4 #include "game_state.h"
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" }
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" }
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" }
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" }
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" }
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" }
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" }
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" }
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" }
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" }
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;
87 ++enemy
->base
.anim_frame
;
88 if(enemy
->base
.anim_frame
>= enemy
->type
->animation_length
) {
89 enemy
->base
.anim_frame
= 0;
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;
102 void jumpnrun_enemy_despawn(jumpnrun_enemy
*self
) {
103 // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
104 self
->base
.flags
&= ~(JUMPNRUN_ENEMY_SPAWNED
| JUMPNRUN_ENEMY_MOVING
);
105 self
->base
.hitbox
= rectangle_new(self
->spawn_pos
, self
->type
->hitbox
.extent
);
106 self
->base
.inertia
= self
->type
->spawn_inertia
;
109 void jumpnrun_enemy_reset (jumpnrun_enemy
*self
) {
110 jumpnrun_enemy_despawn(self
);
111 self
->base
.flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
114 static void enemy_bounce(jumpnrun_enemy
*self
) {
115 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
118 static inline vec2d
enemy_pos_hitbox (jumpnrun_enemy
const *self
) { return self
->base
.hitbox
.pos
; }
119 static inline vec2d
enemy_pos_display(jumpnrun_enemy
const *self
) { return vec2d_sub(enemy_pos_hitbox(self
), self
->type
->hitbox
.pos
); }
120 static inline vec2d
enemy_pos_desired(jumpnrun_enemy
const *self
) { return vec2d_add(enemy_pos_hitbox(self
), self
->base
.inertia
); }
122 static inline void enemy_move_to(jumpnrun_enemy
*self
, vec2d new_pos
) {
123 rectangle_move_to(&self
->base
.hitbox
, new_pos
);
126 static inline bool enemy_in_area(jumpnrun_enemy
const *self
, jumpnrun_game_state
*state
, int margin
) {
128 fixed_point_gt(rectangle_left (enemy_hitbox(self
)), FIXED_INT(jumpnrun_screen_left (state
) - margin
)) &&
129 fixed_point_lt(rectangle_right(enemy_hitbox(self
)), FIXED_INT(jumpnrun_screen_right(state
) + margin
));
132 static inline bool enemy_on_screen(jumpnrun_enemy
const *self
, jumpnrun_game_state
*state
) {
133 return enemy_in_area(self
, state
, self
->type
->animation_frames
[self
->base
.anim_frame
].width
);
136 static inline bool enemy_in_spawn_area(jumpnrun_enemy
const *self
, jumpnrun_game_state
*state
) {
137 return enemy_in_area(self
, state
, JUMPNRUN_MAX_SPAWN_MARGIN
);
140 void jumpnrun_process_enemy(jumpnrun_enemy
*self
,
141 badge_framebuffer
*fb
,
142 struct jumpnrun_game_state
*state
,
143 struct jumpnrun_level
*lv
,
144 struct jumpnrun_tile_range
const *visible_tiles
,
145 vec2d
*player_inertia_mod
) {
146 // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
147 if(self
->base
.flags
& JUMPNRUN_ENEMY_SPAWNED
) {
148 if(!enemy_in_spawn_area(self
, state
) || fixed_point_gt(rectangle_top (enemy_hitbox(self
)), FIXED_INT(BADGE_DISPLAY_HEIGHT
))) {
149 jumpnrun_enemy_despawn(self
);
151 if((self
->base
.flags
& JUMPNRUN_ENEMY_MOVING
) || enemy_on_screen(self
, state
)) {
152 self
->base
.flags
|= JUMPNRUN_ENEMY_MOVING
;
154 self
->type
->move_tick(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
155 self
->type
->collision_shots(self
, state
);
156 if (fixed_point_lt(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->base
.flags
&= ~JUMPNRUN_MOVEABLE_MIRRORED
; }
157 else if(fixed_point_ne(self
->base
.inertia
.x
, FIXED_INT(0))) { self
->base
.flags
|= JUMPNRUN_MOVEABLE_MIRRORED
; }
161 jumpnrun_render_enemy(fb
, state
, self
);
164 } else if(self
->base
.flags
& JUMPNRUN_ENEMY_UNAVAILABLE
) {
165 if(!enemy_in_spawn_area(self
, state
)) {
166 self
->base
.flags
&= ~JUMPNRUN_ENEMY_UNAVAILABLE
;
168 } else if(enemy_in_spawn_area(self
, state
)) {
169 // enemy unspawned, available and in spawn zone.
