#include "../ui/display.h"
#include "../ui/event.h"
#include "../ui/sprite.h"
+#include "../util/util.h"
#include <assert.h>
#include <math.h>
#include <stddef.h>
#include <stdio.h>
-#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof*(arr))
-
static vec2d const gravity = { FIXED_POINT_I(0, 0), FIXED_POINT_I(0, 56) };
static vec2d const move_max = { FIXED_POINT_I(0, 600), FIXED_POINT_I(1, 300) };
static fixed_point const accel_horiz = FIXED_POINT_I(0, 50);
static fixed_point const drag_factor = FIXED_POINT_I(0, 854);
static fixed_point const speed_jump_x = FIXED_POINT_I(0, 600);
+static vec2d const hacker_extent = { FIXED_INT_I(5), FIXED_INT_I(8) };
+static vec2d const shot_spawn_inertia = { FIXED_POINT_I(1, 0), FIXED_POINT_I(0, -800) };
+
static badge_sprite const anim_hacker[] = {
{ 5, 8, (uint8_t const *) "\x1c\xff\xfd\x04\x04" },
{ 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" },
{ 5, 8, (uint8_t const *) "\xdc\x3f\x1d\x24\xc4" },
{ 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" }
-
-/*
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x31" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x94\x8c" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" }
-*/
+ /*
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x31" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x94\x8c" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" }
+ */
/*
{ 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\xc3\x30" },
{ 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" },
*/
};
+static badge_sprite const anim_sickle[] = {
+ { 3, 3, (uint8_t const *) "\x8a\x01" },
+ { 3, 3, (uint8_t const *) "\x6a" },
+ { 3, 3, (uint8_t const *) "\xa3" },
+ { 3, 3, (uint8_t const *) "\xac" }
+};
-static inline int imax(int x, int y) {
- return x < y ? y : x;
+enum {
+ JUMPNRUN_SHOT_EXTENT = 3,
+ JUMPNRUN_SHOT_TICKS_PER_FRAME = 24
+};
+
+static void jumpnrun_shot_despawn(jumpnrun_shot *shot) {
+ shot->inertia.x = FIXED_INT(0);
}
-static inline fixed_point hacker_left (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->x; }
-static inline fixed_point hacker_top (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->y; }
-static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), FIXED_POINT(anim_hacker[state->anim_frame].width , 0)); }
-static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), FIXED_POINT(anim_hacker[state->anim_frame].height, 0)); }
+static void jumpnrun_shot_spawn(jumpnrun_shot *shot, jumpnrun_game_state const *state) {
+ shot->tick = 0;
+ shot->inertia = shot_spawn_inertia;
-static inline rectangle hacker_rect(vec2d const *pos,
- jumpnrun_game_state const *state) {
- return (rectangle) { { hacker_left(pos, state), hacker_top(pos, state) }, { FIXED_POINT(anim_hacker[state->anim_frame].width, 0), FIXED_POINT(anim_hacker[state->anim_frame].height, 0) } };
+ if(state->player.anim_direction == BADGE_BLT_MIRRORED) {
+ shot->current_box = rectangle_new((vec2d) { fixed_point_sub(rectangle_left(&state->player.current_box), FIXED_INT(JUMPNRUN_SHOT_EXTENT)), rectangle_top(&state->player.current_box) },
+ (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
+ shot->inertia.x = fixed_point_neg(shot->inertia.x);
+ } else {
+ shot->current_box = rectangle_new((vec2d) { rectangle_right(&state->player.current_box), rectangle_top(&state->player.current_box) },
+ (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
+ }
}
-rectangle hacker_rect_current(jumpnrun_game_state const *state) {
- return hacker_rect(&state->current_pos, state);
+static inline int imax(int x, int y) {
+ return x < y ? y : x;
}
+static inline fixed_point hacker_left (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->x; }
+static inline fixed_point hacker_top (vec2d const *pos, jumpnrun_game_state const *state) { (void) state; return pos->y; }
+static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), hacker_extent.x); }
+static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extent.y); }
+
int jumpnrun_level_assert_left_side(jumpnrun_game_state const *state) {
static int const lmargin = 20;
static int const rmargin = 50;
- int pos_cur = fixed_point_cast_int(state->current_pos.x);
