Gegner splodieren.
[hackover2013-badge-firmware.git] / badge / jumpnrun / enemies.c
1 #include "enemies.h"
2
3 #include "collision.h"
4 #include "game_state.h"
5 #include "tiles.h"
6 #include "jumpnrun.h"
7 #include "moveable.h"
8 #include "render.h"
9
10 static badge_sprite const anim_cat[] = {
11 { 8, 5, (uint8_t const *) "\xc7\x3f\xce\x38\x11" },
12 { 8, 5, (uint8_t const *) "\xd7\x7d\xc6\x19\x25" }
13 };
14
15 static badge_sprite const anim_mushroom[] = {
16 { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
17 { 7, 7, (uint8_t const *) "\x20\x18\x1e\x8f\x87\x81" },
18 { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
19 { 7, 7, (uint8_t const *) "\x08\x86\xdf\xef\x67\x20" },
20 { 7, 7, (uint8_t const *) "\x04\xc3\xef\xf7\x33\x10" },
21 { 7, 7, (uint8_t const *) "\x04\xc3\xe7\xf3\x31\x10" }
22 };
23
24 static badge_sprite const anim_bunny[] = {
25 { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x02" },
26 { 7, 5, (uint8_t const *) "\x42\x30\xbe\x31\x01" },
27 { 7, 5, (uint8_t const *) "\x42\x30\xae\x35\x01" },
28 { 7, 5, (uint8_t const *) "\x60\x30\xae\x35\x02" },
29 { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x01" }
30 };
31
32 static badge_sprite const anim_snake[] = {
33 { 10, 6, (uint8_t const *) "\x10\x86\x83\x30\x04\x83\xa2\x07" },
34 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x07" },
35 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x07" },
36 { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x07" }
37 };
38
39 static badge_sprite const anim_spiral[] = {
40 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xf6\x1a\xe8\xbf\x00\xfe\x0f" },
41 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\xda\x69\xb0\x7f\x02\x0c" },
42 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\x5a\x6a\xaf\x81\xfe\x0b" },
43 { 10, 10, (uint8_t const *) "\xff\x07\xd8\x4f\x61\x35\xd5\x55\x54\x5f\x01\xfd\x07" },
44 { 10, 10, (uint8_t const *) "\xff\x07\xd0\x7f\x81\xf5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
45 { 10, 10, (uint8_t const *) "\x03\xe4\xdf\x60\xb9\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
46 { 10, 10, (uint8_t const *) "\xfd\x17\x58\x6f\xa5\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
47 { 10, 10, (uint8_t const *) "\xfe\x0b\xa8\xaf\xa2\xba\xca\x6a\x28\xbf\x01\xfe\x0f" }
48 };
49
50 static badge_sprite const anim_rotor[] = {
51 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
52 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
53 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
54 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" }
55 };
56
57 static badge_sprite const anim_dog[] = {
58 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x08" },
59 { 8, 5, (uint8_t const *) "\xc1\xba\xce\x99\x0c" },
60 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x10" },
61 { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x20" }
62 };
63
64 static badge_sprite const anim_giraffe[] = {
65 { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" },
66 { 8, 10, (uint8_t const *) "\x00\x10\x60\xa0\x7f\xc1\x00\x03\x1c\x88" },
67 { 9, 10, (uint8_t const *) "\x00\x10\x68\x90\x3f\xc1\x00\x03\x0c\x48\x00\x02" },
68 { 8, 10, (uint8_t const *) "\x00\x10\x60\xb0\x3f\xc1\x00\x03\x0c\xc8" },
69 { 8, 10, (uint8_t const *) "\x08\x30\xc0\x81\xfc\xc0\x00\x03\x3c\x08" },
70 { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" }
71 };
72
73 static badge_sprite const anim_bird[] = {
74 { 9, 7, (uint8_t const *) "\x10\x0c\x05\xf7\x4a\xa9\x58\x10" },
75 { 9, 7, (uint8_t const *) "\x10\x0c\x05\x87\x47\xa2\x70\x10" }
76 /*
77 { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x2e\x29\x29\x2e\x10" },
78 { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x78\xa8\xa8\x78\x10" }
79 */
80 };
81
82 static void enemy_animation_advance(jumpnrun_enemy *enemy) {
83 ++enemy->base.tick_minor;
84 if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
85 enemy->base.tick_minor = 0;
86
87 ++enemy->base.anim_frame;
88 if(enemy->base.anim_frame >= enemy->type->animation_length) {
89 enemy->base.anim_frame = 0;
90 }
91 }
92 }
93
94 static void enemy_spawn(jumpnrun_enemy *self) {
95 // enemy unspawned, available and in spawn zone.
