+#include "game_state.h"
#include "jumpnrun.h"
#include "collision.h"
+#include "levels.h"
+#include "player.h"
+#include "render.h"
+#include "stats.h"
-#include <badge/ui/display.h>
-#include <badge/ui/event.h>
-#include <badge/ui/sprite.h>
+#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(1, 200), FIXED_POINT_I(1, 300) };
-static fixed_point const accel_horiz = FIXED_POINT_I(0, 100);
-static fixed_point const accel_vert = FIXED_POINT_I(0, 250);
-static fixed_point const drag_factor = FIXED_POINT_I(0, 854);
-static fixed_point const speed_jump_x = FIXED_POINT_I(1, 200);
-
-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" }
-*/
- /*
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\xc3\x30" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x35\x82" },
- { 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" }
- */
- /*
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" },
- { 6, 8, (uint8_t const *) "\xff\xff\xff\xff\xff\xff" }
- */
-};
-
+static vec2d gravity () { return (vec2d) { FIXED_POINT(0, 0), FIXED_POINT(0, 56) }; }
+static vec2d move_max () { return (vec2d) { FIXED_POINT(0, 600), FIXED_POINT(1, 300) }; }
+static fixed_point accel_horiz () { return FIXED_POINT(0, 50); }
+static fixed_point accel_vert () { return FIXED_POINT(0, 167); }
+static fixed_point drag_factor () { return FIXED_POINT(0, 854); }
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), 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 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) } };
-}
-
-rectangle hacker_rect_current(jumpnrun_game_state const *state) {
- return hacker_rect(&state->current_pos, state);
-}
+static inline fixed_point hacker_right (vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_left(pos, state), jumpnrun_player_extents().x); }
+static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), jumpnrun_player_extents().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_rel = pos_cur - state->left;
+ int pos_cur = fixed_point_cast_int(state->player.base.hitbox.pos.x);
+ int pos_rel = pos_cur - state->screen_left;
if(pos_rel < lmargin) {
return imax(0, pos_cur - lmargin);
return pos_cur - (BADGE_DISPLAY_WIDTH - rmargin);
}
- return state->left;
+ return state->screen_left;
}
static int jumpnrun_bsearch_tile(jumpnrun_level const *lv, jumpnrun_game_state const *state) {
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->screen_left - JUMPNRUN_MAX_SPAWN_MARGIN))) {
front = mid + 1;
len -= len / 2 + 1;
} else {
r.first = jumpnrun_bsearch_tile(lv, state);
for(r.last = r.first;
- r.last < lv->header.tile_count && lv->tiles[r.last].pos.x * JUMPNRUN_TILE_PIXEL_WIDTH < state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN;
+ r.last < lv->header.tile_count && lv->tiles[r.last].pos.x * JUMPNRUN_TILE_PIXEL_WIDTH < state->screen_left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN;
++r.last)
;
return r;
}
+void jumpnrun_apply_gravity(vec2d *inertia) {
+ *inertia = vec2d_add(*inertia, gravity());
+}
+
void jumpnrun_passive_movement(vec2d *inertia)
{
- *inertia = vec2d_add(*inertia, gravity);
+ jumpnrun_apply_gravity(inertia);
- inertia->x = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.x), inertia->x), move_max.x);
- inertia->y = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.y), inertia->y), move_max.y);
+ inertia->x = fixed_point_min(fixed_point_max(fixed_point_neg(move_max().x), inertia->x), move_max().x);
+ inertia->y = fixed_point_min(fixed_point_max(fixed_point_neg(move_max().y), inertia->y), move_max().y);
}
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.base.inertia.x = state->player.touching_ground ? fixed_point_sub(state->player.base.inertia.x, accel_horiz()) : fixed_point_neg(speed_jump_x());
+ state->player.base.inertia.x = fixed_point_sub(state->player.base.inertia.x, accel_horiz());
+ state->player.base.flags |= JUMPNRUN_MOVEABLE_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.base.inertia.x = state->player.touching_ground ? fixed_point_add(state->player.base.inertia.x, accel_horiz()) : speed_jump_x();
+ state->player.base.inertia.x = fixed_point_add(state->player.base.inertia.x, accel_horiz());
+ state->player.base.flags &= ~JUMPNRUN_MOVEABLE_MIRRORED;
break;
default:
- if(state->touching_ground) {
- state->inertia.x = fixed_point_mul(state->inertia.x, drag_factor);
+ if(jumpnrun_moveable_touching_ground(&state->player.base)) {
+ state->player.base.inertia.x = fixed_point_mul(state->player.base.inertia.x, drag_factor());
} //else {
- //state->inertia.x = FIXED_POINT(0, 0);
+ //state->player.base.inertia.x = FIXED_INT(0);
//}
break;
}
- if(state->jumpable_frames == 0) {
+ if(state->player.base.jumpable_frames == 0) {
// intentionally left blank.