174 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy
*self
,
175 vec2d
*desired_position
,
177 jumpnrun_tile_range
const *visible_tiles
) {
178 vec2d inertia_mod
= self
->base
.inertia
;
180 bool killed
= collisions_tiles_displace(desired_position
,
187 jumpnrun_enemy_despawn(self
);
188 } else if(fixed_point_ne(inertia_mod
.x
, self
->base
.inertia
.x
)) {
193 void enemy_collision_player_deadly(struct jumpnrun_enemy
*self
,
194 struct jumpnrun_game_state
*state
,
195 vec2d
*player_inertia_mod
) {
196 (void) player_inertia_mod
;
198 if(rectangle_intersect(enemy_hitbox(self
), &state
->player
.base
.hitbox
)) {
199 state
->player
.base
.flags
|= JUMPNRUN_PLAYER_DEAD
;
203 void enemy_collision_player_jumpable(jumpnrun_enemy
*self
,
204 jumpnrun_game_state
*state
,
205 vec2d
*player_inertia_mod
)
207 if(rectangle_intersect(enemy_hitbox(self
), &state
->player
.base
.hitbox
)) {
208 if(fixed_point_lt(rectangle_top(&state
->player
.base
.hitbox
), rectangle_top(enemy_hitbox(self
))) &&
209 fixed_point_gt(state
->player
.base
.inertia
.y
, FIXED_INT(0)))
211 jumpnrun_enemy_despawn(self
);
212 player_inertia_mod
->y
= FIXED_POINT(0, -250);
213 state
->player
.base
.jumpable_frames
= 12;
215 state
->player
.base
.flags
|= JUMPNRUN_PLAYER_DEAD
;
220 void enemy_collision_tiles_pass_through(struct jumpnrun_enemy
*self
,
221 vec2d
*desired_position
,
222 struct jumpnrun_level
*lv
,
223 struct jumpnrun_tile_range
const *visible_tiles
) {
225 (void) desired_position
;
227 (void) visible_tiles
;
230 void enemy_collision_shots_die(struct jumpnrun_enemy
*self
,
231 struct jumpnrun_game_state
*state
) {
232 for(uint8_t i
= 0; i
< JUMPNRUN_MAX_SHOTS
; ++i
) {
233 jumpnrun_shot
*shot
= &state
->shots
[i
];
235 if(jumpnrun_shot_spawned(shot
)) {
236 if(rectangle_intersect(enemy_hitbox(self
), &shot
->current_box
)) {
237 self
->base
.flags
&= ~JUMPNRUN_ENEMY_SPAWNED
;
238 jumpnrun_shot_despawn(shot
);
244 void enemy_collision_shots_bounce(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
];
249 if(jumpnrun_shot_spawned(shot
)) {
250 if(rectangle_intersect(enemy_hitbox(self
), &shot
->current_box
)) {
251 if(fixed_point_gt(shot
->inertia
.x
, FIXED_INT(0))) {
252 rectangle_move_to_x(&shot
->current_box
, fixed_point_sub(rectangle_left(enemy_hitbox(self
)), rectangle_width(&shot
->current_box
)));
254 rectangle_move_to_x(&shot
->current_box
, rectangle_right(enemy_hitbox(self
)));
257 shot
->inertia
.x
= fixed_point_neg(shot
->inertia
.x
);
263 void enemy_collision_shots_dontcare(struct jumpnrun_enemy
*self
,
264 struct jumpnrun_game_state
*state
) {
269 static void enemy_tick_common(jumpnrun_enemy
*self
,
270 jumpnrun_game_state
*state
,
272 jumpnrun_tile_range
const *visible_tiles
,
273 vec2d
*player_inertia_mod
) {
274 vec2d new_pos
= enemy_pos_desired(self
);
275 self
->type
->collision_tiles (self
, &new_pos
, lv
, visible_tiles
);
276 self
->type
->collision_player(self
, state
, player_inertia_mod
);
277 enemy_move_to(self
, new_pos
);
280 void enemy_tick_straight_ahead(jumpnrun_enemy
*self
,
281 jumpnrun_game_state
*state
,
283 jumpnrun_tile_range
const *visible_tiles
,
284 vec2d
*player_inertia_mod
) {
285 jumpnrun_passive_movement(&self
->base
.inertia
);
286 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
287 enemy_animation_advance(self
);
290 void enemy_tick_straight_follow(jumpnrun_enemy
*self
,
291 jumpnrun_game_state
*state
,
293 jumpnrun_tile_range
const *visible_tiles
,
294 vec2d
*player_inertia_mod
) {
295 jumpnrun_passive_movement(&self
->base
.inertia
);
296 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
