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
[] = {
49 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" },
50 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
51 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
52 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
54 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
55 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
56 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
57 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" }
59 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x40\x00\x00\x00\x00" },
60 { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\x00\x01\x00\x00\x00\x00\x00" },
61 { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x00\x00\x00\x00\x00" },
62 { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\x00\x01\x02\x0c\x18\x70\x00" }
66 static void enemy_animation_advance(jumpnrun_enemy
*enemy
) {
67 ++enemy
->base
.tick_minor
;
68 if(enemy
->base
.tick_minor
== enemy
->type
->animation_ticks_per_frame
) {
69 enemy
->base
.tick_minor
= 0;
71 ++enemy
->base
.anim_frame
;
72 if(enemy
->base
.anim_frame
>= enemy
->type
->animation_length
) {
73 enemy
->base
.anim_frame
= 0;
78 void jumpnrun_process_enemy(jumpnrun_enemy
*self
,
79 badge_framebuffer
*fb
,
80 struct jumpnrun_game_state
*state
,
81 struct jumpnrun_level
*lv
,
82 struct jumpnrun_tile_range
const *visible_tiles
,
83 vec2d
*player_inertia_mod
) {
84 int const spawn_margin
= 1 + self
->type
->animation_frames
[self
->base
.anim_frame
].width
;
86 if(self
->flags
& JUMPNRUN_ENEMY_SPAWNED
) {
87 if(fixed_point_lt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
- spawn_margin
, 0)) ||
88 fixed_point_gt(rectangle_left(enemy_box(self
)), FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) ||
89 fixed_point_gt(rectangle_top (enemy_box(self
)), FIXED_POINT(BADGE_DISPLAY_HEIGHT
, 0))) {
90 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
92 self
->type
->game_tick(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
95 badge_framebuffer_blt(fb
,
96 fixed_point_cast_int(rectangle_left(enemy_box(self
))) - state
->left
,
97 fixed_point_cast_int(rectangle_top (enemy_box(self
))),
99 enemy_render_flags(self
));
102 } else if(self
->flags
& JUMPNRUN_ENEMY_UNAVAILABLE
) {
103 if(state
->left
> fixed_point_cast_int(self
->spawn_pos
.x
) + spawn_margin
||
104 state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
< fixed_point_cast_int(self
->spawn_pos
.x
)) {
105 self
->flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
107 } else if((fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
, 0)) &&
108 fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
- spawn_margin
/ 2, 0))) ||
109 (fixed_point_lt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
+ spawn_margin
, 0)) &&
110 fixed_point_gt(self
->spawn_pos
.x
, FIXED_POINT(state
->left
+ BADGE_DISPLAY_WIDTH
, 0)))) {
111 // enemy unspawned, available and in spawn zone.
112 self
->flags
|= JUMPNRUN_ENEMY_SPAWNED
| JUMPNRUN_ENEMY_UNAVAILABLE
;
113 self
->base
.current_box
= rectangle_new(self
->spawn_pos
, self
->type
->extent
);
114 self
->base
.inertia
= self
->type
->spawn_inertia
;
115 self
->base
.anim_frame
= 0;
116 self
->base
.tick_minor
= 0;
117 self
->base
.touching_ground
= false;
118 self
->base
.jumpable_frames
= 0;
122 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy
*self
,
123 vec2d
*desired_position
,
125 jumpnrun_tile_range
const *visible_tiles
) {
126 vec2d inertia_mod
= self
->base
.inertia
;
128 collisions_tiles_displace(desired_position
,
134 if(fixed_point_ne(inertia_mod
.x
, self
->base
.inertia
.x
)) {
135 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
139 void enemy_collision_player_deadly(struct jumpnrun_enemy
*self
,
140 struct jumpnrun_game_state
*state
,
141 vec2d
*player_inertia_mod
) {
142 (void) player_inertia_mod
;
144 rectangle rect_self
= enemy_hitbox(self
);
146 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
147 state
->status
= JUMPNRUN_DEAD
;
151 void enemy_collision_player_jumpable(jumpnrun_enemy
*self
,
152 jumpnrun_game_state
*state
,
153 vec2d
*player_inertia_mod
)
155 rectangle rect_self
= enemy_hitbox(self
);
157 if(rectangle_intersect(&rect_self
, &state
->player
.current_box
)) {
158 if(fixed_point_gt(state
->player
.inertia
.y
, FIXED_POINT(0, 0))) {
159 self
->flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
160 player_inertia_mod
->y
= FIXED_POINT(0, -250);
161 state
->player
.jumpable_frames
= 12;
163 state
->status
= JUMPNRUN_DEAD
;
168 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy
*self
,
169 vec2d
*desired_position
,
170 struct jumpnrun_level
*lv
,
171 struct jumpnrun_tile_range
const *visible_tiles
) {
173 (void) desired_position
;
175 (void) visible_tiles
;
179 void enemy_tick_straight_ahead(jumpnrun_enemy
*self
,
180 jumpnrun_game_state
*state
,
182 jumpnrun_tile_range
const *visible_tiles
,
183 vec2d
*player_inertia_mod
) {
184 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
186 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
187 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
191 jumpnrun_passive_movement(&self
->base
.inertia
);
193 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
194 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
195 self
->type
->collision_player(self
, state
, player_inertia_mod
);
196 rectangle_move_to(&self
->base
.current_box
, new_pos
);
198 enemy_animation_advance(self
);