96 self->base.flags = JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
97 self->base.anim_frame = 0;
98 self->base.tick_minor = 0;
99 self->base.jumpable_frames = 0;
100 }
101
102 static void jumpnrun_enemy_kill(jumpnrun_enemy *self) {
103 self->base.flags |= JUMPNRUN_MOVEABLE_DYING;
104 self->base.tick_minor = 0;
105 }
106
107 void jumpnrun_enemy_despawn(jumpnrun_enemy *self) {
108 // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
109 self->base.flags &= ~(JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_MOVING | JUMPNRUN_MOVEABLE_DYING);
110 self->base.hitbox = rectangle_new(self->spawn_pos, self->type->hitbox.extent);
111 self->base.inertia = self->type->spawn_inertia;
112 }
113
114 void jumpnrun_enemy_reset (jumpnrun_enemy *self) {
115 jumpnrun_enemy_despawn(self);
116 self->base.flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
117 }
118
119 static void enemy_bounce(jumpnrun_enemy *self) {
120 self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
121 }
122
123 static inline vec2d enemy_pos_hitbox (jumpnrun_enemy const *self) { return self->base.hitbox.pos; }
124 static inline vec2d enemy_pos_display(jumpnrun_enemy const *self) { return vec2d_sub(enemy_pos_hitbox(self), self->type->hitbox.pos); }
125 static inline vec2d enemy_pos_desired(jumpnrun_enemy const *self) { return vec2d_add(enemy_pos_hitbox(self), self->base.inertia); }
126
127 static inline void enemy_move_to(jumpnrun_enemy *self, vec2d new_pos) {
128 rectangle_move_to(&self->base.hitbox, new_pos);
129 }
130
131 static inline bool enemy_in_area(jumpnrun_enemy const *self, jumpnrun_game_state *state, int margin) {
132 return
133 fixed_point_gt(rectangle_left (enemy_hitbox(self)), FIXED_INT(jumpnrun_screen_left (state) - margin)) &&
134 fixed_point_lt(rectangle_right(enemy_hitbox(self)), FIXED_INT(jumpnrun_screen_right(state) + margin));
135 }
136
137 static inline bool enemy_on_screen(jumpnrun_enemy const *self, jumpnrun_game_state *state) {
138 return enemy_in_area(self, state, self->type->animation_frames[self->base.anim_frame].width);
139 }
140
141 static inline bool enemy_in_spawn_area(jumpnrun_enemy const *self, jumpnrun_game_state *state) {
142 return enemy_in_area(self, state, JUMPNRUN_MAX_SPAWN_MARGIN);
143 }
144
145 void jumpnrun_process_enemy(jumpnrun_enemy *self,
146 badge_framebuffer *fb,
147 struct jumpnrun_game_state *state,
148 struct jumpnrun_level *lv,
149 struct jumpnrun_tile_range const *visible_tiles,
150 vec2d *player_inertia_mod) {
151 // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
152 if(self->base.flags & JUMPNRUN_ENEMY_SPAWNED) {
153 if(!enemy_in_spawn_area(self, state) || fixed_point_gt(rectangle_top (enemy_hitbox(self)), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
154 jumpnrun_enemy_despawn(self);
155 } else if(self->base.flags & JUMPNRUN_MOVEABLE_DYING) {
156 if(self->base.tick_minor == JUMPNRUN_SPLOSION_FRAMES * JUMPNRUN_SPLOSION_TICKS_PER_FRAME) {
157 jumpnrun_enemy_despawn(self);
158 } else {
159 if(fb) {
160 jumpnrun_render_splosion(fb, state, &self->base);
161 }
162 ++self->base.tick_minor;
163 }
164 } else {
165 if((self->base.flags & JUMPNRUN_ENEMY_MOVING) || enemy_on_screen(self, state)) {
166 self->base.flags |= JUMPNRUN_ENEMY_MOVING;
167
168 self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
169 self->type->collision_shots(self, state);
170 if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->base.flags &= ~JUMPNRUN_MOVEABLE_MIRRORED; }
171 else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->base.flags |= JUMPNRUN_MOVEABLE_MIRRORED; }
172 }
173
174 if(fb) {
175 jumpnrun_render_enemy(fb, state, self);
176 }
177 }
178 } else if(self->base.flags & JUMPNRUN_ENEMY_UNAVAILABLE) {
179 if(!enemy_in_spawn_area(self, state)) {
180 self->base.flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
181 }
182 } else if(enemy_in_spawn_area(self, state)) {
183 // enemy unspawned, available and in spawn zone.
