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_bunny
[] = {
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" }
54 static badge_sprite
const anim_dog
[] = {
55 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x08" },
56 { 8, 5, (uint8_t const *) "\xc1\xba\xce\x99\x0c" },
57 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x10" },
58 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x20" }
61 static void enemy_animation_advance(jumpnrun_enemy
*enemy
) {
62 ++enemy
->base
.tick_minor
;
63 if(enemy
->base
.tick_minor
== enemy
->type
->animation_ticks_per_frame
) {
64 enemy
->base
.tick_minor
= 0;
66 ++enemy
->base
.anim_frame
;
67 if(enemy
->base
.anim_frame
>= enemy
->type
->animation_length
) {
68 enemy
->base
.anim_frame
= 0;
73 void jumpnrun_process_enemy(jumpnrun_enemy
*self
,
74 badge_framebuffer
*fb
,
75 struct jumpnrun_game_state
*state
,
76 struct jumpnrun_level
*lv
,
77 struct jumpnrun_tile_range
const *visible_tiles
,
78 vec2d
*player_inertia_mod
) {
79 int const spawn_margin
= 1 + self
->type
->animation_frames
[self
->base
.anim_frame
].width
;
81 if(self
->flags
& JUMPNRUN_ENEMY_SPAWNED
) {
82 if(fixed_point_lt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
- spawn_margin
, 0)) ||
83 fixed_point_gt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) ||
84 fixed_point_gt(rectangle_top (enemy_box(self
)), FIXED_POINT(BADGE_DISPLAY_HEIGHT
, 0))) {
85 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
87 self
->type
->game_tick(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
90 badge_framebuffer_blt(fb
,
91 fixed_point_cast_int(rectangle_left(enemy_box(self
))) - state
->left
,
92 fixed_point_cast_int(rectangle_top (enemy_box(self
))),
94 enemy_render_flags(self
));
97 } else if(self
->flags
& JUMPNRUN_ENEMY_UNAVAILABLE
) {
98 if(state
->left
> fixed_point_cast_int(self
->spawn_pos
.x
) + spawn_margin
||
99 state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
< fixed_point_cast_int(self
->spawn_pos
.x
)) {
100 self
->flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
102 } else if((fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
, 0)) &&
103 fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
/ 2, 0))) ||
104 (fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) &&
105 fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
, 0)))) {
106 // enemy unspawned, available and in spawn zone.
107 self
->flags
|= JUMPNRUN_ENEMY_SPAWNED
| JUMPNRUN_ENEMY_UNAVAILABLE
;
108 self
->base
.current_box
= rectangle_new(self
->spawn_pos
, self
->type
->extent
);
109 self
->base
.inertia
= self
->type
->spawn_inertia
;
110 self
->base
.anim_frame
= 0;
111 self
->base
.tick_minor
= 0;
112 self
->base
.touching_ground
= false;
113 self
->base
.jumpable_frames
= 0;
117 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy
*self
,
118 vec2d
*desired_position
,
120 jumpnrun_tile_range
const *visible_tiles
) {
121 vec2d inertia_mod
= self
->base
.inertia
;
123 collisions_tiles_displace(desired_position
,
129 if(fixed_point_ne(inertia_mod
.x
, self
->base
.inertia
.x
)) {
130 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
134 void enemy_collision_player_deadly(struct jumpnrun_enemy
*self
,
135 struct jumpnrun_game_state
*state
,
136 vec2d
*player_inertia_mod
) {
137 (void) player_inertia_mod
;
139 rectangle rect_self
= enemy_hitbox(self
);
141 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
142 state
->status
= JUMPNRUN_DEAD
;
146 void enemy_collision_player_jumpable(jumpnrun_enemy
*self
,
147 jumpnrun_game_state
*state
,
148 vec2d
*player_inertia_mod
)
150 rectangle rect_self
= enemy_hitbox(self
);
152 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
153 if(fixed_point_gt(state
->player
.inertia
.y
, FIXED_POINT(0, 0))) {
154 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
155 player_inertia_mod
->y
= FIXED_POINT(0, -250);
156 state
->player
.jumpable_frames
= 12;
158 state
->status
= JUMPNRUN_DEAD
;
163 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy
*self
,
164 vec2d
*desired_position
,
165 struct jumpnrun_level
*lv
,
166 struct jumpnrun_tile_range
const *visible_tiles
) {
