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\x07" },
31 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x07" },
32 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x07" },
33 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x07" }
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 badge_sprite
const anim_giraffe
[] = {
62 { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" },
63 { 8, 10, (uint8_t const *) "\x00\x10\x60\xa0\x7f\xc1\x00\x03\x1c\x88" },
64 { 9, 10, (uint8_t const *) "\x00\x10\x68\x90\x3f\xc1\x00\x03\x0c\x48\x00\x02" },
65 { 8, 10, (uint8_t const *) "\x00\x10\x60\xb0\x3f\xc1\x00\x03\x0c\xc8" },
66 { 8, 10, (uint8_t const *) "\x08\x30\xc0\x81\xfc\xc0\x00\x03\x3c\x08" },
67 { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" }
70 static badge_sprite
const anim_bird
[] = {
71 { 9, 7, (uint8_t const *) "\x10\x0c\x05\xf7\x4a\xa9\x58\x10" },
72 { 9, 7, (uint8_t const *) "\x10\x0c\x05\x87\x47\xa2\x70\x10" }
74 { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x2e\x29\x29\x2e\x10" },
75 { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x78\xa8\xa8\x78\x10" }
79 static void enemy_animation_advance(jumpnrun_enemy
*enemy
) {
80 ++enemy
->base
.tick_minor
;
81 if(enemy
->base
.tick_minor
== enemy
->type
->animation_ticks_per_frame
) {
82 enemy
->base
.tick_minor
= 0;
84 ++enemy
->base
.anim_frame
;
85 if(enemy
->base
.anim_frame
>= enemy
->type
->animation_length
) {
86 enemy
->base
.anim_frame
= 0;
91 void jumpnrun_process_enemy(jumpnrun_enemy
*self
,
92 badge_framebuffer
*fb
,
93 struct jumpnrun_game_state
*state
,
94 struct jumpnrun_level
*lv
,
95 struct jumpnrun_tile_range
const *visible_tiles
,
96 vec2d
*player_inertia_mod
) {
97 int const spawn_margin
= 1 + self
->type
->animation_frames
[self
->base
.anim_frame
].width
;
99 if(self
->flags
& JUMPNRUN_ENEMY_SPAWNED
) {
100 if(fixed_point_lt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
- spawn_margin
, 0)) ||
101 fixed_point_gt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) ||
102 fixed_point_gt(rectangle_top (enemy_box(self
)), FIXED_POINT(BADGE_DISPLAY_HEIGHT
, 0))) {
103 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
105 self
->type
->move_tick(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
106 self
->type
->collision_shots(self
, state
);
109 badge_framebuffer_blt(fb
,
110 fixed_point_cast_int(rectangle_left(enemy_box(self
))) - state
->left
,
111 fixed_point_cast_int(rectangle_top (enemy_box(self
))),
113 enemy_render_flags(self
));
116 } else if(self
->flags
& JUMPNRUN_ENEMY_UNAVAILABLE
) {
117 if(state
->left
> fixed_point_cast_int(self
->spawn_pos
.x
) + spawn_margin
||
118 state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
< fixed_point_cast_int(self
->spawn_pos
.x
)) {
119 self
->flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
121 } else if((fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
, 0)) &&
122 fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
/ 2, 0))) ||
123 (fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) &&
124 fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
, 0)))) {
125 // enemy unspawned, available and in spawn zone.
