7e2e6f679e8b7d2ebef3972464d105af466f7952
[hackover2013-badge-firmware.git] / badge / jumpnrun / enemies.c
1 #include "enemies.h"
2
3 #include "collision.h"
4 #include "tiles.h"
5 #include "jumpnrun.h"
6
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" }
10 };
11
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" }
19 };
20
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" }
27 };
28
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" }
34 };
35
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" }
45 };
46
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" }
52 };
53
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" }
59 };
60
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" }
68 };
69
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" }
73 /*
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" }
76 */
77 };
78
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;
83
84 ++enemy->base.anim_frame;
85 if(enemy->base.anim_frame >= enemy->type->animation_length) {
86 enemy->base.anim_frame = 0;
87 }
88 }
89 }
90
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;
98
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;
104 } else {
105 self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
106 self->type->collision_shots(self, state);
107
108 if(fb) {
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))),
112 enemy_sprite(self),
113 enemy_render_flags(self));
114 }
115 }
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;
120 }
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;
133 }
134 }
135
136 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
137 vec2d *desired_position,
138 jumpnrun_level *lv,
139 jumpnrun_tile_range const *visible_tiles) {
140 vec2d inertia_mod = self->base.inertia;
141
142 bool killed = collisions_tiles_displace(desired_position,
143 &self->base,
144 lv,
145 visible_tiles,
146 &inertia_mod);
147
148 if(killed) {
149 self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
150 }
151
152 if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
153 self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
154 }
155 }
156
157 void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
158 struct jumpnrun_game_state *state,
159 vec2d *player_inertia_mod) {
160 (void) player_inertia_mod;
161
162 rectangle rect_self = enemy_hitbox(self);
163
164 if(rectangle_intersect(&rect_self, &state->player.current_box)) {
165 state->status = JUMPNRUN_DEAD;
166 }
167 }
168
169 void enemy_collision_player_jumpable(jumpnrun_enemy *self,
170 jumpnrun_game_state *state,
171 vec2d *player_inertia_mod)
172 {
173 rectangle rect_self = enemy_hitbox(self);
174
175 if(rectangle_intersect(&rect_self, &state->player.current_box)) {
176 if(fixed_point_lt(rectangle_top(&state->player.current_box), rectangle_top(&rect_self)) &&
177 fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0)))
178 {
179 self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
180 player_inertia_mod->y = FIXED_POINT(0, -250);
181 state->player.jumpable_frames = 12;
182 } else {
183 state->status = JUMPNRUN_DEAD;
184 }
185 }
186 }
187
188 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self,
189 vec2d *desired_position,
190 struct jumpnrun_level *lv,
191 struct jumpnrun_tile_range const *visible_tiles) {
192 (void) self;
193 (void) desired_position;
194 (void) lv;
195 (void) visible_tiles;
196 return;
197 }
198
199 void enemy_collision_shots_die(struct jumpnrun_enemy *self,
200 struct jumpnrun_game_state *state) {
201 rectangle rect_self = enemy_hitbox(self);
202
203 for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
204 jumpnrun_shot *shot = &state->shots[i];
205
206 if(jumpnrun_shot_spawned(shot)) {
207 if(rectangle_intersect(&rect_self, &shot->current_box)) {
208 self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
209 jumpnrun_shot_despawn(shot);
210 }
211 }
212 }
213 }
214
215 void enemy_collision_shots_bounce(struct jumpnrun_enemy *self,
216 struct jumpnrun_game_state *state) {
217 rectangle rect_self = enemy_hitbox(self);
218
219 for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
220 jumpnrun_shot *shot = &state->shots[i];
221
222 if(jumpnrun_shot_spawned(shot)) {
223 if(rectangle_intersect(&rect_self, &shot->current_box)) {
224 if(fixed_point_gt(shot->inertia.x, FIXED_INT(0))) {
225 rectangle_move_to_x(&shot->current_box, fixed_point_sub(rectangle_left(&rect_self), rectangle_width(&shot->current_box)));
226 } else {
227 rectangle_move_to_x(&shot->current_box, rectangle_right(&rect_self));
228 }
229
230 shot->inertia.x = fixed_point_neg(shot->inertia.x);
231 }
232 }
233 }
234 }
235
236 void enemy_collision_shots_dontcare(struct jumpnrun_enemy *self,
237 struct jumpnrun_game_state *state) {
238 (void) self;
239 (void) state;
240 }
241
242 void enemy_tick_straight_ahead(jumpnrun_enemy *self,
243 jumpnrun_game_state *state,
244 jumpnrun_level *lv,
245 jumpnrun_tile_range const *visible_tiles,
246 vec2d *player_inertia_mod) {
247 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
248
249 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
250 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
251 return;
252 }
253