+ int pos_cur = fixed_point_cast_int(state->player.current_box.pos.x);
int pos_rel = pos_cur - state->left;
if(pos_rel < lmargin) {
while(len > 0) {
int mid = front + len / 2;
- if(fixed_point_lt(tile_right(&lv->tiles[mid]), FIXED_POINT(state->left - JUMPNRUN_MAX_SPAWN_MARGIN, 0))) {
+ if(fixed_point_lt(tile_right(&lv->tiles[mid]), FIXED_INT(state->left - JUMPNRUN_MAX_SPAWN_MARGIN))) {
front = mid + 1;
len -= len / 2 + 1;
} else {
static void jumpnrun_apply_movement(jumpnrun_level const *lv,
jumpnrun_tile_range const *tilerange,
- jumpnrun_game_state *state) {
+ jumpnrun_game_state *state,
+ vec2d *inertia_mod) {
switch(badge_event_current_input_state() &
(BADGE_EVENT_KEY_LEFT |
BADGE_EVENT_KEY_RIGHT)) {
case BADGE_EVENT_KEY_LEFT:
- // state->inertia.x = state->touching_ground ? fixed_point_sub(state->inertia.x, accel_horiz) : fixed_point_neg(speed_jump_x);
- state->inertia.x = fixed_point_sub(state->inertia.x, accel_horiz);
- state->anim_direction = BADGE_BLT_MIRRORED;
+ // state->player.inertia.x = state->player.touching_ground ? fixed_point_sub(state->player.inertia.x, accel_horiz) : fixed_point_neg(speed_jump_x);
+ state->player.inertia.x = fixed_point_sub(state->player.inertia.x, accel_horiz);
+ state->player.anim_direction = BADGE_BLT_MIRRORED;
break;
case BADGE_EVENT_KEY_RIGHT:
- // state->inertia.x = state->touching_ground ? fixed_point_add(state->inertia.x, accel_horiz) : speed_jump_x;
- state->inertia.x = fixed_point_add(state->inertia.x, accel_horiz);
- state->anim_direction = 0;
+ // state->player.inertia.x = state->player.touching_ground ? fixed_point_add(state->player.inertia.x, accel_horiz) : speed_jump_x;
+ state->player.inertia.x = fixed_point_add(state->player.inertia.x, accel_horiz);
+ state->player.anim_direction = 0;
break;
default:
- if(state->touching_ground) {
- state->inertia.x = fixed_point_mul(state->inertia.x, drag_factor);
+ if(state->player.touching_ground) {
+ state->player.inertia.x = fixed_point_mul(state->player.inertia.x, drag_factor);
} //else {
- //state->inertia.x = FIXED_POINT(0, 0);
+ //state->player.inertia.x = FIXED_INT(0);
//}
break;
}
- if(state->jumpable_frames == 0) {
+ if(state->player.jumpable_frames == 0) {
// intentionally left blank.
} else if(badge_event_current_input_state() & BADGE_EVENT_KEY_BTN_A) {
- state->inertia.y = fixed_point_sub(state->inertia.y, accel_vert);
- // fixed_point_neg(move_max.y)
- --state->jumpable_frames;
+ state->player.inertia.y = fixed_point_sub(state->player.inertia.y, accel_vert);
+ --state->player.jumpable_frames;
} else {
- state->jumpable_frames = 0;
+ state->player.jumpable_frames = 0;
}
- jumpnrun_passive_movement(&state->inertia);
+ jumpnrun_passive_movement(&state->player.inertia);
- vec2d new_pos = vec2d_add(state->current_pos, state->inertia);
+ vec2d new_pos = vec2d_add(state->player.current_box.pos, state->player.inertia);
- if(fixed_point_lt(new_pos.x, FIXED_POINT(state->left, 0))) {
- new_pos.x = FIXED_POINT(state->left, 0);
- state->inertia.x = FIXED_POINT(0, 0);
+ if(fixed_point_lt(new_pos.x, FIXED_INT(state->left))) {
+ new_pos.x = FIXED_INT(state->left);
+ state->player.inertia.x = FIXED_INT(0);
}
- rectangle hacker_rect_c = hacker_rect(&state->current_pos, state);
- collisions_tiles_displace(&new_pos, &hacker_rect_c, lv, tilerange, &state->inertia, &state->touching_ground);
- state->inertia_mod = state->inertia;
+ *inertia_mod = state->player.inertia;
+ collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
+ state->player.inertia = *inertia_mod;
- state->current_pos = new_pos;
-
- if(fixed_point_gt(state->current_pos.y, FIXED_POINT(BADGE_DISPLAY_HEIGHT, 0))) {
+ if(fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
state->status = JUMPNRUN_DEAD;
}
}
jumpnrun_game_state *state)
{
jumpnrun_tile_range tilerange = jumpnrun_visible_tiles(lv, state);
- jumpnrun_apply_movement(lv, &tilerange, state);
+ vec2d inertia_mod = state->player.inertia;
+ jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod);
state->left = jumpnrun_level_assert_left_side(state);
- if(state->tick_minor == 0) {
+ if(state->player.tick_minor == 0) {
badge_framebuffer fb;
badge_framebuffer_clear(&fb);
