#include "enemies.h"
#include "collision.h"
+#include "game_state.h"
#include "tiles.h"
#include "jumpnrun.h"
+#include "moveable.h"
+#include "render.h"
static badge_sprite const anim_cat[] = {
{ 8, 5, (uint8_t const *) "\xc7\x3f\xce\x38\x11" },
}
}
+static void enemy_spawn(jumpnrun_enemy *self) {
+ // enemy unspawned, available and in spawn zone.
+ self->base.flags = JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
+ self->base.anim_frame = 0;
+ self->base.tick_minor = 0;
+ self->base.jumpable_frames = 0;
+}
+
+static void jumpnrun_enemy_kill(jumpnrun_enemy *self) {
+ self->base.flags |= JUMPNRUN_MOVEABLE_DYING;
+ self->base.tick_minor = 0;
+}
+
+void jumpnrun_enemy_despawn(jumpnrun_enemy *self) {
+ // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
+ self->base.flags &= ~(JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_MOVING | JUMPNRUN_MOVEABLE_DYING);
+ self->base.hitbox = rectangle_new(self->spawn_pos, self->type->hitbox.extent);
+ self->base.inertia = self->type->spawn_inertia;
+}
+
+void jumpnrun_enemy_reset (jumpnrun_enemy *self) {
+ jumpnrun_enemy_despawn(self);
+ self->base.flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
+}
+
+static void enemy_bounce(jumpnrun_enemy *self) {
+ self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
+}
+
+static inline vec2d enemy_pos_hitbox (jumpnrun_enemy const *self) { return self->base.hitbox.pos; }
+static inline vec2d enemy_pos_display(jumpnrun_enemy const *self) { return vec2d_sub(enemy_pos_hitbox(self), self->type->hitbox.pos); }
+static inline vec2d enemy_pos_desired(jumpnrun_enemy const *self) { return vec2d_add(enemy_pos_hitbox(self), self->base.inertia); }
+
+static inline void enemy_move_to(jumpnrun_enemy *self, vec2d new_pos) {
+ rectangle_move_to(&self->base.hitbox, new_pos);
+}
+
+static inline bool enemy_in_area(jumpnrun_enemy const *self, jumpnrun_game_state *state, int margin) {
+ return
+ fixed_point_gt(rectangle_left (enemy_hitbox(self)), FIXED_INT(jumpnrun_screen_left (state) - margin)) &&
+ fixed_point_lt(rectangle_right(enemy_hitbox(self)), FIXED_INT(jumpnrun_screen_right(state) + margin));
+}
+
+static inline bool enemy_on_screen(jumpnrun_enemy const *self, jumpnrun_game_state *state) {
+ return enemy_in_area(self, state, self->type->animation_frames[self->base.anim_frame].width);
+}
+
+static inline bool enemy_in_spawn_area(jumpnrun_enemy const *self, jumpnrun_game_state *state) {
+ return enemy_in_area(self, state, JUMPNRUN_MAX_SPAWN_MARGIN);
+}
+
void jumpnrun_process_enemy(jumpnrun_enemy *self,
badge_framebuffer *fb,
struct jumpnrun_game_state *state,
struct jumpnrun_level *lv,
struct jumpnrun_tile_range const *visible_tiles,
vec2d *player_inertia_mod) {
- int const spawn_margin = 1 + self->type->animation_frames[self->base.anim_frame].width;
-
- if(self->flags & JUMPNRUN_ENEMY_SPAWNED) {
- if(fixed_point_lt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left - spawn_margin, 0)) ||
- fixed_point_gt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) ||
- fixed_point_gt(rectangle_top (enemy_box(self)), FIXED_POINT(BADGE_DISPLAY_HEIGHT , 0))) {
- self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+ // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
+ if(self->base.flags & JUMPNRUN_ENEMY_SPAWNED) {
+ if(!enemy_in_spawn_area(self, state) || fixed_point_gt(rectangle_top (enemy_hitbox(self)), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_enemy_despawn(self);
+ } else if(jumpnrun_moveable_dying(&self->base)) {
+ if(jumpnrun_moveable_finished_dying(&self->base)) {
+ jumpnrun_enemy_despawn(self);
+ } else {
+ if(fb) {
+ jumpnrun_render_splosion(fb, state, &self->base);
+ }
+ ++self->base.tick_minor;
+ }
} else {
- self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
- self->type->collision_shots(self, state);
+ if((self->base.flags & JUMPNRUN_ENEMY_MOVING) || enemy_on_screen(self, state)) {
+ self->base.flags |= JUMPNRUN_ENEMY_MOVING;
+
+ self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
+ self->type->collision_shots(self, state);
+ if (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->base.flags &= ~JUMPNRUN_MOVEABLE_MIRRORED; }
+ else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->base.flags |= JUMPNRUN_MOVEABLE_MIRRORED; }
+ }
if(fb) {
- badge_framebuffer_blt(fb,
- fixed_point_cast_int(rectangle_left(enemy_box(self))) - state->left,
- fixed_point_cast_int(rectangle_top (enemy_box(self))),
- enemy_sprite(self),
- enemy_render_flags(self));
+ jumpnrun_render_enemy(fb, state, self);
}
}
- } 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;
+ } else if(self->base.flags & JUMPNRUN_ENEMY_UNAVAILABLE) {
+ if(!enemy_in_spawn_area(self, state)) {
+ self->base.flags &= ~JUMPNRUN_ENEMY_UNAVAILABLE;
}
- } else if(fixed_point_gt(self->spawn_pos.x, FIXED_POINT(state->left - spawn_margin, 0)) &&
- fixed_point_lt(self->spawn_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0))) {
+ } else if(enemy_in_spawn_area(self, state)) {
// enemy unspawned, available and in spawn zone.
