Sprites in Repo geworfen (damit nichts verlorengeht)
[hackover2013-badge-firmware.git] / badge / jumpnrun / enemies.c
index a6e391a..cc72db3 100644 (file)
 #include "tiles.h"
 #include "jumpnrun.h"
 
-#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof*(arr))
-
 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;
+    }
+  }
+}
+
 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;
+                            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) {
-    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) {
+    if(fixed_point_lt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left                       - spawn_margin, 0)) ||
+       fixed_point_gt(rectangle_left(enemy_box(self)), FIXED_POINT(state->left + BADGE_DISPLAY_WIDTH + spawn_margin, 0)) ||
+       fixed_point_gt(rectangle_top (enemy_box(self)), FIXED_POINT(BADGE_DISPLAY_HEIGHT                            , 0))) {
       self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
     } 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);
+      self->type->move_tick(self, state, lv, visible_tiles, player_inertia_mod);
+      self->type->collision_shots(self, state);
+
+      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));
+      }
     }
-  } else if(self->flags & JUMPNRUN_ENEMY_UNAVAILABLE) { 
+  } 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((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->current_pos   = self->spawn_pos;
-    self->inertia       = self->type->spawn_inertia;
-    self->current_frame = 0;
-    self->tick_counter  = 0;
+    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;
+    self->base.tick_minor      = 0;
+    self->base.touching_ground = false;
+    self->base.jumpable_frames = 0;
   }
 }
 
 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;
+                                        vec2d                     *desired_position,
+                                        jumpnrun_level            *lv,
+                                        jumpnrun_tile_range const *visible_tiles) {
+  vec2d inertia_mod = self->base.inertia;
 
-  collisions_tiles_displace(desired_position,
-                           &rect_self,
-                           lv,
-                           visible_tiles,
-                           &inertia_copy,
-                           &touching_ground);
+  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_copy.x, self->inertia.x)) {
-    self->inertia.x = fixed_point_neg(self->inertia.x);
+  if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
+    self->base.inertia.x = fixed_point_neg(self->base.inertia.x);
   }
 }
 
-void enemy_collision_player_kill(jumpnrun_enemy      *self,
-                                jumpnrun_game_state *state)
-{
-  rectangle rect_self   = rect_from_enemy(self);
-  rectangle rect_hacker = hacker_rect_current(state);
+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, &rect_hacker)) {
+  if(rectangle_intersect(&rect_self, &state->player.current_box)) {
     state->status = JUMPNRUN_DEAD;
   }
 }
 
-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_collision_player_jumpable(jumpnrun_enemy      *self,
+                                     jumpnrun_game_state *state,
+                                     vec2d               *player_inertia_mod)
+{
+  rectangle rect_self = enemy_hitbox(self);
+
+  if(rectangle_intersect(&rect_self, &state->player.current_box)) {
+    if(fixed_point_lt(rectangle_top(&state->player.current_box), rectangle_top(&rect_self)) &&
+       fixed_point_gt(state->player.inertia.y, FIXED_POINT(0, 0)))
+    {
+      self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+      player_inertia_mod->y = FIXED_POINT(0, -250);
+      state->player.jumpable_frames = 12;
+    } else {
+      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;
+  return;
+}
+
+void enemy_collision_shots_die(struct jumpnrun_enemy      *self,
+                               struct jumpnrun_game_state *state) {
+  rectangle rect_self = enemy_hitbox(self);
+
+  for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+    jumpnrun_shot *shot = &state->shots[i];
+
+    if(jumpnrun_shot_spawned(shot)) {
+      if(rectangle_intersect(&rect_self, &shot->current_box)) {
+        self->flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+        jumpnrun_shot_despawn(shot);
+      }
+    }
+  }
+}
+
+void enemy_collision_shots_bounce(struct jumpnrun_enemy      *self,
+                                  struct jumpnrun_game_state *state) {
+  rectangle rect_self = enemy_hitbox(self);
+
+  for(uint8_t i = 0; i < JUMPNRUN_MAX_SHOTS; ++i) {
+    jumpnrun_shot *shot = &state->shots[i];
+
+    if(jumpnrun_shot_spawned(shot)) {
+      if(rectangle_intersect(&rect_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(&rect_self), rectangle_width(&shot->current_box)));
+        } else {
+          rectangle_move_to_x(&shot->current_box, rectangle_right(&rect_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;
+}
+
+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 ||
      screenpos                             >= state->left + BADGE_DISPLAY_WIDTH + JUMPNRUN_MAX_SPAWN_MARGIN) {
     return;
   }
 
-  jumpnrun_passive_movement(&self->inertia);
+  jumpnrun_passive_movement(&self->base.inertia);
 
-  vec2d new_pos = vec2d_add(self->current_pos, self->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);
-  self->current_pos = new_pos;
+  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_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));
 
-  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(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,
+                                  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);
+}
+
+void enemy_tick_jumper(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(self->base.touching_ground) {
+    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) {
+  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(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->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+        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->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+        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;
+  if     (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
+  else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |=  JUMPNRUN_ENEMY_FACING_RIGHT; }
+}
+
+void enemy_tick_giraffe(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;
+  }
+
+  bool was_on_ground = self->base.touching_ground;
+
+  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(self->base.touching_ground) {
+    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.current_box), rectangle_mid_x(enemy_box(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);
+  }
+
+  ++self->base.tick_minor;
+  if     (fixed_point_lt(self->base.inertia.x, FIXED_INT(0))) { self->flags &= ~JUMPNRUN_ENEMY_FACING_RIGHT; }
+  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] = {
-  { 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,
+    .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, -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,
+    .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,
+    .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,
+    .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, -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,
+    .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,
+    .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,
+    .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,
+    .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,
+    .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,
+    .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,
+    .extent                    = { FIXED_INT_I(8), FIXED_INT_I(5) },
+    .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,
+    .extent                    = { FIXED_INT_I(7), FIXED_INT_I(10) },
+    .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,
+    .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, -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,
+    .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
   }
 };
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