126 self
->flags
|= JUMPNRUN_ENEMY_SPAWNED
| JUMPNRUN_ENEMY_UNAVAILABLE
;
127 self
->base
.current_box
= rectangle_new(self
->spawn_pos
, self
->type
->extent
);
128 self
->base
.inertia
= self
->type
->spawn_inertia
;
129 self
->base
.anim_frame
= 0;
130 self
->base
.tick_minor
= 0;
131 self
->base
.touching_ground
= false;
132 self
->base
.jumpable_frames
= 0;
136 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy
*self
,
137 vec2d
*desired_position
,
139 jumpnrun_tile_range
const *visible_tiles
) {
140 vec2d inertia_mod
= self
->base
.inertia
;
142 collisions_tiles_displace(desired_position
,
148 if(fixed_point_ne(inertia_mod
.x
, self
->base
.inertia
.x
)) {
149 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
153 void enemy_collision_player_deadly(struct jumpnrun_enemy
*self
,
154 struct jumpnrun_game_state
*state
,
155 vec2d
*player_inertia_mod
) {
156 (void) player_inertia_mod
;
158 rectangle rect_self
= enemy_hitbox(self
);
160 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
161 state
->status
= JUMPNRUN_DEAD
;
165 void enemy_collision_player_jumpable(jumpnrun_enemy
*self
,
166 jumpnrun_game_state
*state
,
167 vec2d
*player_inertia_mod
)
169 rectangle rect_self
= enemy_hitbox(self
);
171 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
172 if(fixed_point_lt(rectangle_top(&state
->player
.current_box
), rectangle_top(&rect_self
)) &&
173 fixed_point_gt(state
->player
.inertia
.y
, FIXED_POINT(0, 0)))
175 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
176 player_inertia_mod
->y
= FIXED_POINT(0, -250);
177 state
->player
.jumpable_frames
= 12;
179 state
->status
= JUMPNRUN_DEAD
;
184 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy
*self
,
185 vec2d
*desired_position
,
186 struct jumpnrun_level
*lv
,
187 struct jumpnrun_tile_range
const *visible_tiles
) {
189 (void) desired_position
;
191 (void) visible_tiles
;
195 void enemy_collision_shots_die(struct jumpnrun_enemy
*self
,
196 struct jumpnrun_game_state
*state
) {
197 rectangle rect_self
= enemy_hitbox(self
);
199 for(uint8_t i
= 0; i
< JUMPNRUN_MAX_SHOTS
; ++i
) {
200 jumpnrun_shot
*shot
= &state
->shots
[i
];
202 if(jumpnrun_shot_spawned(shot
)) {
203 if(rectangle_intersect(&rect_self
, &shot
->current_box
)) {
204 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
205 jumpnrun_shot_despawn(shot
);
211 void enemy_collision_shots_bounce(struct jumpnrun_enemy
*self
,
212 struct jumpnrun_game_state
*state
) {
213 rectangle rect_self
= enemy_hitbox(self
);
215 for(uint8_t i
= 0; i
< JUMPNRUN_MAX_SHOTS
; ++i
) {
216 jumpnrun_shot
*shot
= &state
->shots
[i
];
218 if(jumpnrun_shot_spawned(shot
)) {
219 if(rectangle_intersect(&rect_self
, &shot
->current_box
)) {
220 if(fixed_point_gt(shot
->inertia
.x
, FIXED_INT(0))) {
221 rectangle_move_to_x(&shot
->current_box
, fixed_point_sub(rectangle_left(&rect_self
), rectangle_width(&shot
->current_box
)));
223 rectangle_move_to_x(&shot
->current_box
, rectangle_right(&rect_self
));
226 shot
->inertia
.x
= fixed_point_neg(shot
->inertia
.x
);
232 void enemy_collision_shots_dontcare(struct jumpnrun_enemy
*self
,
233 struct jumpnrun_game_state
*state
) {
238 void enemy_tick_straight_ahead(jumpnrun_enemy
*self
,
239 jumpnrun_game_state
*state
,
241 jumpnrun_tile_range
const *visible_tiles
,
242 vec2d
*player_inertia_mod
) {
243 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
245 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
246 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
250 jumpnrun_passive_movement(&self
->base
.inertia
);
252 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
253 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
254 self
->type
->collision_player(self
, state
, player_inertia_mod
);
255 rectangle_move_to(&self
->base
.current_box
, new_pos
);
257 enemy_animation_advance(self
);
260 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy
*self
,
261 struct jumpnrun_game_state
*state
,
262 struct jumpnrun_level
*lv
,
263 struct jumpnrun_tile_range
const *visible_tiles
,
264 vec2d
*player_inertia_mod
) {
265 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
267 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
268 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
272 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
273 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
274 self
->type
->collision_player(self
, state
, player_inertia_mod
);
275 rectangle_move_to(&self
->base
.current_box
, new_pos
);
277 self
->base
.inertia
.y
=
278 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
279 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
280 fixed_point_mul(FIXED_POINT(0, 5),
281 fixed_point_sub(self
->spawn_pos
.y
,
282 enemy_position(self
).y
)));
284 enemy_animation_advance(self
);
287 void enemy_tick_stationary(struct jumpnrun_enemy
