X-Git-Url: https://git.rohieb.name/hackover2013-badge-firmware.git/blobdiff_plain/28f6056a1592d14ec7dfcfc7b25441a053b46727..ac05cee74d9922fdca433dd2c03fd8542002bb28:/badge/jumpnrun/jumpnrun.c diff --git a/badge/jumpnrun/jumpnrun.c b/badge/jumpnrun/jumpnrun.c index ef3c471..7dc2c22 100644 --- a/badge/jumpnrun/jumpnrun.c +++ b/badge/jumpnrun/jumpnrun.c @@ -1,50 +1,26 @@ +#include "game_state.h" #include "jumpnrun.h" #include "collision.h" +#include "levels.h" +#include "render.h" +#include "stats.h" -#include -#include -#include +#include "../ui/display.h" +#include "../ui/event.h" +#include "../ui/sprite.h" +#include "../util/util.h" #include #include #include #include -#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 vec2d const move_max = { FIXED_POINT_I(0, 600), FIXED_POINT_I(1, 300) }; +static fixed_point const accel_horiz = FIXED_POINT_I(0, 50); +static fixed_point const accel_vert = FIXED_POINT_I(0, 167); 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 fixed_point const speed_jump_x = FIXED_POINT_I(0, 600); static inline int imax(int x, int y) { return x < y ? y : x; @@ -52,24 +28,15 @@ static inline int imax(int x, int y) { 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); @@ -77,7 +44,7 @@ int jumpnrun_level_assert_left_side(jumpnrun_game_state const *state) { 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) { @@ -87,7 +54,7 @@ static int jumpnrun_bsearch_tile(jumpnrun_level const *lv, jumpnrun_game_state c 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 { @@ -105,16 +72,20 @@ jumpnrun_tile_range jumpnrun_visible_tiles(jumpnrun_level const *lv, 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); @@ -122,59 +93,55 @@ void jumpnrun_passive_movement(vec2d *inertia) 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_BTN_A) { - state->inertia.y = fixed_point_sub(state->inertia.y, accel_vert); - // fixed_point_neg(move_max.y) - --state->jumpable_frames; + 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); - - state->current_pos = new_pos; + *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; - if(fixed_point_gt(state->current_pos.y, FIXED_POINT(BADGE_DISPLAY_HEIGHT, 0))) { - state->status = JUMPNRUN_DEAD; + if(killed || fixed_point_gt(state->player.base.hitbox.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) { + state->player.base.flags |= JUMPNRUN_PLAYER_DEAD; } } @@ -182,121 +149,129 @@ void jumpnrun_level_tick(jumpnrun_level *lv, 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; - state->left = jumpnrun_level_assert_left_side(state); + jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod); + state->screen_left = jumpnrun_level_assert_left_side(state); - if(state->tick_minor == 0) { + if(state->player.base.tick_minor == 0) { badge_framebuffer fb; badge_framebuffer_clear(&fb); 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); + 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 && + 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(size_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) { 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); + jumpnrun_render_player(&fb, state); 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(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) { + jumpnrun_shot_process(&state->shots[shot_ix]); + } + + for(size_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->player.base.tick_minor; + if(state->player.base.tick_minor == 3) { + state->player.base.tick_minor = 0; + } } uint8_t jumpnrun_play(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; + for(jumpnrun_game_state_init(&gs, &lv); (gs.flags & JUMPNRUN_STATE_WON) == 0 && gs.player.lives != 0; --gs.player.lives) { + 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_BTN_B) && 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; } + } } } - return gs.status; + if(gs.flags & JUMPNRUN_STATE_WON) { return JUMPNRUN_WON; } + if(gs.player.lives == 0) return JUMPNRUN_LOST; + return JUMPNRUN_ERROR; }