{ 7, 7, (uint8_t const *) "\x04\xc3\xe7\xf3\x31\x10" }
};
-static badge_sprite const anim_kaninchen[] = {
+static badge_sprite const anim_bunny[] = {
{ 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x02" },
{ 7, 5, (uint8_t const *) "\x42\x30\xbe\x31\x01" },
{ 7, 5, (uint8_t const *) "\x42\x30\xae\x35\x01" },
};
static badge_sprite const anim_snake[] = {
- { 10, 6, (uint8_t const *) "\x10\x86\x83\x30\x04\x83\xa2\x0f" },
- { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x0f" },
- { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x0f" },
- { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x0f" }
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x30\x04\x83\xa2\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x07" }
};
static badge_sprite const anim_spiral[] = {
{ 10, 10, (uint8_t const *) "\xfe\x0b\xa8\xaf\xa2\xba\xca\x6a\x28\xbf\x01\xfe\x0f" }
};
+static badge_sprite const anim_rotor[] = {
+ { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
+ { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
+ { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
+ { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" }
+};
+
+static badge_sprite const anim_dog[] = {
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x08" },
+ { 8, 5, (uint8_t const *) "\xc1\xba\xce\x99\x0c" },
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x10" },
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x20" }
+};
+
+static badge_sprite const anim_giraffe[] = {
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xa0\x7f\xc1\x00\x03\x1c\x88" },
+ { 9, 10, (uint8_t const *) "\x00\x10\x68\x90\x3f\xc1\x00\x03\x0c\x48\x00\x02" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xb0\x3f\xc1\x00\x03\x0c\xc8" },
+ { 8, 10, (uint8_t const *) "\x08\x30\xc0\x81\xfc\xc0\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" }
+};
+
+static badge_sprite const anim_bird[] = {
+ { 9, 7, (uint8_t const *) "\x10\x0c\x05\xf7\x4a\xa9\x58\x10" },
+ { 9, 7, (uint8_t const *) "\x10\x0c\x05\x87\x47\xa2\x70\x10" }
+/*
+ { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x2e\x29\x29\x2e\x10" },
+ { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x78\xa8\xa8\x78\x10" }
+*/
+};
+
static void enemy_animation_advance(jumpnrun_enemy *enemy) {
++enemy->base.tick_minor;
if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
fixed_point_gt(rectangle_top (enemy_box(self)), FIXED_POINT(BADGE_DISPLAY_HEIGHT , 0))) {
self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
} else {
- self->type->game_tick(self, state, lv, visible_tiles, player_inertia_mod);
+ self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
+ self->type->collision_shots(self, state);
if(fb) {
badge_framebuffer_blt(fb,
enemy_render_flags(self));
}
}
- } else if(self->flags & JUMPNRUN_ENEMY_UNAVAILABLE) {
+ } else if(self->flags & JUMPNRUN_ENEMY_UNAVAILABLE) {
if(state->left > fixed_point_cast_int(self->spawn_pos.x) + spawn_margin ||
state->left + BADGE_DISPLAY_WIDTH + spawn_margin < fixed_point_cast_int(self->spawn_pos.x)) {
self->flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
(fixed_point_lt(self->spawn_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) &&
fixed_point_gt(self->spawn_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH, 0)))) {
// enemy unspawned, available and in spawn zone.