*self
,
288 struct jumpnrun_game_state
*state
,
289 struct jumpnrun_level
*lv
,
290 struct jumpnrun_tile_range
const *visible_tiles
,
291 vec2d
*player_inertia_mod
) {
292 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
294 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
295 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
299 self
->type
->collision_tiles(self
, &self
->base
.current_box
.pos
, lv
, visible_tiles
);
300 self
->type
->collision_player(self
, state
, player_inertia_mod
);
302 enemy_animation_advance(self
);
305 void enemy_tick_jumper(jumpnrun_enemy
*self
,
306 jumpnrun_game_state
*state
,
308 jumpnrun_tile_range
const *visible_tiles
,
309 vec2d
*player_inertia_mod
) {
310 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
312 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
313 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
317 jumpnrun_passive_movement(&self
->base
.inertia
);
319 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
320 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
321 self
->type
->collision_player(self
, state
, player_inertia_mod
);
322 rectangle_move_to(&self
->base
.current_box
, new_pos
);
324 if(self
->base
.touching_ground
) {
325 self
->base
.inertia
.y
= self
->type
->spawn_inertia
.y
;
328 enemy_animation_advance(self
);
331 void enemy_tick_dog(jumpnrun_enemy
*self
,
332 jumpnrun_game_state
*state
,
334 jumpnrun_tile_range
const *visible_tiles
,
335 vec2d
*player_inertia_mod
) {
336 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
338 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
339 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
343 jumpnrun_passive_movement(&self
->base
.inertia
);
345 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
346 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
347 self
->type
->collision_player(self
, state
, player_inertia_mod
);
348 rectangle_move_to(&self
->base
.current_box
, new_pos
);
350 if(self
->base
.tick_minor
% self
->type
->animation_ticks_per_frame
== 0) {
351 switch(self
->base
.tick_minor
/ self
->type
->animation_ticks_per_frame
) {
353 self
->base
.tick_minor
= 0;
358 self
->base
.anim_frame
= 0;
359 if(self
->flags
& JUMPNRUN_ENEMY_FACING_RIGHT
) {
360 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
362 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
371 self
->base
.anim_frame
= 1;
372 if(self
->flags
& JUMPNRUN_ENEMY_FACING_RIGHT
) {
373 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
375 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
381 self
->base
.anim_frame
= 2;
382 self
->base
.inertia
.x
= FIXED_INT(0);
387 self
->base
.anim_frame
= 3;
388 self
->base
.inertia
.x
= FIXED_INT(0);
393 ++self
->base
.tick_minor
;
394 if (fixed_point_lt(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
&= ~JUMPNRUN_ENEMY_FACING_RIGHT
; }
395 else if(fixed_point_ne(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
|= JUMPNRUN_ENEMY_FACING_RIGHT
; }
398 void enemy_tick_giraffe(jumpnrun_enemy
*self
,
399 jumpnrun_game_state
*state
,
401 jumpnrun_tile_range
const *visible_tiles
,
402 vec2d
*player_inertia_mod
) {
403 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
405 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
406 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
410 bool was_on_ground
= self
->base
.touching_ground
;
412 jumpnrun_passive_movement(&self
->base
.inertia
);
414 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
415 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
416 self
->type
->collision_player(self
, state
, player_inertia_mod
);
417 rectangle_move_to(&self
->base
.current_box
, new_pos
);
419 if(self
->base
.touching_ground
) {
421 enemy_animation_advance(self
);
422 if(self
->base
.anim_frame
== 0) {
423 if(self
->flags
& JUMPNRUN_ENEMY_FACING_RIGHT
) {
424 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
425 self
->base
.inertia
.y
= self
->type
->spawn_inertia
.y
;
427 self
->base
.inertia
= self
->type
->spawn_inertia
;
431 self
->base
.tick_minor
= 0;
432 self
->base
.anim_frame
= 3;
433 self
->base
.inertia
.x
= FIXED_INT(0);
435 } else if(was_on_ground
) {
436 self
->base
.tick_minor
= 0;
437 self
->base
.anim_frame
= 1;
438 } else if(self
->base
.anim_frame
== 1) {
439 enemy_animation_advance(self
);
442 ++self
->base
.tick_minor
;
443 if (fixed_point_lt(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
&= ~JUMPNRUN_ENEMY_FACING_RIGHT
; }
444 else if(fixed_point_ne(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->flags
|= JUMPNRUN_ENEMY_FACING_RIGHT
; }
447 jumpnrun_enemy_type
const jumpnrun_enemy_type_data
[JUMPNRUN_ENEMY_TYPE_COUNT
] = {
449 .animation_ticks_per_frame
= 18,
450 .animation_length
= ARRAY_SIZE(anim_cat
),
451 .animation_frames
= anim_cat
,