184 enemy_spawn(self);
185 }
186 }
187
188 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
189 vec2d *desired_position,
190 jumpnrun_level *lv,
191 jumpnrun_tile_range const *visible_tiles) {
192 vec2d inertia_mod = self->base.inertia;
193
194 bool killed = collisions_tiles_displace(desired_position,
195 &self->base,
196 lv,
197 visible_tiles,
198 &inertia_mod);
199
200 if(killed) {
201 jumpnrun_enemy_kill(self);
202 } else if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
203 enemy_bounce(self);
204 }
205 }
206
207 void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
208 struct jumpnrun_game_state *state,
209 vec2d *player_inertia_mod) {
210 (void) player_inertia_mod;
211
212 if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) {
213 state->player.base.flags |= JUMPNRUN_PLAYER_DEAD;
214 }
215 }
216
217 void enemy_collision_player_jumpable(jumpnrun_enemy *self,
218 jumpnrun_game_state *state,
219 vec2d *player_inertia_mod)
220 {
221 if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) {
222 if(fixed_point_lt(rectangle_top(&state->player.base.hitbox), rectangle_top(enemy_hitbox(self))) &&
223 fixed_point_gt(state->player.base.inertia.y, FIXED_INT(0)))
224 {
225 jumpnrun_enemy_kill(self);
226 player_inertia_mod->y = FIXED_POINT(0, -250);
227 state->player.base.jumpable_frames = 12;
228 } else {
229 state->player.base.flags |= JUMPNRUN_PLAYER_DEAD;
230 }
231 }
232 }
233
234 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self,
235 vec2d *desired_position,
236 struct jumpnrun_level *lv,
237 struct jumpnrun_tile_range const *visible_tiles) {
238 (void) self;
239 (void) desired_position;
240 (void) lv;
241 (void) visible_tiles;
242 }
243
244 void enemy_collision_shots_die(struct jumpnrun_enemy *self,
245 struct jumpnrun_game_state *state) {
246 for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
247 jumpnrun_shot *shot = &state->shots[i];
248
249 if(jumpnrun_shot_spawned(shot)) {
250 if(rectangle_intersect(enemy_hitbox(self), &shot->current_box)) {
251 jumpnrun_enemy_kill(self);
252 jumpnrun_shot_despawn(shot);
253 }
254 }
255 }
256 }
257
258 void enemy_collision_shots_bounce(struct jumpnrun_enemy *self,
259 struct jumpnrun_game_state *state) {
260 for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
261 jumpnrun_shot *shot = &state->shots[i];
262
263 if(jumpnrun_shot_spawned(shot)) {
264 if(rectangle_intersect(enemy_hitbox(self), &shot->current_box)) {
265 if(fixed_point_gt(shot->inertia.x, FIXED_INT(0))) {
266 rectangle_move_to_x(&shot->current_box, fixed_point_sub(rectangle_left(enemy_hitbox(self)), rectangle_width(&shot->current_box)));
267 } else {
268 rectangle_move_to_x(&shot->current_box, rectangle_right(enemy_hitbox(self)));
269 }
270
271 shot->inertia.x = fixed_point_neg(shot->inertia.x);
272 }
273 }
274 }
275 }
276
277 void enemy_collision_shots_dontcare(struct jumpnrun_enemy *self,
278 struct jumpnrun_game_state *state) {
279 (void) self;
280 (void) state;
281 }
282
283 static void enemy_tick_common(jumpnrun_enemy *self,
284 jumpnrun_game_state *state,
285 jumpnrun_level *lv,
286 jumpnrun_tile_range const *visible_tiles,
287 vec2d *player_inertia_mod) {
288 vec2d new_pos = enemy_pos_desired(self);
289 self->type->collision_tiles (self, &new_pos, lv, visible_tiles);
290 self->type->collision_player(self, state, player_inertia_mod);
291 enemy_move_to(self, new_pos);
292 }
293
294 void enemy_tick_straight_ahead(jumpnrun_enemy *self,
295 jumpnrun_game_state *state,
296 jumpnrun_level *lv,
297 jumpnrun_tile_range const *visible_tiles,
298 vec2d *player_inertia_mod) {
299 jumpnrun_passive_movement(&self->base.inertia);
300 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
301 enemy_animation_advance(self);
302 }
303
304 void enemy_tick_straight_follow(jumpnrun_enemy *self,
305 jumpnrun_game_state *state,