int screenpos = fixed_point_cast_int(lv->items[item].pos.x) - state->left;
if(screenpos > -lv->items[item].type->sprite.width &&
screenpos < BADGE_DISPLAY_WIDTH) {
- rectangle hack_rect = hacker_rect(&state->current_pos, state);
rectangle item_rect = rect_from_item(&lv->items[item]);
- if(rectangle_intersect(&hack_rect, &item_rect)) {
+ if(rectangle_intersect(&state->player.current_box, &item_rect)) {
lv->items[item].type->on_collect(state);
}
}
}
+ for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot *shot = &state->shots[shot_ix];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ rectangle_move_rel(&shot->current_box, shot->inertia);
+ jumpnrun_passive_movement(&shot->inertia);
+ if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_shot_despawn(shot);
+ }
+
+ badge_framebuffer_blt(&fb,
+ fixed_point_cast_int(shot->current_box.pos.x) - state->left,
+ fixed_point_cast_int(shot->current_box.pos.y),
+ &anim_sickle[shot->tick / JUMPNRUN_SHOT_TICKS_PER_FRAME],
+ fixed_point_lt(shot->inertia.x, FIXED_INT(0)) ? BADGE_BLT_MIRRORED : 0);
+
+ ++shot->tick;
+ if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
+ shot->tick = 0;
+ }
+ }
+ }
+
for(size_t enemy_ix = 0; enemy_ix < lv->header.enemy_count; ++enemy_ix) {
jumpnrun_enemy *enemy = &lv->enemies[enemy_ix];
- jumpnrun_process_enemy(enemy, &fb, state, lv, &tilerange);
+ jumpnrun_process_enemy(enemy, &fb, state, lv, &tilerange, &inertia_mod);
}
badge_framebuffer_blt(&fb,
- fixed_point_cast_int(state->current_pos.x) - state->left,
- fixed_point_cast_int(state->current_pos.y),
- &anim_hacker[state->anim_frame],
- state->anim_direction);
+ fixed_point_cast_int(state->player.current_box.pos.x) - state->left,
+ fixed_point_cast_int(state->player.current_box.pos.y),
+ &anim_hacker[state->player.anim_frame],
+ state->player.anim_direction);
badge_framebuffer_flush(&fb);
- if(!state->touching_ground) {
- state->anim_frame = 2;
- } else if(fixed_point_gt(fixed_point_abs(state->inertia.x), FIXED_POINT(0, 200))) {
- state->anim_frame = (state->anim_frame + 1) % ARRAY_SIZE(anim_hacker);
+ if(!state->player.touching_ground) {
+ state->player.anim_frame = 2;
+ } else if(fixed_point_gt(fixed_point_abs(state->player.inertia.x), FIXED_POINT(0, 200))) {
+ state->player.anim_frame = (state->player.anim_frame + 1) % ARRAY_SIZE(anim_hacker);
} else {
- state->anim_frame = 0;
+ state->player.anim_frame = 0;
}
} else {
+ for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot *shot = &state->shots[shot_ix];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ rectangle_move_rel(&shot->current_box, shot->inertia);
+ jumpnrun_passive_movement(&shot->inertia);
+ if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_shot_despawn(shot);
+ }
+
+ ++shot->tick;
+ if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
+ shot->tick = 0;
+ }
+ }
+ }
+
for(size_t enemy_ix = 0; enemy_ix < lv->header.enemy_count; ++enemy_ix) {
jumpnrun_enemy *enemy = &lv->enemies[enemy_ix];
- jumpnrun_process_enemy(enemy, NULL, state, lv, &tilerange);
+ jumpnrun_process_enemy(enemy, NULL, state, lv, &tilerange, &inertia_mod);
}
}
- state->inertia = state->inertia_mod;
- ++state->tick_minor;
- if(state->tick_minor == 3) {
- state->tick_minor = 0;
+ state->player.inertia = inertia_mod;
+ ++state->player.tick_minor;
+ if(state->player.tick_minor == 3) {
+ state->player.tick_minor = 0;
}
}
jumpnrun_game_state gs;
memset(&gs, 0, sizeof(gs));
- gs.current_pos = lv.start_pos;
+ gs.player.current_box = rectangle_new(lv.start_pos, hacker_extent);
while(gs.status == JUMPNRUN_PLAYING) {
badge_event_t ev = badge_event_wait();
uint8_t new_state = badge_event_new_input_state(ev);
uint8_t new_buttons = new_state & (old_state ^ new_state);
- if((new_buttons & BADGE_EVENT_KEY_BTN_A) && gs.touching_ground) {
- gs.jumpable_frames = 12;
+ if((new_buttons & BADGE_EVENT_KEY_BTN_A) && gs.player.touching_ground) {
+ gs.player.jumpable_frames = 12;
+ }
+
+ if((new_buttons & BADGE_EVENT_KEY_BTN_B)) {
+ uint8_t i;
+ for(i = 0; i < JUMPNRUN_MAX_SHOTS && jumpnrun_shot_spawned(&gs.shots[i]); ++i)
+ ;
+
+ if(i < JUMPNRUN_MAX_SHOTS) {
+ jumpnrun_shot_spawn(gs.shots + i, &gs);
+ }
}
break;