Verbesserte Rotor-Sprites.
[hackover2013-badge-firmware.git] / badge / jumpnrun / enemies.c
index 3cdd7cf..46326bc 100644 (file)
@@ -26,6 +26,37 @@ static badge_sprite const anim_kaninchen[] = {
   { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\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" }
+};
+
+static badge_sprite const anim_spiral[] = {
+  { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xf6\x1a\xe8\xbf\x00\xfe\x0f" },
+  { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\xda\x69\xb0\x7f\x02\x0c" },
+  { 10, 10, (uint8_t const *) "\xff\x07\xd8\x6f\xa1\xb5\xd6\x5a\x6a\xaf\x81\xfe\x0b" },
+  { 10, 10, (uint8_t const *) "\xff\x07\xd8\x4f\x61\x35\xd5\x55\x54\x5f\x01\xfd\x07" },
+  { 10, 10, (uint8_t const *) "\xff\x07\xd0\x7f\x81\xf5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
+  { 10, 10, (uint8_t const *) "\x03\xe4\xdf\x60\xb9\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
+  { 10, 10, (uint8_t const *) "\xfd\x17\x58\x6f\xa5\xb5\xd6\x5a\x68\xbf\x01\xfe\x0f" },
+  { 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" }
+  /*
+  { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x40\x00\x00\x00\x00" },
+  { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\x00\x01\x00\x00\x00\x00\x00" },
+  { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x00\x00\x00\x00\x00" },
+  { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\x00\x01\x02\x0c\x18\x70\x00" }
+  */
+};
+
 static void enemy_animation_advance(jumpnrun_enemy *enemy) {
   ++enemy->base.tick_minor;
   if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
@@ -39,11 +70,11 @@ static void enemy_animation_advance(jumpnrun_enemy *enemy) {
 }
 
 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) {
+                            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) {
@@ -55,11 +86,11 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *self,
       self->type->game_tick(self, state, lv, visible_tiles, player_inertia_mod);
 
       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));
+        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));
       }
     }
   } else if(self->flags & JUMPNRUN_ENEMY_UNAVAILABLE) { 
@@ -68,9 +99,9 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *self,
       self->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 - spawn_margin / 2, 0))) ||
-           (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)))) {
+             fixed_point_lt(self->spawn_pos.x, FIXED_POINT(state->left - spawn_margin / 2, 0))) ||
+            (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->base.current_box     = rectangle_new(self->spawn_pos, self->type->extent);
@@ -83,16 +114,16 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *self,
 }
 
 void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy            *self,
-                                       vec2d                     *desired_position,
-                                       jumpnrun_level            *lv,
-                                       jumpnrun_tile_range const *visible_tiles) {
+                                        vec2d                     *desired_position,
+                                        jumpnrun_level            *lv,
+                                        jumpnrun_tile_range const *visible_tiles) {
   vec2d inertia_mod = self->base.inertia;
 
   collisions_tiles_displace(desired_position,
-                           &self->base,
-                           lv,
-                           visible_tiles,
-                           &inertia_mod);
+                            &self->base,
+                            lv,
+                            visible_tiles,
+                            &inertia_mod);
 
   if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
     self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
@@ -100,8 +131,8 @@ void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy            *self,
 }
 
 void enemy_collision_player_jumpable(jumpnrun_enemy      *self,
-                                    jumpnrun_game_state *state,
-                                    vec2d               *player_inertia_mod)
+                                     jumpnrun_game_state *state,
+                                     vec2d               *player_inertia_mod)
 {
   rectangle rect_self = enemy_hitbox(self);
 
@@ -116,11 +147,11 @@ void enemy_collision_player_jumpable(jumpnrun_enemy      *self,
   }
 }
 
-void enemy_tick_cat(jumpnrun_enemy            *self,
-                   jumpnrun_game_state       *state,
-                   jumpnrun_level            *lv,
-                   jumpnrun_tile_range const *visible_tiles,
-                   vec2d                     *player_inertia_mod) {
+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 ||
@@ -138,44 +169,141 @@ void enemy_tick_cat(jumpnrun_enemy            *self,
   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_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_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) {
+  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);
+}
+
+
 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
-  { 16, ARRAY_SIZE(anim_cat), anim_cat,
-    { 
-      FIXED_INT_I(8), FIXED_INT_I(5)
-    }, {
-      { FIXED_INT_I(0), FIXED_INT_I(0) },
-      { FIXED_INT_I(8), FIXED_INT_I(5) }
-    }, {
-      FIXED_POINT_I(0, -100), FIXED_INT_I(0)
-    },
-    enemy_collision_tiles_bounce_horiz,
-    enemy_collision_player_jumpable,
-    enemy_tick_cat
+  {
+    .animation_ticks_per_frame = 16,
+    .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) },
+    .collision_tiles           = enemy_collision_tiles_bounce_horiz,
+    .collision_player          = enemy_collision_player_jumpable,
+    .game_tick                 = enemy_tick_straight_ahead
+  }, {
+    .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) } },
+    .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
+  }, {
+    .animation_ticks_per_frame = 9,
+    .animation_length          = ARRAY_SIZE(anim_kaninchen),
+    .animation_frames          = anim_kaninchen,
+    .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) },
+    .collision_tiles           = enemy_collision_tiles_bounce_horiz,
+    .collision_player          = enemy_collision_player_jumpable,
+    .game_tick                 = enemy_tick_straight_ahead
+  }, {
+    .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) },
+    .collision_tiles           = enemy_collision_tiles_bounce_horiz,
+    .collision_player          = enemy_collision_player_jumpable,
+    .game_tick                 = enemy_tick_straight_ahead
   }, {
-    12, ARRAY_SIZE(anim_mushroom), anim_mushroom,
-    { 
-      FIXED_INT_I(7), FIXED_INT_I(7)
-    }, {
-      { FIXED_INT_I(0), FIXED_INT_I(0) },
-      { FIXED_INT_I(7), FIXED_INT_I(7) }
-    }, {
-      FIXED_POINT_I(0, -50), FIXED_INT_I(0)
-    },
-    enemy_collision_tiles_bounce_horiz,
-    enemy_collision_player_jumpable,
-    enemy_tick_cat
+    .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) },
+    .collision_tiles           = enemy_collision_tiles_pass_through,
+    .collision_player          = enemy_collision_player_deadly,
+    .game_tick                 = enemy_tick_swing_up_and_down
   }, {
-    9, ARRAY_SIZE(anim_kaninchen), anim_kaninchen,
-    {
-      FIXED_INT_I(7), FIXED_INT_I(5)
-    }, {
-      { FIXED_INT_I(1), FIXED_INT_I(2) },
-      { FIXED_INT_I(6), FIXED_INT_I(3) }
-    }, {
-      FIXED_POINT_I(0, -80), FIXED_POINT_I(0, 0)
-    },
-    enemy_collision_tiles_bounce_horiz,
-    enemy_collision_player_jumpable,
-    enemy_tick_cat
+    .animation_ticks_per_frame = 3,
+    .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,
+    .game_tick                 = enemy_tick_stationary
   }
 };
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