306 jumpnrun_level *lv,
307 jumpnrun_tile_range const *visible_tiles,
308 vec2d *player_inertia_mod) {
309 jumpnrun_passive_movement(&self->base.inertia);
310 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
311
312 if(fixed_point_lt(rectangle_right(&state->player.base.hitbox), rectangle_left(enemy_hitbox(self)))) {
313 self->base.inertia.x = self->type->spawn_inertia.x;
314 } else if(fixed_point_gt(rectangle_left(&state->player.base.hitbox), rectangle_right(enemy_hitbox(self)))) {
315 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
316 }
317
318 enemy_animation_advance(self);
319 }
320
321 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy *self,
322 struct jumpnrun_game_state *state,
323 struct jumpnrun_level *lv,
324 struct jumpnrun_tile_range const *visible_tiles,
325 vec2d *player_inertia_mod) {
326 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
327
328 self->base.inertia.y =
329 fixed_point_add(fixed_point_add(self->base.inertia.y,
330 fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
331 fixed_point_mul(FIXED_POINT(0, 5),
332 fixed_point_sub(self->spawn_pos.y,
333 enemy_pos_display(self).y)));
334
335 enemy_animation_advance(self);
336 }
337
338 void enemy_tick_stationary(struct jumpnrun_enemy *self,
339 struct jumpnrun_game_state *state,
340 struct jumpnrun_level *lv,
341 struct jumpnrun_tile_range const *visible_tiles,
342 vec2d *player_inertia_mod) {
343 self->type->collision_tiles(self, &self->base.hitbox.pos, lv, visible_tiles);
344 self->type->collision_player(self, state, player_inertia_mod);
345
346 enemy_animation_advance(self);
347 }
348
349 void enemy_tick_jumper(jumpnrun_enemy *self,
350 jumpnrun_game_state *state,
351 jumpnrun_level *lv,
352 jumpnrun_tile_range const *visible_tiles,
353 vec2d *player_inertia_mod) {
354 jumpnrun_passive_movement(&self->base.inertia);
355 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
356
357 if(jumpnrun_moveable_touching_ground(&self->base)) {
358 self->base.inertia.y = self->type->spawn_inertia.y;
359 }
360
361 enemy_animation_advance(self);
362 }
363
364 void enemy_tick_dog(jumpnrun_enemy *self,
365 jumpnrun_game_state *state,
366 jumpnrun_level *lv,
367 jumpnrun_tile_range const *visible_tiles,
368 vec2d *player_inertia_mod) {
369 jumpnrun_passive_movement(&self->base.inertia);
370 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
371
372 if(self->base.tick_minor % self->type->animation_ticks_per_frame == 0) {
373 switch(self->base.tick_minor / self->type->animation_ticks_per_frame) {
374 case 12:
375 self->base.tick_minor = 0;
376 case 0:
377 case 2:
378 case 4:
379 case 6:
380 self->base.anim_frame = 0;
381 if(self->base.flags & JUMPNRUN_MOVEABLE_MIRRORED) {
382 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
383 } else {
384 self->base.inertia.x = self->type->spawn_inertia.x;
385 }
386
387 break;
388
389 case 1:
390 case 3:
391 case 5:
392 case 7:
393 self->base.anim_frame = 1;
394 if(self->base.flags & JUMPNRUN_MOVEABLE_MIRRORED) {
395 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
396 } else {
397 self->base.inertia.x = self->type->spawn_inertia.x;
398 }
399 break;
400
401 case 8:
402 case 10:
403 self->base.anim_frame = 2;
404 self->base.inertia.x = FIXED_INT(0);
405 break;
406
407 case 9:
408 case 11:
409 self->base.anim_frame = 3;
410 self->base.inertia.x = FIXED_INT(0);
411 break;
412 }
413 }
414
415 ++self->base.tick_minor;
416 }
417
418 void enemy_tick_giraffe(jumpnrun_enemy *self,
419 jumpnrun_game_state *state,
420 jumpnrun_level *lv,
421 jumpnrun_tile_range const *visible_tiles,
422 vec2d *player_inertia_mod) {
423 bool was_on_ground = jumpnrun_moveable_touching_ground(&self->base);
424
425 jumpnrun_passive_movement(&self->base.inertia);
426 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
427
