#include "enemies.h"
#include "collision.h"
+#include "game_state.h"
#include "tiles.h"
#include "jumpnrun.h"
-
-#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof*(arr))
+#include "moveable.h"
+#include "render.h"
static badge_sprite const anim_cat[] = {
{ 8, 5, (uint8_t const *) "\xc7\x3f\xce\x38\x11" },
{ 8, 5, (uint8_t const *) "\xd7\x7d\xc6\x19\x25" }
};
+static badge_sprite const anim_mushroom[] = {
+ { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
+ { 7, 7, (uint8_t const *) "\x20\x18\x1e\x8f\x87\x81" },
+ { 7, 7, (uint8_t const *) "\x10\x0c\x9f\xcf\xc7\x40" },
+ { 7, 7, (uint8_t const *) "\x08\x86\xdf\xef\x67\x20" },
+ { 7, 7, (uint8_t const *) "\x04\xc3\xef\xf7\x33\x10" },
+ { 7, 7, (uint8_t const *) "\x04\xc3\xe7\xf3\x31\x10" }
+};
+
+static badge_sprite const anim_bunny[] = {
+ { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x02" },
+ { 7, 5, (uint8_t const *) "\x42\x30\xbe\x31\x01" },
+ { 7, 5, (uint8_t const *) "\x42\x30\xae\x35\x01" },
+ { 7, 5, (uint8_t const *) "\x60\x30\xae\x35\x02" },
+ { 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\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x07" },
+ { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x07" }
+};
+
+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" }
+};
+
+static badge_sprite const anim_dog[] = {
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x08" },
+ { 8, 5, (uint8_t const *) "\xc1\xba\xce\x99\x0c" },
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x10" },
+ { 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x20" }
+};
+
+static badge_sprite const anim_giraffe[] = {
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xa0\x7f\xc1\x00\x03\x1c\x88" },
+ { 9, 10, (uint8_t const *) "\x00\x10\x68\x90\x3f\xc1\x00\x03\x0c\x48\x00\x02" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xb0\x3f\xc1\x00\x03\x0c\xc8" },
+ { 8, 10, (uint8_t const *) "\x08\x30\xc0\x81\xfc\xc0\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" }
+};
+
+static badge_sprite const anim_bird[] = {
+ { 9, 7, (uint8_t const *) "\x10\x0c\x05\xf7\x4a\xa9\x58\x10" },
+ { 9, 7, (uint8_t const *) "\x10\x0c\x05\x87\x47\xa2\x70\x10" }
+/*
+ { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x2e\x29\x29\x2e\x10" },
+ { 10, 8, (uint8_t const *) "\x10\x10\x18\x14\x38\x78\xa8\xa8\x78\x10" }
+*/
+};
+
+static void enemy_animation_advance(jumpnrun_enemy *enemy) {
+ ++enemy->base.tick_minor;
+ if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
+ enemy->base.tick_minor = 0;
+
+ ++enemy->base.anim_frame;
+ if(enemy->base.anim_frame >= enemy->type->animation_length) {
+ enemy->base.anim_frame = 0;
+ }
+ }
+}
+
+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) {
- int const spawn_margin = 1 + self->type->animation_frames[self->current_frame].width;
-
- if(self->flags & JUMPNRUN_ENEMY_SPAWNED) {
- if(fixed_point_lt(self->current_pos.x, FIXED_POINT(state->left - spawn_margin, 0)) ||
- fixed_point_gt(self->current_pos.x, FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) ||
- fixed_point_cast_int(self->current_pos.y) > BADGE_DISPLAY_HEIGHT) {
- self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+ badge_framebuffer *fb,
+ struct jumpnrun_game_state *state,
+ struct jumpnrun_level *lv,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ // 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->game_tick(self, state, lv, visible_tiles);
- badge_framebuffer_blt(fb,
- fixed_point_cast_int(self->current_pos.x) - state->left,
- fixed_point_cast_int(self->current_pos.y),
- &self->type->animation_frames[self->current_frame],
- fixed_point_lt(self->inertia.x, FIXED_POINT(0, 0)) ? 0 : BADGE_BLT_MIRRORED);
+ 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) {
+ 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 - 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)))) {
+ } else if(enemy_in_spawn_area(self, state)) {
// enemy unspawned, available and in spawn zone.
