c06df5382276362ee71207a1f133c299aca720a0
[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\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" }
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 void enemy_animation_advance(jumpnrun_enemy *enemy) {
71 ++enemy->base.tick_minor;
72 if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
73 enemy->base.tick_minor = 0;
74
75 ++enemy->base.anim_frame;
76 if(enemy->base.anim_frame >= enemy->type->animation_length) {
77 enemy->base.anim_frame = 0;
78 }
79 }
80 }
81
82 void jumpnrun_process_enemy(jumpnrun_enemy *self,
83 badge_framebuffer *fb,
84 struct jumpnrun_game_state *state,
85 struct jumpnrun_level *lv,
86 struct jumpnrun_tile_range const *visible_tiles,
87 vec2d *player_inertia_mod) {
88 int const spawn_margin = 1 + self->type->animation_frames[self->base.anim_frame].width;
89
90 if(self->flags & JUMPNRUN_ENEMY_SPAWNED) {
91 if(fixed_point_lt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left - spawn_margin, 0)) ||
92 fixed_point_gt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) ||
93 fixed_point_gt(rectangle_top (enemy_box(self)), FIXED_POINT(BADGE_DISPLAY_HEIGHT , 0))) {
94 self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
95 } else {
96 self->type->game_tick(self, state, lv, visible_tiles, player_inertia_mod);
97
98 if(fb) {
99 badge_framebuffer_blt(fb,
100 fixed_point_cast_int(rectangle_left(enemy_box(self))) - state->left,
101 fixed_point_cast_int(rectangle_top (enemy_box(self))),
102 enemy_sprite(self),
103 enemy_render_flags(self));
104 }
105 }
106 } else if(self->flags & JUMPNRUN_ENEMY_UNAVAILABLE) {
107 if(state->left > fixed_point_cast_int(self->spawn_pos.x) + spawn_margin ||
108 state->left + BADGE_DISPLAY_WIDTH + spawn_margin < fixed_point_cast_int(self->spawn_pos.x)) {
109 self->flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
110 }
111 } else if((fixed_point_gt(self->spawn_pos.x, FIXED_POINT(state->left - spawn_margin, 0)) &&
112 fixed_point_lt(self->spawn_pos.x, FIXED_POINT(state->left - spawn_margin / 2, 0))) ||
113 (fixed_point_lt(self->spawn_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) &&
114 fixed_point_gt(self->spawn_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH, 0)))) {
115 // enemy unspawned, available and in spawn zone.
116 self->flags |= JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
117 self->base.current_box = rectangle_new(self->spawn_pos, self->type->extent);
118 self->base.inertia = self->type->spawn_inertia;
119 self->base.anim_frame = 0;
120 self->base.tick_minor = 0;
121 self->base.touching_ground = false;
122 self->base.jumpable_frames = 0;
123 }
124 }
125
126 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
127 vec2d *desired_position,
128 jumpnrun_level *lv,
129 jumpnrun_tile_range const *visible_tiles) {
130 vec2d inertia_mod = self->base.inertia;
131
132 collisions_tiles_displace(desired_position,
133 &self->base,
134 lv,
135 visible_tiles,
136 &inertia_mod);
137
138 if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
139 self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
140 }
141 }
142
143 void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
144 struct jumpnrun_game_state *state,
145 vec2d *player_inertia_mod) {
146 (void) player_inertia_mod;
147
148 rectangle rect_self = enemy_hitbox(self);
149
150 if(rectangle_intersect(&rect_self, &state->player.current_box)) {
151 state->status = JUMPNRUN_DEAD;
152 }
153 }
154
155 void enemy_collision_player_jumpable(jumpnrun_enemy *self,
156 jumpnrun_game_state *state,
157 vec2d *player_inertia_mod)
158 {
159 rectangle rect_self = enemy_hitbox(self);
160
161 if(rectangle_intersect(&rect_self, &state->player.current_box)) {
162 if(fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0))) {
163 self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
164 player_inertia_mod->y = FIXED_POINT(0, -250);
165 state->player.jumpable_frames = 12;
166 } else {
167 state->status = JUMPNRUN_DEAD;
168 }
169 }
170 }
171
172 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self,
173 vec2d *desired_position,
174 struct jumpnrun_level *lv,
175 struct jumpnrun_tile_range const *visible_tiles) {
176 (void) self;
177 (void) desired_position;
178 (void) lv;
179 (void) visible_tiles;
180 return;
181 }
182
183 void enemy_tick_straight_ahead(jumpnrun_enemy *self,
184 jumpnrun_game_state *state,
185 jumpnrun_level *lv,
186 jumpnrun_tile_range const *visible_tiles,
187 vec2d *player_inertia_mod) {
188 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
189
190 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
191 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
192 return;
193 }
194
195 jumpnrun_passive_movement(&self->base.inertia);
196
197 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
198 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
199 self->type->collision_player(self, state, player_inertia_mod);
200 rectangle_move_to(&self->base.current_box, new_pos);
201
202 enemy_animation_advance(self);