428 if(jumpnrun_moveable_touching_ground(&self->base)) {
429 if(was_on_ground) {
430 enemy_animation_advance(self);
431 if(self->base.anim_frame == 0) {
432 self->base.inertia = self->type->spawn_inertia;
433
434 if(fixed_point_gt(rectangle_mid_x(&state->player.base.hitbox), rectangle_mid_x(enemy_hitbox(self)))) {
435 self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
436 }
437 }
438 } else {
439 self->base.tick_minor = 0;
440 self->base.anim_frame = 3;
441 self->base.inertia.x = FIXED_INT(0);
442 }
443 } else if(was_on_ground) {
444 self->base.tick_minor = 0;
445 self->base.anim_frame = 1;
446 } else if(self->base.anim_frame == 1) {
447 enemy_animation_advance(self);
448 }
449
450 ++self->base.tick_minor;
451 }
452
453 void enemy_tick_fly_straight(struct jumpnrun_enemy *self,
454 struct jumpnrun_game_state *state,
455 struct jumpnrun_level *lv,
456 struct jumpnrun_tile_range const *visible_tiles,
457 vec2d *player_inertia_mod) {
458 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
459 enemy_animation_advance(self);
460 }
461
462 void enemy_tick_fly_straight_and_dip(struct jumpnrun_enemy *self,
463 struct jumpnrun_game_state *state,
464 struct jumpnrun_level *lv,
465 struct jumpnrun_tile_range const *visible_tiles,
466 vec2d *player_inertia_mod) {
467 if(fixed_point_lt(fixed_point_abs(fixed_point_sub(enemy_pos_hitbox(self).x,
468 state->player.base.hitbox.pos.x)),
469 FIXED_INT(20))) {
470 self->base.flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
471 }
472
473 if(self->base.flags & JUMPNRUN_ENEMY_EVENT_TRIGGER1) {
474 self->base.inertia.y =
475 fixed_point_add(fixed_point_add(self->base.inertia.y,
476 fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
477 fixed_point_mul(FIXED_POINT(0, 5),
478 fixed_point_sub(self->spawn_pos.y,
479 enemy_pos_hitbox(self).y)));
480 } else {
481 self->base.inertia.y = FIXED_INT(0);
482 }
483
484 enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
485 enemy_animation_advance(self);
486 }
487
488 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
489 {
490 .animation_ticks_per_frame = 18,
491 .animation_length = ARRAY_SIZE(anim_cat),
492 .animation_frames = anim_cat,
493 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
494 { FIXED_INT_I(6), FIXED_INT_I(3) } },
495 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
496 .collision_tiles = enemy_collision_tiles_bounce_horiz,
497 .collision_player = enemy_collision_player_jumpable,
498 .collision_shots = enemy_collision_shots_die,
499 .move_tick = enemy_tick_straight_ahead
500 }, {
501 .animation_ticks_per_frame = 12,
502 .animation_length = ARRAY_SIZE(anim_mushroom),
503 .animation_frames = anim_mushroom,
504 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
505 { FIXED_INT_I(5), FIXED_INT_I(6) } },
506 .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_INT_I(0) },
507 .collision_tiles = enemy_collision_tiles_bounce_horiz,
508 .collision_player = enemy_collision_player_jumpable,
509 .collision_shots = enemy_collision_shots_die,
510 .move_tick = enemy_tick_straight_follow
511 }, {
512 .animation_ticks_per_frame = 9,
513 .animation_length = ARRAY_SIZE(anim_bunny),
514 .animation_frames = anim_bunny,
515 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
516 { FIXED_INT_I(5), FIXED_INT_I(3) } },
517 .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
518 .collision_tiles = enemy_collision_tiles_bounce_horiz,
519 .collision_player = enemy_collision_player_jumpable,
520 .collision_shots = enemy_collision_shots_die,
521 .move_tick = enemy_tick_jumper
522 }, {
523 .animation_ticks_per_frame = 6,
524 .animation_length = ARRAY_SIZE(anim_snake),
525 .animation_frames = anim_snake,
526 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(4) },
527 { FIXED_INT_I(8), FIXED_INT_I(2) } },