168 (void) desired_position
;
170 (void) visible_tiles
;
174 void enemy_tick_straight_ahead(jumpnrun_enemy
*self
,
175 jumpnrun_game_state
*state
,
177 jumpnrun_tile_range
const *visible_tiles
,
178 vec2d
*player_inertia_mod
) {
179 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
181 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
182 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
186 jumpnrun_passive_movement(&self
->base
.inertia
);
188 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
189 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
190 self
->type
->collision_player(self
, state
, player_inertia_mod
);
191 rectangle_move_to(&self
->base
.current_box
, new_pos
);
193 enemy_animation_advance(self
);
196 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy
*self
,
197 struct jumpnrun_game_state
*state
,
198 struct jumpnrun_level
*lv
,
199 struct jumpnrun_tile_range
const *visible_tiles
,
200 vec2d
*player_inertia_mod
) {
201 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
203 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
204 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
208 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
209 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
210 self
->type
->collision_player(self
, state
, player_inertia_mod
);
211 rectangle_move_to(&self
->base
.current_box
, new_pos
);
213 self
->base
.inertia
.y
=
214 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
215 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
216 fixed_point_mul(FIXED_POINT(0, 5),
217 fixed_point_sub(self
->spawn_pos
.y
,
218 enemy_position(self
).y
)));
220 enemy_animation_advance(self
);
223 void enemy_tick_stationary(struct jumpnrun_enemy
*self
,
224 struct jumpnrun_game_state
*state
,
225 struct jumpnrun_level
*lv
,
226 struct jumpnrun_tile_range
const *visible_tiles
,
227 vec2d
*player_inertia_mod
) {
228 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
230 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
231 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
235 self
->type
->collision_tiles(self
, &self
->base
.current_box
.pos
, lv
, visible_tiles
);
236 self
->type
->collision_player(self
, state
, player_inertia_mod
);
238 enemy_animation_advance(self
);
241 void enemy_tick_jumper(jumpnrun_enemy
*self
,
242 jumpnrun_game_state
*state
,
244 jumpnrun_tile_range
const *visible_tiles
,
245 vec2d
*player_inertia_mod
) {
246 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
248 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
249 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
253 jumpnrun_passive_movement(&self
->base
.inertia
);
255 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
256 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
257 self
->type
->collision_player(self
, state
, player_inertia_mod
);
258 rectangle_move_to(&self
->base
.current_box
, new_pos
);
260 if(self
->base
.touching_ground
) {
261 self
->base
.inertia
.y
= self
->type
->spawn_inertia
.y
;
264 enemy_animation_advance(self
);
267 void enemy_tick_dog(jumpnrun_enemy
*self
,
268 jumpnrun_game_state
*state
,
270 jumpnrun_tile_range
const *visible_tiles
,
271 vec2d
*player_inertia_mod
) {
272 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
274 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
275 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
279 jumpnrun_passive_movement(&self
->base
.inertia
);
281 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
282 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
283 self
->type
->collision_player(self
, state
, player_inertia_mod
);
284 rectangle_move_to(&self
->base
.current_box
, new_pos
);
286 if(self
->base
.tick_minor
% self
->type
->animation_ticks_per_frame
== 0) {
287 switch(self
->base
.tick_minor
/ self
->type
->animation_ticks_per_frame
) {
289 self
->base
.tick_minor
= 0;
294 self
->base
.anim_frame
= 0;
295 if(self
->flags
& JUMPNRUN_ENEMY_FACING_RIGHT
) {
296 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
298 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
307 self
->base
.anim_frame