- self->flags |= JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
+ self->flags = JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
self->base.current_box = rectangle_new(self->spawn_pos, self->type->extent);
self->base.inertia = self->type->spawn_inertia;
self->base.anim_frame = 0;
jumpnrun_tile_range const *visible_tiles) {
vec2d inertia_mod = self->base.inertia;
- collisions_tiles_displace(desired_position,
- &self->base,
- lv,
- visible_tiles,
- &inertia_mod);
+ bool killed = collisions_tiles_displace(desired_position,
+ &self->base,
+ lv,
+ visible_tiles,
+ &inertia_mod);
+
+ if(killed) {
+ self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+ }
if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
}
}
+void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state,
+ vec2d *player_inertia_mod) {
+ (void) player_inertia_mod;
+
+ rectangle rect_self = enemy_hitbox(self);
+
+ if(rectangle_intersect(&rect_self, &state->player.current_box)) {
+ state->status = JUMPNRUN_DEAD;
+ }
+}
+
void enemy_collision_player_jumpable(jumpnrun_enemy *self,
jumpnrun_game_state *state,
vec2d *player_inertia_mod)
rectangle rect_self = enemy_hitbox(self);
if(rectangle_intersect(&rect_self, &state->player.current_box)) {
- if(fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0))) {
+ if(fixed_point_lt(rectangle_top(&state->player.current_box), rectangle_top(&rect_self)) &&
+ fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0)))
+ {
self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
player_inertia_mod->y = FIXED_POINT(0, -250);
state->player.jumpable_frames = 12;
}
}
+void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self,
+ vec2d *desired_position,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles) {
+ (void) self;
+ (void) desired_position;
+ (void) lv;
+ (void) visible_tiles;
+ return;
+}
+
+void enemy_collision_shots_die(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state) {
+ rectangle rect_self = enemy_hitbox(self);
+
+ for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+ jumpnrun_shot *shot = &state->shots[i];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ if(rectangle_intersect(&rect_self, &shot->current_box)) {
+ self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+ jumpnrun_shot_despawn(shot);
+ }
+ }
+ }
+}
+
+void enemy_collision_shots_bounce(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state) {
+ rectangle rect_self = enemy_hitbox(self);
+
+ for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+ jumpnrun_shot *shot = &state->shots[i];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ if(rectangle_intersect(&rect_self, &shot->current_box)) {
+ if(fixed_point_gt(shot->inertia.x, FIXED_INT(0))) {
+ rectangle_move_to_x(&shot->current_box, fixed_point_sub(rectangle_left(&rect_self), rectangle_width(&shot->current_box)));
+ } else {
+ rectangle_move_to_x(&shot->current_box, rectangle_right(&rect_self));
+ }
+
+ shot->inertia.x = fixed_point_neg(shot->inertia.x);
+ }
+ }
+ }
+}
+
+void enemy_collision_shots_dontcare(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state) {
+ (void) self;
+ (void) state;
+}
+
void enemy_tick_straight_ahead(jumpnrun_enemy *self,
jumpnrun_game_state *state,
jumpnrun_level *lv,
enemy_animation_advance(self);
}
-void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self,
- vec2d *desired_position,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles) {
- (void) self;
- (void) desired_position;
- (void) lv;
- (void) visible_tiles;
- return;
-}
+void enemy_tick_straight_follow(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
-void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state,
- vec2d *player_inertia_mod) {
- (void) player_inertia_mod;
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
- rectangle rect_self = enemy_hitbox(self);
+ jumpnrun_passive_movement(&self->base.inertia);
- if(rectangle_intersect(&rect_self, &state->player.current_box)) {
- state->status = JUMPNRUN_DEAD;
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
+ if(fixed_point_le(rectangle_mid_x(&state->player.current_box), rectangle_mid_x(enemy_box(self)))) {
+ self->base.inertia.x = self->type->spawn_inertia.x;
+ } else {
+ self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
}
+
+
+ enemy_animation_advance(self);
}
void enemy_tick_swing_up_and_down(struct jumpnrun_enemy *self,
- struct jumpnrun_game_state *state,
- struct jumpnrun_level *lv,
- struct jumpnrun_tile_range const *visible_tiles,
- vec2d *player_inertia_mod) {
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
+
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
+ self->base.inertia.y =
+ fixed_point_add(fixed_point_add(self->base.inertia.y,
+ fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
+ fixed_point_mul(FIXED_POINT(0, 5),