528 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
529 .collision_tiles = enemy_collision_tiles_bounce_horiz,
530 .collision_player = enemy_collision_player_jumpable,
531 .collision_shots = enemy_collision_shots_die,
532 .move_tick = enemy_tick_straight_ahead
533 }, {
534 .animation_ticks_per_frame = 6,
535 .animation_length = ARRAY_SIZE(anim_spiral),
536 .animation_frames = anim_spiral,
537 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
538 { FIXED_INT_I(8), FIXED_INT_I(8) } },
539 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
540 .collision_tiles = enemy_collision_tiles_pass_through,
541 .collision_player = enemy_collision_player_deadly,
542 .collision_shots = enemy_collision_shots_dontcare,
543 .move_tick = enemy_tick_swing_up_and_down
544 }, {
545 .animation_ticks_per_frame = 5,
546 .animation_length = ARRAY_SIZE(anim_rotor),
547 .animation_frames = anim_rotor,
548 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
549 { FIXED_INT_I(7), FIXED_INT_I(7) } },
550 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
551 .collision_tiles = enemy_collision_tiles_pass_through,
552 .collision_player = enemy_collision_player_deadly,
553 .collision_shots = enemy_collision_shots_dontcare,
554 .move_tick = enemy_tick_stationary
555 }, {
556 .animation_ticks_per_frame = 18,
557 .animation_length = ARRAY_SIZE(anim_dog),
558 .animation_frames = anim_dog,
559 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
560 { FIXED_INT_I(6), FIXED_INT_I(4) } },
561 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
562 .collision_tiles = enemy_collision_tiles_bounce_horiz,
563 .collision_player = enemy_collision_player_jumpable,
564 .collision_shots = enemy_collision_shots_die,
565 .move_tick = enemy_tick_dog
566 }, {
567 .animation_ticks_per_frame = 36,
568 .animation_length = ARRAY_SIZE(anim_giraffe),
569 .animation_frames = anim_giraffe,
570 .hitbox = { { FIXED_INT_I(2), FIXED_INT_I(1) },
571 { FIXED_INT_I(4), FIXED_INT_I(9) } },
572 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
573 .collision_tiles = enemy_collision_tiles_bounce_horiz,
574 .collision_player = enemy_collision_player_jumpable,
575 .collision_shots = enemy_collision_shots_bounce,
576 .move_tick = enemy_tick_giraffe
577 }, {
578 .animation_ticks_per_frame = 24,
579 .animation_length = ARRAY_SIZE(anim_bird),
580 .animation_frames = anim_bird,
581 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
582 { FIXED_INT_I(7), FIXED_INT_I(3) } },
583 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, -150) },
584 .collision_tiles = enemy_collision_tiles_bounce_horiz,
585 .collision_player = enemy_collision_player_jumpable,
586 .collision_shots = enemy_collision_shots_die,
587 .move_tick = enemy_tick_swing_up_and_down
588 }, {
589 .animation_ticks_per_frame = 24,
590 .animation_length = ARRAY_SIZE(anim_bird),
591 .animation_frames = anim_bird,
592 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
593 { FIXED_INT_I(7), FIXED_INT_I(3) } },
594 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_INT_I(0) },
595 .collision_tiles = enemy_collision_tiles_bounce_horiz,
596 .collision_player = enemy_collision_player_jumpable,
597 .collision_shots = enemy_collision_shots_die,
598 .move_tick = enemy_tick_fly_straight
599 }, {
600 .animation_ticks_per_frame = 24,
601 .animation_length = ARRAY_SIZE(anim_bird),
602 .animation_frames = anim_bird,
603 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
604 { FIXED_INT_I(7), FIXED_INT_I(3) } },
605 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, 200) },
606 .collision_tiles = enemy_collision_tiles_bounce_horiz,
607 .collision_player = enemy_collision_player_jumpable,
608 .collision_shots = enemy_collision_shots_die,
609 .move_tick = enemy_tick_fly_straight_and_dip
610 }
611 };
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