298 if(fixed_point_lt(rectangle_right(&state
->player
.base
.hitbox
), rectangle_left(enemy_hitbox(self
)))) {
299 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
300 } else if(fixed_point_gt(rectangle_left(&state
->player
.base
.hitbox
), rectangle_right(enemy_hitbox(self
)))) {
301 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
304 enemy_animation_advance(self
);
307 void enemy_tick_swing_up_and_down(struct jumpnrun_enemy
*self
,
308 struct jumpnrun_game_state
*state
,
309 struct jumpnrun_level
*lv
,
310 struct jumpnrun_tile_range
const *visible_tiles
,
311 vec2d
*player_inertia_mod
) {
312 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
314 self
->base
.inertia
.y
=
315 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
316 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
317 fixed_point_mul(FIXED_POINT(0, 5),
318 fixed_point_sub(self
->spawn_pos
.y
,
319 enemy_pos_display(self
).y
)));
321 enemy_animation_advance(self
);
324 void enemy_tick_stationary(struct jumpnrun_enemy
*self
,
325 struct jumpnrun_game_state
*state
,
326 struct jumpnrun_level
*lv
,
327 struct jumpnrun_tile_range
const *visible_tiles
,
328 vec2d
*player_inertia_mod
) {
329 self
->type
->collision_tiles(self
, &self
->base
.hitbox
.pos
, lv
, visible_tiles
);
330 self
->type
->collision_player(self
, state
, player_inertia_mod
);
332 enemy_animation_advance(self
);
335 void enemy_tick_jumper(jumpnrun_enemy
*self
,
336 jumpnrun_game_state
*state
,
338 jumpnrun_tile_range
const *visible_tiles
,
339 vec2d
*player_inertia_mod
) {
340 jumpnrun_passive_movement(&self
->base
.inertia
);
341 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
343 if(jumpnrun_moveable_touching_ground(&self
->base
)) {
344 self
->base
.inertia
.y
= self
->type
->spawn_inertia
.y
;
347 enemy_animation_advance(self
);
350 void enemy_tick_dog(jumpnrun_enemy
*self
,
351 jumpnrun_game_state
*state
,
353 jumpnrun_tile_range
const *visible_tiles
,
354 vec2d
*player_inertia_mod
) {
355 jumpnrun_passive_movement(&self
->base
.inertia
);
356 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
358 if(self
->base
.tick_minor
% self
->type
->animation_ticks_per_frame
== 0) {
359 switch(self
->base
.tick_minor
/ self
->type
->animation_ticks_per_frame
) {
361 self
->base
.tick_minor
= 0;
366 self
->base
.anim_frame
= 0;
367 if(self
->base
.flags
& JUMPNRUN_MOVEABLE_MIRRORED
) {
368 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
370 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
379 self
->base
.anim_frame
= 1;
380 if(self
->base
.flags
& JUMPNRUN_MOVEABLE_MIRRORED
) {
381 self
->base
.inertia
.x
= fixed_point_neg(self
->type
->spawn_inertia
.x
);
383 self
->base
.inertia
.x
= self
->type
->spawn_inertia
.x
;
389 self
->base
.anim_frame
= 2;
390 self
->base
.inertia
.x
= FIXED_INT(0);
395 self
->base
.anim_frame
= 3;
396 self
->base
.inertia
.x
= FIXED_INT(0);
401 ++self
->base
.tick_minor
;
404 void enemy_tick_giraffe(jumpnrun_enemy
*self
,
405 jumpnrun_game_state
*state
,
407 jumpnrun_tile_range
const *visible_tiles
,
408 vec2d
*player_inertia_mod
) {
409 bool was_on_ground
= jumpnrun_moveable_touching_ground(&self
->base
);
411 jumpnrun_passive_movement(&self
->base
.inertia
);
412 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
414 if(jumpnrun_moveable_touching_ground(&self
->base
)) {
416 enemy_animation_advance(self
);
417 if(self
->base
.anim_frame
== 0) {
418 self
->base
.inertia
= self
->type
->spawn_inertia
;
420 if(fixed_point_gt(rectangle_mid_x(&state
->player
.base
.hitbox
), rectangle_mid_x(enemy_hitbox(self
)))) {
421 self
->base
.inertia
.x
= fixed_point_neg(self