203 }
204
205 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy *self,
206 struct jumpnrun_game_state *state,
207 struct jumpnrun_level *lv,
208 struct jumpnrun_tile_range const *visible_tiles,
209 vec2d *player_inertia_mod) {
210 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
211
212 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
213 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
214 return;
215 }
216
217 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
218 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
219 self->type->collision_player(self, state, player_inertia_mod);
220 rectangle_move_to(&self->base.current_box, new_pos);
221
222 self->base.inertia.y =
223 fixed_point_add(fixed_point_add(self->base.inertia.y,
224 fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
225 fixed_point_mul(FIXED_POINT(0, 5),
226 fixed_point_sub(self->spawn_pos.y,
227 enemy_position(self).y)));
228
229 enemy_animation_advance(self);
230 }
231
232 void enemy_tick_stationary(struct jumpnrun_enemy *self,
233 struct jumpnrun_game_state *state,
234 struct jumpnrun_level *lv,
235 struct jumpnrun_tile_range const *visible_tiles,
236 vec2d *player_inertia_mod) {
237 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
238
239 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
240 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
241 return;
242 }
243
244 self->type->collision_tiles(self, &self->base.current_box.pos, lv, visible_tiles);
245 self->type->collision_player(self, state, player_inertia_mod);
246
247 enemy_animation_advance(self);
248 }
249
250 void enemy_tick_jumper(jumpnrun_enemy *self,
251 jumpnrun_game_state *state,
252 jumpnrun_level *lv,
253 jumpnrun_tile_range const *visible_tiles,
254 vec2d *player_inertia_mod) {
255 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
256
257 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
258 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
259 return;
260 }
261
262 jumpnrun_passive_movement(&self->base.inertia);
263
264 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
265 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
266 self->type->collision_player(self, state, player_inertia_mod);
267 rectangle_move_to(&self->base.current_box, new_pos);
268
269 if(self->base.touching_ground) {
270 self->base.inertia.y = self->type->spawn_inertia.y;
271 }
272
273 enemy_animation_advance(self);
274 }
275
276 void enemy_tick_dog(jumpnrun_enemy *self,
277 jumpnrun_game_state *state,
278 jumpnrun_level *lv,
279 jumpnrun_tile_range const *visible_tiles,
280 vec2d *player_inertia_mod) {
281 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
282
283 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
284 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
285 return;
286 }
287
288 jumpnrun_passive_movement(&self->base.inertia);
289
290 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
291 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
292 self->type->collision_player(self, state, player_inertia_mod);
293 rectangle_move_to(&self->base.current_box, new_pos);
294
295 if(self->base.tick_minor % self->type->animation_ticks_per_frame == 0) {
296 switch(self->base.tick_minor / self->type->animation_ticks_per_frame) {
297 case 12:
298 self->base.tick_minor = 0;
299 case 0:
300 case 2:
301 case 4:
302 case 6:
303 self->base.anim_frame = 0;
304 if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
305 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
306 } else {
307 self->base.inertia.x = self->type->spawn_inertia.x;
308 }
309
310 break;
311
312 case 1:
313 case 3:
314 case 5:
315 case 7:
316 self->base.anim_frame = 1;
317 if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
318 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
319 } else {
320 self->base.inertia.x = self->type->spawn_inertia.x;
321 }
322 break;
323
324 case 8:
325 case 10:
326 self->base.anim_frame = 2;
327 self->base.inertia.x = FIXED_INT(0);
328 break;
329
330 case 9:
331 case 11:
332 self->base.anim_frame = 3;
333 self->base.inertia.x = FIXED_INT(0);
334 break;
335 }
336 }
337
338 ++self->base.tick_minor;
339 if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
340 else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
341 }
342
343 void enemy_tick_giraffe(jumpnrun_enemy *self,
344 jumpnrun_game_state *state,
345 jumpnrun_level *lv,
346 jumpnrun_tile_range const *visible_tiles,
347 vec2d *player_inertia_mod) {
348 int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
349
350 if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
351 screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
352 return;
353 }
354
355 bool was_on_ground = self->base.touching_ground;
356
357 jumpnrun_passive_movement(&self->base.inertia);
358
359 vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
360 self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
361 self->type->collision_player(self, state, player_inertia_mod);
