#include "jumpnrun.h"
#include "collision.h"
#include "levels.h"
+#include "stats.h"
#include "../ui/display.h"
#include "../ui/event.h"
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) };
+vec2d hacker_extents(void) { return (vec2d) { FIXED_INT_I(5), FIXED_INT_I(8) }; }
static vec2d const shot_spawn_inertia = { FIXED_POINT_I(0, 800), FIXED_POINT_I(0, -800) };
static badge_sprite const anim_hacker[] = {
*/
};
+badge_sprite const *jumpnrun_hacker_symbol(void) {
+ return &anim_hacker[0];
+}
+
static badge_sprite const anim_sickle[] = {
{ 3, 3, (uint8_t const *) "\xab\x01" },
{ 3, 3, (uint8_t const *) "\xee\x00" }
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); }
+static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), hacker_extents().x); }
+static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extents().y); }
int jumpnrun_level_assert_left_side(jumpnrun_game_state const *state) {
static int const lmargin = 20;
}
*inertia_mod = state->player.inertia;
- collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
+ bool killed = collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod);
state->player.inertia = *inertia_mod;
- if(fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ if(killed || fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
state->status = JUMPNRUN_DEAD;
}
}
}
for(size_t item = 0; item < lv->header.item_count; ++item) {
- int screenpos = fixed_point_cast_int(lv->items[item].pos.x) - state->left;
- if(screenpos > -lv->items[item].type->sprite.width &&
+ jumpnrun_item *item_obj = &lv->items[item];
+
+ if(item_obj->flags & JUMPNRUN_ITEM_COLLECTED) {
+ continue;
+ }
+
+ int screenpos = fixed_point_cast_int(item_obj->pos.x) - state->left;
+ if(screenpos > -item_obj->type->sprite.width &&
screenpos < BADGE_DISPLAY_WIDTH) {
- rectangle item_rect = rect_from_item(&lv->items[item]);
+ rectangle item_rect = rect_from_item(item_obj);
if(rectangle_intersect(&state->player.current_box, &item_rect)) {
- lv->items[item].type->on_collect(state);
+ item_obj->type->on_collect(item_obj, state, lv);
}
badge_framebuffer_blt(&fb,
screenpos,
- fixed_point_cast_int(lv->items[item].pos.y),
- &lv->items[item].type->sprite,
+ fixed_point_cast_int(item_obj->pos.y),
+ &item_obj->type->sprite,
0);
}
}
jumpnrun_game_state gs;
memset(&gs, 0, sizeof(gs));
- gs.player.current_box = rectangle_new(lv.start_pos, hacker_extent);
+ for(gs.lives = 99; gs.status != JUMPNRUN_WON && gs.lives != 0; --gs.lives) {
+ jumpnrun_show_lives_screen(&gs);
+
+ for(uint8_t i = 0; i < 75; ) {
+ badge_event_t ev = badge_event_wait();
+ if(badge_event_type(ev) == BADGE_EVENT_GAME_TICK) {
+ ++i;
+ } else if(i > 25) {
+ uint8_t old_state = badge_event_old_input_state(ev);
+ uint8_t new_state = badge_event_new_input_state(ev);
+ uint8_t new_buttons = new_state & (old_state ^ new_state);
+
+ if(new_buttons != 0) break;
+ }
+ }
+
+ gs.status = JUMPNRUN_PLAYING;
+ gs.left = 0;
+ memset(&gs.player, 0, sizeof(gs.player));
+ memset(&gs.shots , 0, sizeof(gs.shots ));
+ gs.player.current_box = rectangle_new(lv.start_pos,
+ hacker_extents());
+
+ for(size_t i = 0; i < lv.header.enemy_count; ++i) {
+ lv.enemies[i].flags = 0;
+ }
- while(gs.status == JUMPNRUN_PLAYING) {
- badge_event_t ev = badge_event_wait();
+ while(gs.status == JUMPNRUN_PLAYING) {
+ badge_event_t ev = badge_event_wait();
- switch(badge_event_type(ev)) {
- case BADGE_EVENT_USER_INPUT:
+ switch(badge_event_type(ev)) {
+ case BADGE_EVENT_USER_INPUT:
{
uint8_t old_state = badge_event_old_input_state(ev);
uint8_t new_state = badge_event_new_input_state(ev);
break;
}
- case BADGE_EVENT_GAME_TICK:
+ case BADGE_EVENT_GAME_TICK:
{
jumpnrun_level_tick(&lv, &gs);
break;
}
+ }
}
}