452 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
453 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
454 { FIXED_INT_I(6), FIXED_INT_I(3) } },
455 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
456 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
457 .collision_player
= enemy_collision_player_jumpable
,
458 .collision_shots
= enemy_collision_shots_die
,
459 .move_tick
= enemy_tick_straight_ahead
461 .animation_ticks_per_frame
= 12,
462 .animation_length
= ARRAY_SIZE(anim_mushroom
),
463 .animation_frames
= anim_mushroom
,
464 .extent
= { FIXED_INT_I(7), FIXED_INT_I(7) },
465 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
466 { FIXED_INT_I(5), FIXED_INT_I(4) } },
467 .spawn_inertia
= { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
468 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
469 .collision_player
= enemy_collision_player_jumpable
,
470 .collision_shots
= enemy_collision_shots_die
,
471 .move_tick
= enemy_tick_straight_ahead
473 .animation_ticks_per_frame
= 9,
474 .animation_length
= ARRAY_SIZE(anim_bunny
),
475 .animation_frames
= anim_bunny
,
476 .extent
= { FIXED_INT_I(7), FIXED_INT_I(5) },
477 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
478 { FIXED_INT_I(5), FIXED_INT_I(3) } },
479 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
480 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
481 .collision_player
= enemy_collision_player_jumpable
,
482 .collision_shots
= enemy_collision_shots_die
,
483 .move_tick
= enemy_tick_jumper
485 .animation_ticks_per_frame
= 6,
486 .animation_length
= ARRAY_SIZE(anim_snake
),
487 .animation_frames
= anim_snake
,
488 .extent
= { FIXED_INT_I(10), FIXED_INT_I(6) },
489 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(4) },
490 { FIXED_INT_I(8), FIXED_INT_I(2) } },
491 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
492 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
493 .collision_player
= enemy_collision_player_jumpable
,
494 .collision_shots
= enemy_collision_shots_die
,
495 .move_tick
= enemy_tick_straight_ahead
497 .animation_ticks_per_frame
= 6,
498 .animation_length
= ARRAY_SIZE(anim_spiral
),
499 .animation_frames
= anim_spiral
,
500 .extent
= { FIXED_INT_I(10), FIXED_INT_I(10) },
501 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
502 { FIXED_INT_I(8), FIXED_INT_I(8) } },
503 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
504 .collision_tiles
= enemy_collision_tiles_pass_through
,
505 .collision_player
= enemy_collision_player_deadly
,
506 .collision_shots
= enemy_collision_shots_dontcare
,
507 .move_tick
= enemy_tick_swing_up_and_down
509 .animation_ticks_per_frame
= 5,
510 .animation_length
= ARRAY_SIZE(anim_rotor
),
511 .animation_frames
= anim_rotor
,
512 .extent
= { FIXED_INT_I(9), FIXED_INT_I(9) },
513 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
514 { FIXED_INT_I(7), FIXED_INT_I(7) } },
515 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
516 .collision_tiles
= enemy_collision_tiles_pass_through
,
517 .collision_player
= enemy_collision_player_deadly
,
518 .collision_shots
= enemy_collision_shots_dontcare
,
519 .move_tick
= enemy_tick_stationary
521 .animation_ticks_per_frame
= 18,
522 .animation_length
= ARRAY_SIZE(anim_dog
),
523 .animation_frames
= anim_dog
,
524 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
525 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
526 { FIXED_INT_I(6), FIXED_INT_I(4) } },
527 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
528 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
529 .collision_player
= enemy_collision_player_jumpable
,
530 .collision_shots
= enemy_collision_shots_die
,
531 .move_tick
= enemy_tick_dog
533 .animation_ticks_per_frame
= 36,
534 .animation_length
= ARRAY_SIZE(anim_giraffe
),
535 .animation_frames
= anim_giraffe
,
536 .extent
= { FIXED_INT_I(7), FIXED_INT_I(10) },
537 .hitbox
= { { FIXED_INT_I(2), FIXED_INT_I(1) },
538 { FIXED_INT_I(4), FIXED_INT_I(9) } },
539 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
540 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
541 .collision_player
= enemy_collision_player_jumpable
,
542 .collision_shots
= enemy_collision_shots_bounce
,
543 .move_tick
= enemy_tick_giraffe
545 .animation_ticks_per_frame
= 24,
546 .animation_length
= ARRAY_SIZE(anim_bird
),
547 .animation_frames
= anim_bird
,
548 .extent
= { FIXED_INT_I(9), FIXED_INT_I(7) },
549 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(3) },
550 { FIXED_INT_I(7), FIXED_INT_I(3) } },
551 .spawn_inertia
= { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, -150) },
552 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
553 .collision_player
= enemy_collision_player_jumpable
,
554 .collision_shots
= enemy_collision_shots_die
,
555 .move_tick
= enemy_tick_swing_up_and_down