= 1;
308 if(self
->flags
& JUMPNRUN_ENEMY_FACING_RIGHT
) {
309 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
311 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
317 self
->base
.anim_frame
= 2;
318 self
->base
.inertia
.x
= FIXED_INT(0);
323 self
->base
.anim_frame
= 3;
324 self
->base
.inertia
.x
= FIXED_INT(0);
329 ++self
->base
.tick_minor
;
330 if (fixed_point_lt(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
&= ~JUMPNRUN_ENEMY_FACING_RIGHT
; }
331 else if(fixed_point_ne(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
|= JUMPNRUN_ENEMY_FACING_RIGHT
; }
334 jumpnrun_enemy_type
const jumpnrun_enemy_type_data
[JUMPNRUN_ENEMY_TYPE_COUNT
] = {
336 .animation_ticks_per_frame
= 16,
337 .animation_length
= ARRAY_SIZE(anim_cat
),
338 .animation_frames
= anim_cat
,
339 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
340 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
341 { FIXED_INT_I(6), FIXED_INT_I(3) } },
342 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
343 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
344 .collision_player
= enemy_collision_player_jumpable
,
345 .game_tick
= enemy_tick_straight_ahead
347 .animation_ticks_per_frame
= 12,
348 .animation_length
= ARRAY_SIZE(anim_mushroom
),
349 .animation_frames
= anim_mushroom
,
350 .extent
= { FIXED_INT_I(7), FIXED_INT_I(7) },
351 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
352 { FIXED_INT_I(5), FIXED_INT_I(4) } },
353 .spawn_inertia
= { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
354 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
355 .collision_player
= enemy_collision_player_jumpable
,
356 .game_tick
= enemy_tick_straight_ahead
358 .animation_ticks_per_frame
= 9,
359 .animation_length
= ARRAY_SIZE(anim_bunny
),
360 .animation_frames
= anim_bunny
,
361 .extent
= { FIXED_INT_I(7), FIXED_INT_I(5) },
362 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
363 { FIXED_INT_I(5), FIXED_INT_I(3) } },
364 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
365 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
366 .collision_player
= enemy_collision_player_jumpable
,
367 .game_tick
= enemy_tick_jumper
369 .animation_ticks_per_frame
= 6,
370 .animation_length
= ARRAY_SIZE(anim_snake
),
371 .animation_frames
= anim_snake
,
372 .extent
= { FIXED_INT_I(10), FIXED_INT_I(6) },
373 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(4) },
374 { FIXED_INT_I(8), FIXED_INT_I(2) } },
375 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
376 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
377 .collision_player
= enemy_collision_player_jumpable
,
378 .game_tick
= enemy_tick_straight_ahead
380 .animation_ticks_per_frame
= 6,
381 .animation_length
= ARRAY_SIZE(anim_spiral
),
382 .animation_frames
= anim_spiral
,
383 .extent
= { FIXED_INT_I(10), FIXED_INT_I(10) },
384 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
385 { FIXED_INT_I(8), FIXED_INT_I(8) } },
386 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
387 .collision_tiles
= enemy_collision_tiles_pass_through
,
388 .collision_player
= enemy_collision_player_deadly
,
389 .game_tick
= enemy_tick_swing_up_and_down
391 .animation_ticks_per_frame
= 5,
392 .animation_length
= ARRAY_SIZE(anim_rotor
),
393 .animation_frames
= anim_rotor
,
394 .extent
= { FIXED_INT_I(9), FIXED_INT_I(9) },
395 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
396 { FIXED_INT_I(7), FIXED_INT_I(7) } },
397 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
398 .collision_tiles
= enemy_collision_tiles_pass_through
,
399 .collision_player
= enemy_collision_player_deadly
,
400 .game_tick
= enemy_tick_stationary
402 .animation_ticks_per_frame
= 16,
403 .animation_length
= ARRAY_SIZE(anim_dog
),
404 .animation_frames
= anim_dog
,
405 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
406 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
407 { FIXED_INT_I(6), FIXED_INT_I(4) } },
408 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
409 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
410 .collision_player
= enemy_collision_player_jumpable
,
411 .game_tick
= enemy_tick_dog