- 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;
- self->base.tick_minor = 0;
- self->base.touching_ground = false;
- self->base.jumpable_frames = 0;
+ enemy_spawn(self);
}
}
lv,
visible_tiles,
&inertia_mod);
+ self->base.inertia.y = inertia_mod.y;
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);
+ jumpnrun_enemy_kill(self);
+ } else if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
+ enemy_bounce(self);
}
}
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;
+ if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) {
+ jumpnrun_player_kill(&state->player);
}
}
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_lt(rectangle_top(&state->player.current_box), rectangle_top(&rect_self)) &&
- fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0)))
+ if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) {
+ if(fixed_point_lt(rectangle_top(&state->player.base.hitbox), rectangle_top(enemy_hitbox(self))) &&
+ fixed_point_gt(state->player.base.inertia.y, FIXED_INT(0)) &&
+ jumpnrun_player_alive(&state->player))
{
- self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+ jumpnrun_enemy_kill(self);
player_inertia_mod->y = FIXED_POINT(0, -250);
- state->player.jumpable_frames = 12;
+ state->player.base.jumpable_frames = 12;
} else {
- state->status = JUMPNRUN_DEAD;
+ jumpnrun_player_kill(&state->player);
}
}
}
(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;
+ if(rectangle_intersect(enemy_hitbox(self), &shot->current_box)) {
+ jumpnrun_enemy_kill(self);
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(rectangle_intersect(enemy_hitbox(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)));
+ rectangle_move_to_x(&shot->current_box, fixed_point_sub(rectangle_left(enemy_hitbox(self)), rectangle_width(&shot->current_box)));
} else {
- rectangle_move_to_x(&shot->current_box, rectangle_right(&rect_self));
+ rectangle_move_to_x(&shot->current_box, rectangle_right(enemy_hitbox(self)));
}
shot->inertia.x = fixed_point_neg(shot->inertia.x);
(void) state;
}
+static void enemy_tick_common(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ vec2d new_pos = enemy_pos_desired(self);
+ self->type->collision_tiles (self, &new_pos, lv, visible_tiles);
+ self->type->collision_player(self, state, player_inertia_mod);
+ enemy_move_to(self, new_pos);
+}
+
void enemy_tick_straight_ahead(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);
-
- 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_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
enemy_animation_advance(self);
}
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);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
- 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_lt(rectangle_right(&state->player.current_box), rectangle_left(enemy_box(self)))) {
+ if(fixed_point_lt(rectangle_right(&state->player.base.hitbox), rectangle_left(enemy_hitbox(self)))) {
self->base.inertia.x = self->type->spawn_inertia.x;
- } else if(fixed_point_gt(rectangle_left(&state->player.current_box), rectangle_right(enemy_box(self)))) {
+ } else if(fixed_point_gt(rectangle_left(&state->player.base.hitbox), rectangle_right(enemy_hitbox(self)))) {
self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
}
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_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
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_pos_display(self).y)));
enemy_animation_advance(self);
}
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_tiles(self, &self->base.hitbox.pos, lv, visible_tiles);
self->type->collision_player(self, state, player_inertia_mod);
enemy_animation_advance(self);
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);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
- 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(jumpnrun_moveable_touching_ground(&self->base)) {
self->base.inertia.y = self->type->spawn_inertia.y;
}
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);
-
- 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_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
if(self->base.tick_minor % self->type->animation_ticks_per_frame == 0) {
switch(self->base.tick_minor / self->type->animation_ticks_per_frame) {
case 4:
case 6:
self->base.anim_frame = 0;
- if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+ if(self->base.flags & JUMPNRUN_MOVEABLE_MIRRORED) {
self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
} else {
self->base.inertia.x = self->type->spawn_inertia.x;
case 5:
case 7:
self->base.anim_frame = 1;
- if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+ if(self->base.flags & JUMPNRUN_MOVEABLE_MIRRORED) {
self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
} else {
self->base.inertia.x = self->type->spawn_inertia.x;
}
++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_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;
+ bool was_on_ground = jumpnrun_moveable_touching_ground(&self->base);
jumpnrun_passive_movement(&self->base.inertia);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
- 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(jumpnrun_moveable_touching_ground(&self->base)) {
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)))) {
+ if(fixed_point_gt(rectangle_mid_x(&state->player.base.hitbox), rectangle_mid_x(enemy_hitbox(self)))) {
self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
}
}
}
++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_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_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
enemy_animation_advance(self);
}
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)),
+ if(fixed_point_lt(fixed_point_abs(fixed_point_sub(enemy_pos_hitbox(self).x,
+ state->player.base.hitbox.pos.x)),
FIXED_INT(20))) {
- self->flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
+ self->base.flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
}
- if(self->flags & JUMPNRUN_ENEMY_EVENT_TRIGGER1) {
+ if(self->base.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)));
+ enemy_pos_hitbox(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_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
enemy_animation_advance(self);
}
.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, -200), FIXED_INT_I(0) },
.animation_ticks_per_frame = 12,
.animation_length = ARRAY_SIZE(anim_mushroom),
.animation_frames = anim_mushroom,
- .extent = { FIXED_INT_I(7), FIXED_INT_I(7) },
.hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
- { FIXED_INT_I(5), FIXED_INT_I(4) } },
+ { FIXED_INT_I(5), FIXED_INT_I(6) } },
.spawn_inertia = { FIXED_POINT_I(0, -80), FIXED_INT_I(0) },
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
.animation_ticks_per_frame = 9,
.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, -800) },
.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) } },
.spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_INT_I(0) },
.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) },
.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) },
.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) },
.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) },
.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) },
.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) },
.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) },