+ fixed_point_sub(self->spawn_pos.y,
+ enemy_position(self).y)));
+
+ enemy_animation_advance(self);
+}
+
+void enemy_tick_stationary(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
+
+ self->type->collision_tiles(self, &self->base.current_box.pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+
+ enemy_animation_advance(self);
+}
+
+void enemy_tick_jumper(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
return;
}
- self->base.inertia.y = fixed_point_add(self->base.inertia.y,
- fixed_point_mul(FIXED_POINT(0, 5),
- fixed_point_sub(self->spawn_pos.y,
- self->base.current_box.pos.y)));
+ jumpnrun_passive_movement(&self->base.inertia);
+
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
+ if(self->base.touching_ground) {
+ self->base.inertia.y = self->type->spawn_inertia.y;
+ }
+
+ enemy_animation_advance(self);
+}
+
+void enemy_tick_dog(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
jumpnrun_passive_movement(&self->base.inertia);
self->type->collision_player(self, state, player_inertia_mod);
rectangle_move_to(&self->base.current_box, new_pos);
+ if(self->base.tick_minor % self->type->animation_ticks_per_frame == 0) {
+ switch(self->base.tick_minor / self->type->animation_ticks_per_frame) {
+ case 12:
+ self->base.tick_minor = 0;
+ case 0:
+ case 2:
+ case 4:
+ case 6:
+ self->base.anim_frame = 0;
+ if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+ self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
+ } else {
+ self->base.inertia.x = self->type->spawn_inertia.x;
+ }
+
+ break;
+
+ case 1:
+ case 3:
+ case 5:
+ case 7:
+ self->base.anim_frame = 1;
+ if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+ self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
+ } else {
+ self->base.inertia.x = self->type->spawn_inertia.x;
+ }
+ break;
+
+ case 8:
+ case 10:
+ self->base.anim_frame = 2;
+ self->base.inertia.x = FIXED_INT(0);
+ break;
+
+ case 9:
+ case 11:
+ self->base.anim_frame = 3;
+ self->base.inertia.x = FIXED_INT(0);
+ break;
+ }
+ }
+
+ ++self->base.tick_minor;
+ if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
+ else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
+}
+
+void enemy_tick_giraffe(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
+
+ bool was_on_ground = self->base.touching_ground;
+
+ jumpnrun_passive_movement(&self->base.inertia);
+
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
+ if(self->base.touching_ground) {
+ if(was_on_ground) {
+ enemy_animation_advance(self);
+ if(self->base.anim_frame == 0) {
+ self->base.inertia = self->type->spawn_inertia;
+
+ if(fixed_point_gt(rectangle_mid_x(&state->player.current_box), rectangle_mid_x(enemy_box(self)))) {
+ self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
+ }
+ }
+ } else {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 3;
+ self->base.inertia.x = FIXED_INT(0);
+ }
+ } else if(was_on_ground) {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 1;
+ } else if(self->base.anim_frame == 1) {
+ enemy_animation_advance(self);
+ }
+
+ ++self->base.tick_minor;
+ if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
+ else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
+}
+
+void enemy_tick_fly_straight(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
+
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
+ enemy_animation_advance(self);
+}
+
+void enemy_tick_fly_straight_and_dip(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ int screenpos = fixed_point_cast_int(rectangle_left(&self->base.current_box));
+
+ if(screenpos + JUMPNRUN_MAX_SPAWN_MARGIN < state->left ||
+ screenpos >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
+ return;
+ }
+
+ if(fixed_point_lt(fixed_point_abs(fixed_point_sub(enemy_position(self).x,
+ state->player.current_box.pos.x)),
+ FIXED_INT(20))) {
+ self->flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
+ }
+
+ if(self->flags & JUMPNRUN_ENEMY_EVENT_TRIGGER1) {
+ self->base.inertia.y =
+ fixed_point_add(fixed_point_add(self->base.inertia.y,
+ fixed_point_div(self->type->spawn_inertia.y, FIXED_INT(3))),
+ fixed_point_mul(FIXED_POINT(0, 5),
+ fixed_point_sub(self->spawn_pos.y,
+ enemy_position(self).y)));
+ } else {
+ self->base.inertia.y = FIXED_INT(0);
+ }
+
+ vec2d new_pos = vec2d_add(enemy_position(self), self->base.inertia);;
+ self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ rectangle_move_to(&self->base.current_box, new_pos);
+
enemy_animation_advance(self);
}
jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
{
- .animation_ticks_per_frame = 16,
+ .animation_ticks_per_frame = 18,
.animation_length = ARRAY_SIZE(anim_cat),
.animation_frames = anim_cat,
.extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
.hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