254 jumpnrun_passive_movement(&self->base.inertia);
255
256 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
257 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
258 self->type->collision_player(self, state, player_inertia_mod);
259 rectangle_move_to(&self->base.current_box, new_pos);
260
261 enemy_animation_advance(self);
262 }
263
264 void enemy_tick_straight_follow(jumpnrun_enemy *self,
265 jumpnrun_game_state *state,
266 jumpnrun_level *lv,
267 jumpnrun_tile_range const *visible_tiles,
268 vec2d *player_inertia_mod) {
269 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
270
271 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
272 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
273 return;
274 }
275
276 jumpnrun_passive_movement(&self->base.inertia);
277
278 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
279 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
280 self->type->collision_player(self, state, player_inertia_mod);
281 rectangle_move_to(&self->base.current_box, new_pos);
282
283 if(fixed_point_lt(rectangle_right(&state->player.current_box), rectangle_left(enemy_box(self)))) {
284 self->base.inertia.x = self->type->spawn_inertia.x;
285 } else if(fixed_point_gt(rectangle_left(&state->player.current_box), rectangle_right(enemy_box(self)))) {
286 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
287 }
288
289 enemy_animation_advance(self);
290 }
291
292 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy *self,
293 struct jumpnrun_game_state *state,
294 struct jumpnrun_level *lv,
295 struct jumpnrun_tile_range const *visible_tiles,
296 vec2d *player_inertia_mod) {
297 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
298
299 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
300 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
301 return;
302 }
303
304 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
305 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
306 self->type->collision_player(self, state, player_inertia_mod);
307 rectangle_move_to(&self->base.current_box, new_pos);
308
309 self->base.inertia.y =
310 fixed_point_add(fixed_point_add(self->base.inertia.y,
311 fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
312 fixed_point_mul(FIXED_POINT(0, 5),
313 fixed_point_sub(self->spawn_pos.y,
314 enemy_position(self).y)));
315
316 enemy_animation_advance(self);
317 }
318
319 void enemy_tick_stationary(struct jumpnrun_enemy *self,
320 struct jumpnrun_game_state *state,
321 struct jumpnrun_level *lv,
322 struct jumpnrun_tile_range const *visible_tiles,
323 vec2d *player_inertia_mod) {
324 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
325
326 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
327 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
328 return;
329 }
330
331 self->type->collision_tiles(self, &self->base.current_box.pos, lv, visible_tiles);
332 self->type->collision_player(self, state, player_inertia_mod);
333
334 enemy_animation_advance(self);
335 }
336
337 void enemy_tick_jumper(jumpnrun_enemy *self,
338 jumpnrun_game_state *state,
339 jumpnrun_level *lv,
340 jumpnrun_tile_range const *visible_tiles,
341 vec2d *player_inertia_mod) {
342 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
343
344 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
345 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
346 return;
347 }
348
349 jumpnrun_passive_movement(&self->base.inertia);
350
351 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
352 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
353 self->type->collision_player(self, state, player_inertia_mod);
354 rectangle_move_to(&self->base.current_box, new_pos);
355
356 if(self->base.touching_ground) {
357 self->base.inertia.y = self->type->spawn_inertia.y;
358 }
359
360 enemy_animation_advance(self);
361 }
362
363 void enemy_tick_dog(jumpnrun_enemy *self,
364 jumpnrun_game_state *state,
365 jumpnrun_level *lv,
366 jumpnrun_tile_range const *visible_tiles,
367 vec2d *player_inertia_mod) {
368 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
369
370 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
371 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
372 return;
373 }
374
375 jumpnrun_passive_movement(&self->base.inertia);
376
377 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
378 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
379 self->type->collision_player(self, state, player_inertia_mod);
380 rectangle_move_to(&self->base.current_box, new_pos);
381
382 if(self->base.tick_minor % self->type->animation_ticks_per_frame == 0) {
383 switch(self->base.tick_minor / self->type->animation_ticks_per_frame) {
384 case 12:
385 self->base.tick_minor = 0;
386 case 0:
387 case 2:
388 case 4:
389 case 6:
390 self->base.anim_frame = 0;
391 if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
392 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
393 } else {
394 self->base.inertia.x = self->type->spawn_inertia.x;
395 }
396
397 break;
398
399 case 1:
400 case 3:
401 case 5:
402 case 7:
403 self->base.anim_frame = 1;
404 if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
