(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);
enemy_animation_advance(self);
}
+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));
+
+ 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);
+
+ 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,
if(was_on_ground) {
enemy_animation_advance(self);
if(self->base.anim_frame == 0) {
- if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
- self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
- self->base.inertia.y = self->type->spawn_inertia.y;
- } else {
- self->base.inertia = self->type->spawn_inertia;
+ 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 {
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 = 18,
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
.collision_shots = enemy_collision_shots_die,
- .move_tick = enemy_tick_straight_ahead
+ .move_tick = enemy_tick_straight_follow
}, {
.animation_ticks_per_frame = 9,
.animation_length = ARRAY_SIZE(anim_bunny),
.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
}
};