- self->flags |= JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE;
- self->current_pos = self->spawn_pos;
- self->inertia = self->type->spawn_inertia;
- self->current_frame = 0;
- self->tick_counter = 0;
+ enemy_spawn(self);
}
}
void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
- vec2d *desired_position,
- jumpnrun_level *lv,
- jumpnrun_tile_range const *visible_tiles) {
- rectangle rect_self = rect_from_enemy(self);
- vec2d inertia_copy = self->inertia;
- bool touching_ground = false;
-
- collisions_tiles_displace(desired_position,
- &rect_self,
- lv,
- visible_tiles,
- &inertia_copy,
- &touching_ground);
-
- if(fixed_point_ne(inertia_copy.x, self->inertia.x)) {
- self->inertia.x = fixed_point_neg(self->inertia.x);
+ vec2d *desired_position,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles) {
+ vec2d inertia_mod = self->base.inertia;
+
+ bool killed = collisions_tiles_displace(desired_position,
+ &self->base,
+ lv,
+ visible_tiles,
+ &inertia_mod);
+ self->base.inertia.y = inertia_mod.y;
+
+ if(killed) {
+ jumpnrun_enemy_kill(self);
+ } else if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
+ enemy_bounce(self);
}
}
-void enemy_collision_player_kill(jumpnrun_enemy *self,
- jumpnrun_game_state *state)
+void enemy_collision_player_deadly(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state,
+ vec2d *player_inertia_mod) {
+ (void) player_inertia_mod;
+
+ if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) {
+ jumpnrun_player_kill(&state->player);
+ }
+}
+
+void enemy_collision_player_jumpable(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ vec2d *player_inertia_mod)
{
- rectangle rect_self = rect_from_enemy(self);
- rectangle rect_hacker = hacker_rect_current(state);
+ 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))
+ {
+ jumpnrun_enemy_kill(self);
+ player_inertia_mod->y = FIXED_POINT(0, -250);
+ state->player.base.jumpable_frames = 12;
+ } else {
+ jumpnrun_player_kill(&state->player);
+ }
+ }
+}
- if(rectangle_intersect(&rect_self, &rect_hacker)) {
- state->status = JUMPNRUN_DEAD;
+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;
+}
+
+void enemy_collision_shots_die(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state) {
+ for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+ jumpnrun_shot *shot = &state->shots[i];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ 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) {
+ for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+ jumpnrun_shot *shot = &state->shots[i];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ 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(enemy_hitbox(self)), rectangle_width(&shot->current_box)));
+ } else {
+ rectangle_move_to_x(&shot->current_box, rectangle_right(enemy_hitbox(self)));
+ }
+
+ shot->inertia.x = fixed_point_neg(shot->inertia.x);
+ }
+ }
+ }
+}
+
+void enemy_collision_shots_dontcare(struct jumpnrun_enemy *self,
+ struct jumpnrun_game_state *state) {
+ (void) self;
+ (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) {
+ jumpnrun_passive_movement(&self->base.inertia);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
+ 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) {
+ jumpnrun_passive_movement(&self->base.inertia);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
+
+ 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.base.hitbox), rectangle_right(enemy_hitbox(self)))) {
+ 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,
+ struct jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ 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_pos_display(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) {
+ 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);
+}
+
+void enemy_tick_jumper(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ jumpnrun_passive_movement(&self->base.inertia);
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
+
+ if(jumpnrun_moveable_touching_ground(&self->base)) {
+ self->base.inertia.y = self->type->spawn_inertia.y;
+ }
+
+ enemy_animation_advance(self);
+}
+
+void enemy_tick_dog(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ jumpnrun_passive_movement(&self->base.inertia);
+ 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 12:
+ self->base.tick_minor = 0;
+ case 0:
+ case 2:
+ case 4:
+ case 6:
+ self->base.anim_frame = 0;
+ 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;
+ }
+
+ break;
+
+ case 1:
+ case 3:
+ case 5:
+ case 7:
+ self->base.anim_frame = 1;
+ 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;
+ }
+ break;
+
+ case 8:
+ case 10:
+ self->base.anim_frame = 2;
+ self->base.inertia.x = FIXED_INT(0);
+ break;
+
+ case 9:
+ case 11:
+ self->base.anim_frame = 3;
+ self->base.inertia.x = FIXED_INT(0);
+ break;
+ }
}
+