405 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
406 } else {
407 self->base.inertia.x = self->type->spawn_inertia.x;
408 }
409 break;
410
411 case 8:
412 case 10:
413 self->base.anim_frame = 2;
414 self->base.inertia.x = FIXED_INT(0);
415 break;
416
417 case 9:
418 case 11:
419 self->base.anim_frame = 3;
420 self->base.inertia.x = FIXED_INT(0);
421 break;
422 }
423 }
424
425 ++self->base.tick_minor;
426 if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
427 else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
428 }
429
430 void enemy_tick_giraffe(jumpnrun_enemy *self,
431 jumpnrun_game_state *state,
432 jumpnrun_level *lv,
433 jumpnrun_tile_range const *visible_tiles,
434 vec2d *player_inertia_mod) {
435 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
436
437 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
438 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
439 return;
440 }
441
442 bool was_on_ground = self->base.touching_ground;
443
444 jumpnrun_passive_movement(&self->base.inertia);
445
446 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
447 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
448 self->type->collision_player(self, state, player_inertia_mod);
449 rectangle_move_to(&self->base.current_box, new_pos);
450
451 if(self->base.touching_ground) {
452 if(was_on_ground) {
453 enemy_animation_advance(self);
454 if(self->base.anim_frame == 0) {
455 self->base.inertia = self->type->spawn_inertia;
456
457 if(fixed_point_gt(rectangle_mid_x(&state->player.current_box), rectangle_mid_x(enemy_box(self)))) {
458 self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
459 }
460 }
461 } else {
462 self->base.tick_minor = 0;
463 self->base.anim_frame = 3;
464 self->base.inertia.x = FIXED_INT(0);
465 }
466 } else if(was_on_ground) {
467 self->base.tick_minor = 0;
468 self->base.anim_frame = 1;
469 } else if(self->base.anim_frame == 1) {
470 enemy_animation_advance(self);
471 }
472
473 ++self->base.tick_minor;
474 if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
475 else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
476 }
477
478 void enemy_tick_fly_straight(struct jumpnrun_enemy *self,
479 struct jumpnrun_game_state *state,
480 struct jumpnrun_level *lv,
481 struct jumpnrun_tile_range const *visible_tiles,
482 vec2d *player_inertia_mod) {
483 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
484
485 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
486 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
487 return;
488 }
489
490 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
491 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
492 self->type->collision_player(self, state, player_inertia_mod);
493 rectangle_move_to(&self->base.current_box, new_pos);
494
495 enemy_animation_advance(self);
496 }
497
498 void enemy_tick_fly_straight_and_dip(struct jumpnrun_enemy *self,
499 struct jumpnrun_game_state *state,
500 struct jumpnrun_level *lv,
501 struct jumpnrun_tile_range const *visible_tiles,
502 vec2d *player_inertia_mod) {
503 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
504
505 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
506 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
507 return;
508 }
509
510 if(fixed_point_lt(fixed_point_abs(fixed_point_sub(enemy_position(self).x,
511 state->player.current_box.pos.x)),
512 FIXED_INT(20))) {
513 self->flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
514 }
515
516 if(self->flags & JUMPNRUN_ENEMY_EVENT_TRIGGER1) {
517 self->base.inertia.y =
518 fixed_point_add(fixed_point_add(self->base.inertia.y,
519 fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
520 fixed_point_mul(FIXED_POINT(0, 5),
521 fixed_point_sub(self->spawn_pos.y,
522 enemy_position(self).y)));
523 } else {
524 self->base.inertia.y = FIXED_INT(0);
525 }
526
527 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);;
528 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
529 self->type->collision_player(self, state, player_inertia_mod);
530 rectangle_move_to(&self->base.current_box, new_pos);
531
532 enemy_animation_advance(self);
533 }
534
535 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
536 {
537 .animation_ticks_per_frame = 18,
538 .animation_length = ARRAY_SIZE(anim_cat),
539 .animation_frames = anim_cat,
540 .extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
541 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
542 { FIXED_INT_I(6), FIXED_INT_I(3) } },
543 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
544 .collision_tiles = enemy_collision_tiles_bounce_horiz,
545 .collision_player = enemy_collision_player_jumpable,
546 .collision_shots = enemy_collision_shots_die,
547 .move_tick = enemy_tick_straight_ahead
548 }, {
549 .animation_ticks_per_frame = 12,
550 .animation_length = ARRAY_SIZE(anim_mushroom),
551 .animation_frames = anim_mushroom,
552 .extent = { FIXED_INT_I(7), FIXED_INT_I(7) },
553 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
554 { FIXED_INT_I(5), FIXED_INT_I(4) } },
555 .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_INT_I(0) },
556 .collision_tiles = enemy_collision_tiles_bounce_horiz,
557 .collision_player = enemy_collision_player_jumpable,