{ FIXED_INT_I(6), FIXED_INT_I(3) } },
- .spawn_inertia = { FIXED_POINT_I(0, -100), FIXED_INT_I(0) },
+ .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_INT_I(0) },
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
- .game_tick = enemy_tick_straight_ahead
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_straight_ahead
}, {
.animation_ticks_per_frame = 12,
.animation_length = ARRAY_SIZE(anim_mushroom),
.spawn_inertia = { FIXED_POINT_I(0, -50), FIXED_INT_I(0) },
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
- .game_tick = enemy_tick_straight_ahead
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_straight_follow
}, {
.animation_ticks_per_frame = 9,
- .animation_length = ARRAY_SIZE(anim_kaninchen),
- .animation_frames = anim_kaninchen,
+ .animation_length = ARRAY_SIZE(anim_bunny),
+ .animation_frames = anim_bunny,
.extent = { FIXED_INT_I(7), FIXED_INT_I(5) },
.hitbox = { { FIXED_INT_I(1), FIXED_INT_I(2) },
{ FIXED_INT_I(5), FIXED_INT_I(3) } },
- .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, 0) },
+ .spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, -800) },
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
- .game_tick = enemy_tick_straight_ahead
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_jumper
}, {
.animation_ticks_per_frame = 6,
.animation_length = ARRAY_SIZE(anim_snake),
.animation_frames = anim_snake,
.extent = { FIXED_INT_I(10), FIXED_INT_I(6) },
.hitbox = { { FIXED_INT_I(1), FIXED_INT_I(4) },
- { FIXED_INT_I(8), FIXED_INT_I(2) } },
+ { FIXED_INT_I(8), FIXED_INT_I(2) } },
.spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
- .game_tick = enemy_tick_straight_ahead
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_straight_ahead
}, {
.animation_ticks_per_frame = 6,
.animation_length = ARRAY_SIZE(anim_spiral),
.animation_frames = anim_spiral,
.extent = { FIXED_INT_I(10), FIXED_INT_I(10) },
.hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
- { FIXED_INT_I(8), FIXED_INT_I(8) } },
- .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, 200) },
+ { FIXED_INT_I(8), FIXED_INT_I(8) } },
+ .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
.collision_tiles = enemy_collision_tiles_pass_through,
.collision_player = enemy_collision_player_deadly,
- .game_tick = enemy_tick_swing_up_and_down
+ .collision_shots = enemy_collision_shots_dontcare,
+ .move_tick = enemy_tick_swing_up_and_down
+ }, {
+ .animation_ticks_per_frame = 5,
+ .animation_length = ARRAY_SIZE(anim_rotor),
+ .animation_frames = anim_rotor,
+ .extent = { FIXED_INT_I(9), FIXED_INT_I(9) },
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
+ { FIXED_INT_I(7), FIXED_INT_I(7) } },
+ .spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, 0) },
+ .collision_tiles = enemy_collision_tiles_pass_through,
+ .collision_player = enemy_collision_player_deadly,
+ .collision_shots = enemy_collision_shots_dontcare,
+ .move_tick = enemy_tick_stationary
+ }, {
+ .animation_ticks_per_frame = 18,
+ .animation_length = ARRAY_SIZE(anim_dog),
+ .animation_frames = anim_dog,
+ .extent = { FIXED_INT_I(8), FIXED_INT_I(5) },
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
+ { FIXED_INT_I(6), FIXED_INT_I(4) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -200), FIXED_POINT_I(0, 0) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_dog
+ }, {
+ .animation_ticks_per_frame = 36,
+ .animation_length = ARRAY_SIZE(anim_giraffe),
+ .animation_frames = anim_giraffe,
+ .extent = { FIXED_INT_I(7), FIXED_INT_I(10) },
+ .hitbox = { { FIXED_INT_I(2), FIXED_INT_I(1) },
+ { FIXED_INT_I(4), FIXED_INT_I(9) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_bounce,
+ .move_tick = enemy_tick_giraffe
+ }, {
+ .animation_ticks_per_frame = 24,
+ .animation_length = ARRAY_SIZE(anim_bird),
+ .animation_frames = anim_bird,
+ .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
+ { FIXED_INT_I(7), FIXED_INT_I(3) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, -150) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_swing_up_and_down
+ }, {
+ .animation_ticks_per_frame = 24,
+ .animation_length = ARRAY_SIZE(anim_bird),
+ .animation_frames = anim_bird,
+ .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
+ { FIXED_INT_I(7), FIXED_INT_I(3) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_INT_I(0) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_fly_straight
+ }, {
+ .animation_ticks_per_frame = 24,
+ .animation_length = ARRAY_SIZE(anim_bird),
+ .animation_frames = anim_bird,
+ .extent = { FIXED_INT_I(9), FIXED_INT_I(7) },
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(3) },
+ { FIXED_INT_I(7), FIXED_INT_I(3) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -400), FIXED_POINT_I(0, 200) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_fly_straight_and_dip
}
};