->base
.inertia
.x
);
425 self
->base
.tick_minor
= 0;
426 self
->base
.anim_frame
= 3;
427 self
->base
.inertia
.x
= FIXED_INT(0);
429 } else if(was_on_ground
) {
430 self
->base
.tick_minor
= 0;
431 self
->base
.anim_frame
= 1;
432 } else if(self
->base
.anim_frame
== 1) {
433 enemy_animation_advance(self
);
436 ++self
->base
.tick_minor
;
439 void enemy_tick_fly_straight(struct jumpnrun_enemy
*self
,
440 struct jumpnrun_game_state
*state
,
441 struct jumpnrun_level
*lv
,
442 struct jumpnrun_tile_range
const *visible_tiles
,
443 vec2d
*player_inertia_mod
) {
444 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
445 enemy_animation_advance(self
);
448 void enemy_tick_fly_straight_and_dip(struct jumpnrun_enemy
*self
,
449 struct jumpnrun_game_state
*state
,
450 struct jumpnrun_level
*lv
,
451 struct jumpnrun_tile_range
const *visible_tiles
,
452 vec2d
*player_inertia_mod
) {
453 if(fixed_point_lt(fixed_point_abs(fixed_point_sub(enemy_pos_hitbox(self
).x
,
454 state
->player
.base
.hitbox
.pos
.x
)),
456 self
->base
.flags
|= JUMPNRUN_ENEMY_EVENT_TRIGGER1
;
459 if(self
->base
.flags
& JUMPNRUN_ENEMY_EVENT_TRIGGER1
) {
460 self
->base
.inertia
.y
=
461 fixed_point_add(fixed_point_add(self
->base
.inertia
.y
,
462 fixed_point_div(self
->type
->spawn_inertia
.y
, FIXED_INT(3))),
463 fixed_point_mul(FIXED_POINT(0, 5),
464 fixed_point_sub(self
->spawn_pos
.y
,
465 enemy_pos_hitbox(self
).y
)));
467 self
->base
.inertia
.y
= FIXED_INT(0);
470 enemy_tick_common(self
, state
, lv
, visible_tiles
, player_inertia_mod
);
471 enemy_animation_advance(self
);
474 jumpnrun_enemy_type
const jumpnrun_enemy_type_data
[JUMPNRUN_ENEMY_TYPE_COUNT
] = {
476 .animation_ticks_per_frame
= 18,
477 .animation_length
= ARRAY_SIZE(anim_cat
),
478 .animation_frames
= anim_cat
,
479 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
480 { FIXED_INT_I(6), FIXED_INT_I(3) } },
481 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
482 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
483 .collision_player
= enemy_collision_player_jumpable
,
484 .collision_shots
= enemy_collision_shots_die
,
485 .move_tick
= enemy_tick_straight_ahead
487 .animation_ticks_per_frame
= 12,
488 .animation_length
= ARRAY_SIZE(anim_mushroom
),
489 .animation_frames
= anim_mushroom
,
490 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
491 { FIXED_INT_I(5), FIXED_INT_I(6) } },
492 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_INT_I(0) },
493 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
494 .collision_player
= enemy_collision_player_jumpable
,
495 .collision_shots
= enemy_collision_shots_die
,
496 .move_tick
= enemy_tick_straight_follow
498 .animation_ticks_per_frame
= 9,
499 .animation_length
= ARRAY_SIZE(anim_bunny
),
500 .animation_frames
= anim_bunny
,
501 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(2) },
502 { FIXED_INT_I(5), FIXED_INT_I(3) } },
503 .spawn_inertia
= { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
504 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
505 .collision_player
= enemy_collision_player_jumpable
,
506 .collision_shots
= enemy_collision_shots_die
,
507 .move_tick
= enemy_tick_jumper
509 .animation_ticks_per_frame
= 6,
510 .animation_length
= ARRAY_SIZE(anim_snake
),
511 .animation_frames
= anim_snake
,
512 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(4) },
513 { FIXED_INT_I(8), FIXED_INT_I(2) } },
514 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
515 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
516 .collision_player
= enemy_collision_player_jumpable
,
517 .collision_shots
= enemy_collision_shots_die