558 .collision_shots = enemy_collision_shots_die,
559 .move_tick = enemy_tick_straight_follow
560 }, {
561 .animation_ticks_per_frame = 9,
562 .animation_length = ARRAY_SIZE(anim_bunny),
563 .animation_frames = anim_bunny,
564 .extent = { FIXED_INT_I(7), FIXED_INT_I(5) },
565 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
566 { FIXED_INT_I(5), FIXED_INT_I(3) } },
567 .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
568 .collision_tiles = enemy_collision_tiles_bounce_horiz,
569 .collision_player = enemy_collision_player_jumpable,
570 .collision_shots = enemy_collision_shots_die,
571 .move_tick = enemy_tick_jumper
572 }, {
573 .animation_ticks_per_frame = 6,
574 .animation_length = ARRAY_SIZE(anim_snake),
575 .animation_frames = anim_snake,
576 .extent = { FIXED_INT_I(10), FIXED_INT_I(6) },
577 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(4) },
578 { FIXED_INT_I(8), FIXED_INT_I(2) } },
579 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
580 .collision_tiles = enemy_collision_tiles_bounce_horiz,
581 .collision_player = enemy_collision_player_jumpable,
582 .collision_shots = enemy_collision_shots_die,
583 .move_tick = enemy_tick_straight_ahead
584 }, {
585 .animation_ticks_per_frame = 6,
586 .animation_length = ARRAY_SIZE(anim_spiral),
587 .animation_frames = anim_spiral,
588 .extent = { FIXED_INT_I(10), FIXED_INT_I(10) },
589 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
590 { FIXED_INT_I(8), FIXED_INT_I(8) } },
591 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
592 .collision_tiles = enemy_collision_tiles_pass_through,
593 .collision_player = enemy_collision_player_deadly,
594 .collision_shots = enemy_collision_shots_dontcare,
595 .move_tick = enemy_tick_swing_up_and_down
596 }, {
597 .animation_ticks_per_frame = 5,
598 .animation_length = ARRAY_SIZE(anim_rotor),
599 .animation_frames = anim_rotor,
600 .extent = { FIXED_INT_I(9), FIXED_INT_I(9) },
601 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
602 { FIXED_INT_I(7), FIXED_INT_I(7) } },
603 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
604 .collision_tiles = enemy_collision_tiles_pass_through,
605 .collision_player = enemy_collision_player_deadly,
606 .collision_shots = enemy_collision_shots_dontcare,
607 .move_tick = enemy_tick_stationary
608 }, {
609 .animation_ticks_per_frame = 18,
610 .animation_length = ARRAY_SIZE(anim_dog),
611 .animation_frames = anim_dog,
612 .extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
613 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
614 { FIXED_INT_I(6), FIXED_INT_I(4) } },
615 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
616 .collision_tiles = enemy_collision_tiles_bounce_horiz,
617 .collision_player = enemy_collision_player_jumpable,
618 .collision_shots = enemy_collision_shots_die,
619 .move_tick = enemy_tick_dog
620 }, {
621 .animation_ticks_per_frame = 36,
622 .animation_length = ARRAY_SIZE(anim_giraffe),
623 .animation_frames = anim_giraffe,
624 .extent = { FIXED_INT_I(7), FIXED_INT_I(10) },
625 .hitbox = { { FIXED_INT_I(2), FIXED_INT_I(1) },
626 { FIXED_INT_I(4), FIXED_INT_I(9) } },
627 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
628 .collision_tiles = enemy_collision_tiles_bounce_horiz,
629 .collision_player = enemy_collision_player_jumpable,
630 .collision_shots = enemy_collision_shots_bounce,
631 .move_tick = enemy_tick_giraffe
632 }, {
633 .animation_ticks_per_frame = 24,
634 .animation_length = ARRAY_SIZE(anim_bird),
635 .animation_frames = anim_bird,
636 .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
637 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
638 { FIXED_INT_I(7), FIXED_INT_I(3) } },
639 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, -150) },
640 .collision_tiles = enemy_collision_tiles_bounce_horiz,
641 .collision_player = enemy_collision_player_jumpable,
642 .collision_shots = enemy_collision_shots_die,
643 .move_tick = enemy_tick_swing_up_and_down
644 }, {
645 .animation_ticks_per_frame = 24,
646 .animation_length = ARRAY_SIZE(anim_bird),
647 .animation_frames = anim_bird,
648 .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
649 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
650 { FIXED_INT_I(7), FIXED_INT_I(3) } },
651 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_INT_I(0) },
652 .collision_tiles = enemy_collision_tiles_bounce_horiz,
653 .collision_player = enemy_collision_player_jumpable,
654 .collision_shots = enemy_collision_shots_die,
655 .move_tick = enemy_tick_fly_straight
656 }, {
657 .animation_ticks_per_frame = 24,
658 .animation_length = ARRAY_SIZE(anim_bird),
659 .animation_frames = anim_bird,
660 .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
661 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
662 { FIXED_INT_I(7), FIXED_INT_I(3) } },
663 .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, 200) },
664 .collision_tiles = enemy_collision_tiles_bounce_horiz,
665 .collision_player = enemy_collision_player_jumpable,
666 .collision_shots = enemy_collision_shots_die,
667 .move_tick = enemy_tick_fly_straight_and_dip
668 }
669 };
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