362 rectangle_move_to(&self->base.current_box, new_pos);
363
364 if(self->base.touching_ground) {
365 if(was_on_ground) {
366 enemy_animation_advance(self);
367 if(self->base.anim_frame == 0) {
368 if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
369 self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
370 self->base.inertia.y = self->type->spawn_inertia.y;
371 } else {
372 self->base.inertia = self->type->spawn_inertia;
373 }
374 }
375 } else {
376 self->base.tick_minor = 0;
377 self->base.anim_frame = 3;
378 self->base.inertia.x = FIXED_INT(0);
379 }
380 } else if(was_on_ground) {
381 self->base.tick_minor = 0;
382 self->base.anim_frame = 1;
383 } else if(self->base.anim_frame == 1) {
384 enemy_animation_advance(self);
385 }
386
387 ++self->base.tick_minor;
388 if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
389 else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
390 }
391
392 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
393 {
394 .animation_ticks_per_frame = 16,
395 .animation_length = ARRAY_SIZE(anim_cat),
396 .animation_frames = anim_cat,
397 .extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
398 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
399 { FIXED_INT_I(6), FIXED_INT_I(3) } },
400 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
401 .collision_tiles = enemy_collision_tiles_bounce_horiz,
402 .collision_player = enemy_collision_player_jumpable,
403 .game_tick = enemy_tick_straight_ahead
404 }, {
405 .animation_ticks_per_frame = 12,
406 .animation_length = ARRAY_SIZE(anim_mushroom),
407 .animation_frames = anim_mushroom,
408 .extent = { FIXED_INT_I(7), FIXED_INT_I(7) },
409 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
410 { FIXED_INT_I(5), FIXED_INT_I(4) } },
411 .spawn_inertia = { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
412 .collision_tiles = enemy_collision_tiles_bounce_horiz,
413 .collision_player = enemy_collision_player_jumpable,
414 .game_tick = enemy_tick_straight_ahead
415 }, {
416 .animation_ticks_per_frame = 9,
417 .animation_length = ARRAY_SIZE(anim_bunny),
418 .animation_frames = anim_bunny,
419 .extent = { FIXED_INT_I(7), FIXED_INT_I(5) },
420 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
421 { FIXED_INT_I(5), FIXED_INT_I(3) } },
422 .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
423 .collision_tiles = enemy_collision_tiles_bounce_horiz,
424 .collision_player = enemy_collision_player_jumpable,
425 .game_tick = enemy_tick_jumper
426 }, {
427 .animation_ticks_per_frame = 6,
428 .animation_length = ARRAY_SIZE(anim_snake),
429 .animation_frames = anim_snake,
430 .extent = { FIXED_INT_I(10), FIXED_INT_I(6) },
431 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(4) },
432 { FIXED_INT_I(8), FIXED_INT_I(2) } },
433 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
434 .collision_tiles = enemy_collision_tiles_bounce_horiz,
435 .collision_player = enemy_collision_player_jumpable,
436 .game_tick = enemy_tick_straight_ahead
437 }, {
438 .animation_ticks_per_frame = 6,
439 .animation_length = ARRAY_SIZE(anim_spiral),
440 .animation_frames = anim_spiral,
441 .extent = { FIXED_INT_I(10), FIXED_INT_I(10) },
442 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
443 { FIXED_INT_I(8), FIXED_INT_I(8) } },
444 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
445 .collision_tiles = enemy_collision_tiles_pass_through,
446 .collision_player = enemy_collision_player_deadly,
447 .game_tick = enemy_tick_swing_up_and_down
448 }, {
449 .animation_ticks_per_frame = 5,
450 .animation_length = ARRAY_SIZE(anim_rotor),
451 .animation_frames = anim_rotor,
452 .extent = { FIXED_INT_I(9), FIXED_INT_I(9) },
453 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
454 { FIXED_INT_I(7), FIXED_INT_I(7) } },
455 .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
456 .collision_tiles = enemy_collision_tiles_pass_through,
457 .collision_player = enemy_collision_player_deadly,
458 .game_tick = enemy_tick_stationary
459 }, {
460 .animation_ticks_per_frame = 16,
461 .animation_length = ARRAY_SIZE(anim_dog),
462 .animation_frames = anim_dog,
463 .extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
464 .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
465 { FIXED_INT_I(6), FIXED_INT_I(4) } },
466 .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
467 .collision_tiles = enemy_collision_tiles_bounce_horiz,
468 .collision_player = enemy_collision_player_jumpable,
469 .game_tick = enemy_tick_dog
470 }, {
471 .animation_ticks_per_frame = 36,
472 .animation_length = ARRAY_SIZE(anim_giraffe),
473 .animation_frames = anim_giraffe,
474 .extent = { FIXED_INT_I(7), FIXED_INT_I(10) },
475 .hitbox = { { FIXED_INT_I(2), FIXED_INT_I(1) },
476 { FIXED_INT_I(4), FIXED_INT_I(9) } },
477 .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
478 .collision_tiles = enemy_collision_tiles_bounce_horiz,
479 .collision_player = enemy_collision_player_jumpable,
480 .game_tick = enemy_tick_giraffe
481 }
482 };
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