- } else if(badge_event_current_input_state() & BADGE_EVENT_KEY_UP) {
- state->inertia.y = fixed_point_sub(state->inertia.y, accel_vert);
- // fixed_point_neg(move_max.y)
- --state->jumpable_frames;
+ } else if(badge_event_current_input_state() & BADGE_EVENT_KEY_BTN_A) {
+ state->player.base.inertia.y = fixed_point_sub(state->player.base.inertia.y, accel_vert());
+ --state->player.base.jumpable_frames;
} else {
- state->jumpable_frames = 0;
+ state->player.base.jumpable_frames = 0;
}
- jumpnrun_passive_movement(&state->inertia);
-
- state->inertia.x = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.x), state->inertia.x), move_max.x);
- state->inertia.y = fixed_point_min(fixed_point_max(fixed_point_neg(move_max.y), state->inertia.y), move_max.y);
+ jumpnrun_passive_movement(&state->player.base.inertia);
- vec2d new_pos = vec2d_add(state->current_pos, state->inertia);
+ vec2d new_pos = vec2d_add(state->player.base.hitbox.pos, state->player.base.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->screen_left))) {
+ new_pos.x = FIXED_INT(state->screen_left);
+ state->player.base.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);
+ *inertia_mod = state->player.base.inertia;
+ bool killed = collisions_tiles_displace(&new_pos, &state->player.base, lv, tilerange, inertia_mod);
+ state->player.base.inertia = *inertia_mod;
- state->current_pos = new_pos;
-
- if(fixed_point_gt(state->current_pos.y, FIXED_POINT(BADGE_DISPLAY_HEIGHT, 0))) {
- state->status = JUMPNRUN_DEAD;
+ if(fixed_point_gt(rectangle_top(&state->player.base.hitbox), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_player_despawn(&state->player);
+ } else if(killed) {
+ jumpnrun_player_kill (&state->player);
}
}
jumpnrun_game_state *state)
{
jumpnrun_tile_range tilerange = jumpnrun_visible_tiles(lv, state);
- jumpnrun_apply_movement(lv, &tilerange, state);
+ vec2d inertia_mod = state->player.base.inertia;
+
+ if(jumpnrun_player_alive(&state->player)) {
+ jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod);
+ }
- state->left = jumpnrun_level_assert_left_side(state);
+ state->screen_left = jumpnrun_level_assert_left_side(state);
- if(state->tick_minor == 0) {
- badge_framebuffer fb;
- badge_framebuffer_clear(&fb);
+ if(state->tick == 0) {
+ badge_framebuffer fb = { { { 0 } } };
- for(size_t tile = tilerange.first; tile < tilerange.last; ++tile) {
- badge_framebuffer_blt(&fb,
- fixed_point_cast_int(tile_left(&lv->tiles[tile])) - state->left,
- fixed_point_cast_int(tile_top (&lv->tiles[tile])),
- &tile_type(&lv->tiles[tile])->sprite,
- 0);
+ for(uint16_t tile = tilerange.first; tile < tilerange.last; ++tile) {
+ jumpnrun_render_tile(&fb, state, &lv->tiles[tile]);
}
- 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 &&
+ for(uint16_t item = 0; item < lv->header.item_count; ++item) {
+ 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->screen_left;
+ if(screenpos > -item_obj->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]);
+ rectangle item_rect = rect_from_item(item_obj);
- if(rectangle_intersect(&hack_rect, &item_rect)) {
- lv->items[item].type->on_collect(state);
+ if(rectangle_intersect(&state->player.base.hitbox, &item_rect)) {
+ 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,
- 0);
+ jumpnrun_render_item(&fb, state, item_obj);
+ }
+ }
+
+ for(uint16_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot *shot = &state->shots[shot_ix];
+ jumpnrun_shot_process(shot);
+ if(jumpnrun_shot_spawned(shot)) {