+ ++self->base.tick_minor;
}
-void enemy_tick_cat(jumpnrun_enemy *self,
- jumpnrun_game_state *state,
- jumpnrun_level *lv,
- jumpnrun_tile_range const *visible_tiles) {
- int screenpos = fixed_point_cast_int(self->current_pos.x);
+void enemy_tick_giraffe(jumpnrun_enemy *self,
+ jumpnrun_game_state *state,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles,
+ vec2d *player_inertia_mod) {
+ bool was_on_ground = jumpnrun_moveable_touching_ground(&self->base);
- 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);
+
+ 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.base.hitbox), rectangle_mid_x(enemy_hitbox(self)))) {
+ self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
+ }
+ }
+ } else {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 3;
+ self->base.inertia.x = FIXED_INT(0);
+ }
+ } else if(was_on_ground) {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 1;
+ } else if(self->base.anim_frame == 1) {
+ enemy_animation_advance(self);
}
- jumpnrun_passive_movement(&self->inertia);
+ ++self->base.tick_minor;
+}
+
+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) {
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
+ enemy_animation_advance(self);
+}
- vec2d new_pos = vec2d_add(self->current_pos, self->inertia);
- self->type->collision_tiles(self, &new_pos, lv, visible_tiles);
- self->type->collision_player(self, state);
- self->current_pos = new_pos;
+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) {
+ 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->base.flags |= JUMPNRUN_ENEMY_EVENT_TRIGGER1;
+ }
- self->tick_counter = (self->tick_counter + 1) % self->type->animation_ticks_per_frame;
- if(self->tick_counter == 0) {
- self->current_frame = (self->current_frame + 1) % self->type->animation_length;
+ 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_pos_hitbox(self).y)));
+ } else {
+ self->base.inertia.y = FIXED_INT(0);
}
+
+ enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod);
+ enemy_animation_advance(self);
}
jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
- { 2, ARRAY_SIZE(anim_cat), anim_cat,
- { FIXED_POINT_I(0, -800), FIXED_POINT_I(0, 0) },
- enemy_collision_tiles_bounce_horiz,
- enemy_collision_player_kill,
- enemy_tick_cat
+ {
+ .animation_ticks_per_frame = 18,
+ .animation_length = ARRAY_SIZE(anim_cat),
+ .animation_frames = anim_cat,
+ .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) },
+ .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
+ }, {
+ .animation_ticks_per_frame = 12,
+ .animation_length = ARRAY_SIZE(anim_mushroom),
+ .animation_frames = anim_mushroom,
+ .hitbox = { { FIXED_INT_I(1), FIXED_INT_I(1) },
+ { 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,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_straight_follow
+ }, {
+ .animation_ticks_per_frame = 9,
+ .animation_length = ARRAY_SIZE(anim_bunny),
+ .animation_frames = anim_bunny,
+ .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) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_jumper
+ }, {
+ .animation_ticks_per_frame = 6,
+ .animation_length = ARRAY_SIZE(anim_snake),
+ .animation_frames = anim_snake,
+ .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,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_straight_ahead
+ }, {
+ .animation_ticks_per_frame = 6,
+ .animation_length = ARRAY_SIZE(anim_spiral),
+ .animation_frames = anim_spiral,
+ .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,
+ .collision_shots = enemy_collision_shots_dontcare,
+ .move_tick = enemy_tick_swing_up_and_down
+ }, {
+ .animation_ticks_per_frame = 5,
+ .animation_length = ARRAY_SIZE(anim_rotor),
+ .animation_frames = anim_rotor,
+ .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,
+ .collision_shots = enemy_collision_shots_dontcare,
+ .move_tick = enemy_tick_stationary
+ }, {
+ .animation_ticks_per_frame = 18,
+ .animation_length = ARRAY_SIZE(anim_dog),
+ .animation_frames = anim_dog,
+ .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) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_die,
+ .move_tick = enemy_tick_dog
+ }, {
+ .animation_ticks_per_frame = 36,
+ .animation_length = ARRAY_SIZE(anim_giraffe),
+ .animation_frames = anim_giraffe,
+ .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) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .collision_shots = enemy_collision_shots_bounce,
+ .move_tick = enemy_tick_giraffe
+ }, {
+ .animation_ticks_per_frame = 24,
+ .animation_length = ARRAY_SIZE(anim_bird),
+ .animation_frames = anim_bird,
+ .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) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .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,
+ .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,
+ .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
}
};