,
518 .move_tick
= enemy_tick_straight_ahead
520 .animation_ticks_per_frame
= 6,
521 .animation_length
= ARRAY_SIZE(anim_spiral
),
522 .animation_frames
= anim_spiral
,
523 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
524 { FIXED_INT_I(8), FIXED_INT_I(8) } },
525 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
526 .collision_tiles
= enemy_collision_tiles_pass_through
,
527 .collision_player
= enemy_collision_player_deadly
,
528 .collision_shots
= enemy_collision_shots_dontcare
,
529 .move_tick
= enemy_tick_swing_up_and_down
531 .animation_ticks_per_frame
= 5,
532 .animation_length
= ARRAY_SIZE(anim_rotor
),
533 .animation_frames
= anim_rotor
,
534 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
535 { FIXED_INT_I(7), FIXED_INT_I(7) } },
536 .spawn_inertia
= { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
537 .collision_tiles
= enemy_collision_tiles_pass_through
,
538 .collision_player
= enemy_collision_player_deadly
,
539 .collision_shots
= enemy_collision_shots_dontcare
,
540 .move_tick
= enemy_tick_stationary
542 .animation_ticks_per_frame
= 18,
543 .animation_length
= ARRAY_SIZE(anim_dog
),
544 .animation_frames
= anim_dog
,
545 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(1) },
546 { FIXED_INT_I(6), FIXED_INT_I(4) } },
547 .spawn_inertia
= { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
548 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
549 .collision_player
= enemy_collision_player_jumpable
,
550 .collision_shots
= enemy_collision_shots_die
,
551 .move_tick
= enemy_tick_dog
553 .animation_ticks_per_frame
= 36,
554 .animation_length
= ARRAY_SIZE(anim_giraffe
),
555 .animation_frames
= anim_giraffe
,
556 .hitbox
= { { FIXED_INT_I(2), FIXED_INT_I(1) },
557 { FIXED_INT_I(4), FIXED_INT_I(9) } },
558 .spawn_inertia
= { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
559 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
560 .collision_player
= enemy_collision_player_jumpable
,
561 .collision_shots
= enemy_collision_shots_bounce
,
562 .move_tick
= enemy_tick_giraffe
564 .animation_ticks_per_frame
= 24,
565 .animation_length
= ARRAY_SIZE(anim_bird
),
566 .animation_frames
= anim_bird
,
567 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(3) },
568 { FIXED_INT_I(7), FIXED_INT_I(3) } },
569 .spawn_inertia
= { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, -150) },
570 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
571 .collision_player
= enemy_collision_player_jumpable
,
572 .collision_shots
= enemy_collision_shots_die
,
573 .move_tick
= enemy_tick_swing_up_and_down
575 .animation_ticks_per_frame
= 24,
576 .animation_length
= ARRAY_SIZE(anim_bird
),
577 .animation_frames
= anim_bird
,
578 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(3) },
579 { FIXED_INT_I(7), FIXED_INT_I(3) } },
580 .spawn_inertia
= { FIXED_POINT_I(0, -400), FIXED_INT_I(0) },
581 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
582 .collision_player
= enemy_collision_player_jumpable
,
583 .collision_shots
= enemy_collision_shots_die
,
584 .move_tick
= enemy_tick_fly_straight
586 .animation_ticks_per_frame
= 24,
587 .animation_length
= ARRAY_SIZE(anim_bird
),
588 .animation_frames
= anim_bird
,
589 .hitbox
= { { FIXED_INT_I(1), FIXED_INT_I(3) },
590 { FIXED_INT_I(7), FIXED_INT_I(3) } },
591 .spawn_inertia
= { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, 200) },
592 .collision_tiles
= enemy_collision_tiles_bounce_horiz
,
593 .collision_player
= enemy_collision_player_jumpable
,
594 .collision_shots
= enemy_collision_shots_die
,
595 .move_tick
= enemy_tick_fly_straight_and_dip