushroom
,
257 .extent
= { FIXED_INT_I(7), FIXED_INT_I(7) },
258 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
259 { FIXED_INT_I(5), FIXED_INT_I(4) } },
260 .spawn_inertia
= { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
261 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
262 .collision_player
= enemy_collision_player_jumpable
,
263 .game_tick
= enemy_tick_straight_ahead
265 .animation_ticks_per_frame
= 9,
266 .animation_length
= ARRAY_SIZE(anim_kaninchen
),
267 .animation_frames
= anim_kaninchen
,
268 .extent
= { FIXED_INT_I(7), FIXED_INT_I(5) },
269 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
270 { FIXED_INT_I(5), FIXED_INT_I(3) } },
271 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, 0) },
272 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
273 .collision_player
= enemy_collision_player_jumpable
,
274 .game_tick
= enemy_tick_straight_ahead
276 .animation_ticks_per_frame
= 6,
277 .animation_length
= ARRAY_SIZE(anim_snake
),
278 .animation_frames
= anim_snake
,
279 .extent
= { FIXED_INT_I(10), FIXED_INT_I(6) },
280 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(4) },
281 { FIXED_INT_I(8), FIXED_INT_I(2) } },
282 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
283 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
284 .collision_player
= enemy_collision_player_jumpable
,
285 .game_tick
= enemy_tick_straight_ahead
287 .animation_ticks_per_frame
= 6,
288 .animation_length
= ARRAY_SIZE(anim_spiral
),
289 .animation_frames
= anim_spiral
,
290 .extent
= { FIXED_INT_I(10), FIXED_INT_I(10) },
291 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
292 { FIXED_INT_I(8), FIXED_INT_I(8) } },
293 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
294 .collision_tiles
= enemy_collision_tiles_pass_through
,
295 .collision_player
= enemy_collision_player_deadly
,
296 .game_tick
= enemy_tick_swing_up_and_down
298 .animation_ticks_per_frame
= 3,
299 .animation_length
= ARRAY_SIZE(anim_rotor
),
300 .animation_frames
= anim_rotor
,
301 .extent
= { FIXED_INT_I(9), FIXED_INT_I(9) },
302 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
303 { FIXED_INT_I(7), FIXED_INT_I(7) } },
304 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
305 .collision_tiles
= enemy_collision_tiles_pass_through
,
306 .collision_player
= enemy_collision_player_deadly
,
307 .game_tick
= enemy_tick_stationary