+ jumpnrun_render_shot(&fb, state, shot);
}
}
- for(size_t enemy_ix = 0; enemy_ix < lv->header.enemy_count; ++enemy_ix) {
+ for(uint16_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);
+ if(jumpnrun_player_alive(&state->player)) {
+ jumpnrun_render_player(&fb, state);
+ jumpnrun_player_advance_animation(&state->player);
+ } else if(jumpnrun_moveable_finished_dying(&state->player.base)) {
+ jumpnrun_player_despawn(&state->player);
+ } else if(jumpnrun_moveable_dying(&state->player.base)) {
+ jumpnrun_render_splosion(&fb, state, &state->player.base);
+ state->player.base.tick_minor += JUMPNRUN_STATE_TICKS_PER_FRAME;
+ }
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(!jumpnrun_moveable_touching_ground(&state->player.base)) {
+ state->player.base.anim_frame = 2;
+ } else if(fixed_point_gt(fixed_point_abs(state->player.base.inertia.x), FIXED_POINT(0, 200))) {
+ state->player.base.anim_frame = (state->player.base.anim_frame + 1) % JUMPNRUN_PLAYER_FRAMES;
} else {
- state->anim_frame = 0;
+ state->player.base.anim_frame = 0;
+ }
+ } else {
+ for(uint16_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot_process(&state->shots[shot_ix]);
+ }
+
+ for(uint16_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, &inertia_mod);
}
}
- state->tick_minor = (state->tick_minor + 1) % 2;
+ state->player.base.inertia = inertia_mod;
+ ++state->tick;
+ if(state->tick == JUMPNRUN_STATE_TICKS_PER_FRAME) {
+ state->tick = 0;
+ }
}
-uint8_t jumpnrun_play(char const *lvname) {
+uint8_t jumpnrun_play_level(char const *lvname) {
jumpnrun_level lv;
- memset(&lv, 0, sizeof(lv));
-
- // This part looks ugly. The reason it's done this way is that we don't know how much memory
- // we need for the level before parsing its header, and that the VLAs we use to store it have
- // block scope.
- // Still, better than opening the whole dynamic memory can of worms.
- FIL fd;
- int err;
-
- if(FR_OK != f_open(&fd, lvname, FA_OPEN_EXISTING | FA_READ)) { return JUMPNRUN_ERROR; }
-
- if(0 != jumpnrun_load_level_header_from_file(&lv, &fd)) {
- f_close(&fd);
- return JUMPNRUN_ERROR;
- }
-
- JUMPNRUN_LEVEL_MAKE_SPACE(lv);
- err = jumpnrun_load_level_from_file(&lv, &fd);
-
- f_close(&fd);
- if(err != 0) {
- return JUMPNRUN_ERROR;
- }
+ JUMPNRUN_LEVEL_LOAD(lv, lvname);
jumpnrun_game_state gs;
- memset(&gs, 0, sizeof(gs));
- gs.current_pos = lv.start_pos;
+ jumpnrun_game_state_init(&gs, &lv);
+
+ do {
+ jumpnrun_show_lives_screen(&gs);
+ jumpnrun_game_state_respawn(&gs, &lv);
- while(gs.status == JUMPNRUN_PLAYING) {
- badge_event_t ev = badge_event_wait();
+ while((gs.player.base.flags & JUMPNRUN_PLAYER_DEAD) == 0 &&
+ (gs. flags & JUMPNRUN_STATE_WON ) == 0) {
+ 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);
uint8_t new_buttons = new_state & (old_state ^ new_state);
- if((new_buttons & BADGE_EVENT_KEY_UP) && gs.touching_ground) {
- gs.jumpable_frames = 8;
+ if((new_buttons & BADGE_EVENT_KEY_BTN_A) && jumpnrun_moveable_touching_ground(&gs.player.base)) {
+ gs.player.base.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;
}
- case BADGE_EVENT_GAME_TICK:
+ case BADGE_EVENT_GAME_TICK:
{
jumpnrun_level_tick(&lv, &gs);
break;
}
+ }
}
+ } while((gs.flags & JUMPNRUN_STATE_WON) == 0 && gs.player.lives-- != 0);
+
+ if(gs.flags & JUMPNRUN_STATE_WON) {
+ jumpnrun_show_you_rock();
+ return JUMPNRUN_WON;
+ }
+
+ if(++gs.player.lives == 0) {
+ jumpnrun_show_game_over();
+ return JUMPNRUN_LOST;
}
- return gs.status;
+ return JUMPNRUN_ERROR;
}