201 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy
*self
,
202 struct jumpnrun_game_state
*state
,
203 struct jumpnrun_level
*lv
,
204 struct jumpnrun_tile_range
const *visible_tiles
,
205 vec2d
*player_inertia_mod
) {
206 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
208 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
209 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
213 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
214 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
215 self
->type
->collision_player(self
, state
, player_inertia_mod
);
216 rectangle_move_to(&self
->base
.current_box
, new_pos
);
218 self
->base
.inertia
.y
=
219 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
220 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
221 fixed_point_mul(FIXED_POINT(0, 5),
222 fixed_point_sub(self
->spawn_pos
.y
,
223 enemy_position(self
).y
)));
225 enemy_animation_advance(self
);
228 void enemy_tick_stationary(struct jumpnrun_enemy
*self
,
229 struct jumpnrun_game_state
*state
,
230 struct jumpnrun_level
*lv
,
231 struct jumpnrun_tile_range
const *visible_tiles
,
232 vec2d
*player_inertia_mod
) {
233 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
235 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
236 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
240 self
->type
->collision_tiles(self
, &self
->base
.current_box
.pos
, lv
, visible_tiles
);
241 self
->type
->collision_player(self
, state
, player_inertia_mod
);
243 enemy_animation_advance(self
);
246 void enemy_tick_jumper(jumpnrun_enemy
*self
,
247 jumpnrun_game_state
*state
,
249 jumpnrun_tile_range
const *visible_tiles
,
250 vec2d
*player_inertia_mod
) {
251 int screenpos
= fixed_point_cast_int(rectangle_left(&self
->base
.current_box
));
253 if(screenpos
+ JUMPNRUN_MAX_SPAWN_MARGIN
< state
->left
||
254 screenpos
>= state
->left
+ BADGE_DISPLAY_WIDTH
+ JUMPNRUN_MAX_SPAWN_MARGIN
) {
258 jumpnrun_passive_movement(&self
->base
.inertia
);
260 vec2d new_pos
= vec2d_add(enemy_position(self
), self
->base
.inertia
);
261 self
->type
->collision_tiles(self
, &new_pos
, lv
, visible_tiles
);
262 self
->type
->collision_player(self
, state
, player_inertia_mod
);
263 rectangle_move_to(&self
->base
.current_box
, new_pos
);
265 if(self
->base
.touching_ground
) {
266 self
->base
.inertia
.y
= self
->type
->spawn_inertia
.y
;
269 enemy_animation_advance(self
);
273 jumpnrun_enemy_type
const jumpnrun_enemy_type_data
[JUMPNRUN_ENEMY_TYPE_COUNT
] = {
275 .animation_ticks_per_frame
= 16,
276 .animation_length
= ARRAY_SIZE(anim_cat
),
277 .animation_frames
= anim_cat
,
278 .extent
= { FIXED_INT_I(8), FIXED_INT_I(5) },
279 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
280 { FIXED_INT_I(6), FIXED_INT_I(3) } },
281 .spawn_inertia
= { FIXED_POINT_I(0, -100), FIXED_INT_I(0) },
282 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
283 .collision_player
= enemy_collision_player_jumpable
,
284 .game_tick
= enemy_tick_straight_ahead
286 .animation_ticks_per_frame
= 12,
287 .animation_length
= ARRAY_SIZE(anim_mushroom
),
288 .animation_frames
= anim_mushroom
,
289 .extent
= { FIXED_INT_I(7), FIXED_INT_I(7) },
290 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
291 { FIXED_INT_I(5), FIXED_INT_I(4) } },
292 .spawn_inertia
= { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
293 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
294 .collision_player
= enemy_collision_player_jumpable
,
295 .game_tick
= enemy_tick_straight_ahead
297 .animation_ticks_per_frame
= 9,
298 .animation_length
= ARRAY_SIZE(anim_bunny
),
299 .animation_frames
= anim_bunny
,
300 .extent
= { FIXED_INT_I(7), FIXED_INT_I(5) },
301 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
302 { FIXED_INT_I(5), FIXED_INT_I(3) } },
303 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
304 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
305 .collision_player
= enemy_collision_player_jumpable
,
306 .game_tick
= enemy_tick_jumper
308 .animation_ticks_per_frame
= 6,
309 .animation_length
= ARRAY_SIZE(anim_snake
),
310 .animation_frames
= anim_snake
,
311 .extent
= { FIXED_INT_I(10), FIXED_INT_I(6) },
312 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(4) },
313 { FIXED_INT_I(8), FIXED_INT_I(2) } },
314 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
315 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
316 .collision_player
= enemy_collision_player_jumpable
,
317 .game_tick
= enemy_tick_straight_ahead
319 .animation_ticks_per_frame
= 6,
320 .animation_length
= ARRAY_SIZE(anim_spiral
),
321 .animation_frames
= anim_spiral
,
322 .extent
= { FIXED_INT_I(10), FIXED_INT_I(10) },
323 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
324 { FIXED_INT_I(8), FIXED_INT_I(8) } },
325 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
326 .collision_tiles
= enemy_collision_tiles_pass_through
,
327 .collision_player
= enemy_collision_player_deadly
,
328 .game_tick
= enemy_tick_swing_up_and_down
330 .animation_ticks_per_frame
= 5,
331 .animation_length
= ARRAY_SIZE(anim_rotor
),
332 .animation_frames
= anim_rotor
,
333 .extent
= { FIXED_INT_I(9), FIXED_INT_I(9) },
334 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
335 { FIXED_INT_I(7), FIXED_INT_I(7) } },
336 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
337 .collision_tiles
= enemy_collision_tiles_pass_through
,
338 .collision_player
= enemy_collision_player_deadly
,
339 .game_tick
= enemy_tick_stationary