X-Git-Url: https://git.rohieb.name/hackover2013-badge-firmware.git/blobdiff_plain/5813966ca98e7d5f2eabe69b5d0683fbc83720b1..19ea4876c39cdbba20ee594c11fe350d7433c857:/badge/jumpnrun/enemies.c diff --git a/badge/jumpnrun/enemies.c b/badge/jumpnrun/enemies.c index 0767c80..b518b51 100644 --- a/badge/jumpnrun/enemies.c +++ b/badge/jumpnrun/enemies.c @@ -118,12 +118,10 @@ void jumpnrun_process_enemy(jumpnrun_enemy *self, 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)))) { + } 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 + BADGE_DISPLAY_WIDTH + spawn_margin, 0))) { // enemy unspawned, available and in spawn zone. - self->flags |= JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_UNAVAILABLE; + 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; @@ -139,11 +137,15 @@ void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self, jumpnrun_tile_range const *visible_tiles) { vec2d inertia_mod = self->base.inertia; - collisions_tiles_displace(desired_position, - &self->base, - lv, - visible_tiles, - &inertia_mod); + 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_mod.x, self->base.inertia.x)) { self->base.inertia.x = fixed_point_neg(self->base.inertia.x); @@ -257,6 +259,34 @@ void enemy_tick_straight_ahead(jumpnrun_enemy *self, 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)); + + 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_lt(rectangle_right(&state->player.current_box), rectangle_left(enemy_box(self)))) { + self->base.inertia.x = self->type->spawn_inertia.x; + } else if(fixed_point_gt(rectangle_left(&state->player.current_box), rectangle_right(enemy_box(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, @@ -420,11 +450,10 @@ void enemy_tick_giraffe(jumpnrun_enemy *self, if(was_on_ground) { enemy_animation_advance(self); if(self->base.anim_frame == 0) { - if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) { - self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x); - self->base.inertia.y = self->type->spawn_inertia.y; - } else { - self->base.inertia = self->type->spawn_inertia; + 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 { @@ -444,6 +473,63 @@ void enemy_tick_giraffe(jumpnrun_enemy *self, 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] = { { .animation_ticks_per_frame = 18, @@ -464,11 +550,11 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = .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) }, + .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_ahead + .move_tick = enemy_tick_straight_follow }, { .animation_ticks_per_frame = 9, .animation_length = ARRAY_SIZE(anim_bunny), @@ -553,5 +639,29 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = .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 } };