X-Git-Url: https://git.rohieb.name/hackover2013-badge-firmware.git/blobdiff_plain/84f14b5b80ace3691343be066491adaa97780468..05db94c84b6f7e4ee91fd67d6e1a8d97a2b97f2e:/badge/jumpnrun/enemies.c?ds=inline diff --git a/badge/jumpnrun/enemies.c b/badge/jumpnrun/enemies.c index c06df53..0ca8ad0 100644 --- a/badge/jumpnrun/enemies.c +++ b/badge/jumpnrun/enemies.c @@ -1,8 +1,11 @@ #include "enemies.h" #include "collision.h" +#include "game_state.h" #include "tiles.h" #include "jumpnrun.h" +#include "moveable.h" +#include "render.h" static badge_sprite const anim_cat[] = { { 8, 5, (uint8_t const *) "\xc7\x3f\xce\x38\x11" }, @@ -27,10 +30,10 @@ static badge_sprite const anim_bunny[] = { }; static badge_sprite const anim_snake[] = { - { 10, 6, (uint8_t const *) "\x10\x86\x83\x30\x04\x83\xa2\x0f" }, - { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x0c\xc1\xa2\x0f" }, - { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x82\xe0\x0f" }, - { 10, 6, (uint8_t const *) "\x10\x86\x83\x20\x08\x86\xe1\x0f" } + { 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[] = { @@ -67,6 +70,15 @@ static badge_sprite const anim_giraffe[] = { { 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) { @@ -79,47 +91,97 @@ static void enemy_animation_advance(jumpnrun_enemy *enemy) { } } +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, 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(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; + // 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, player_inertia_mod); + 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) { - 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)); + 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->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; + enemy_spawn(self); } } @@ -129,14 +191,17 @@ 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); - - if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) { - self->base.inertia.x = fixed_point_neg(self->base.inertia.x); + 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); } } @@ -145,10 +210,8 @@ void enemy_collision_player_deadly(struct jumpnrun_enemy *self, vec2d *player_inertia_mod) { (void) player_inertia_mod; - rectangle rect_self = enemy_hitbox(self); - - if(rectangle_intersect(&rect_self, &state->player.current_box)) { - state->status = JUMPNRUN_DEAD; + if(rectangle_intersect(enemy_hitbox(self), &state->player.base.hitbox)) { + jumpnrun_player_kill(&state->player); } } @@ -156,15 +219,16 @@ 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_gt(state->player.inertia.y, FIXED_POINT(0, 0))) { - self->flags &= ~JUMPNRUN_ENEMY_SPAWNED; + 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.jumpable_frames = 12; + state->player.base.jumpable_frames = 12; } else { - state->status = JUMPNRUN_DEAD; + jumpnrun_player_kill(&state->player); } } } @@ -177,7 +241,56 @@ void enemy_collision_tiles_pass_through(struct jumpnrun_enemy *self, (void) desired_position; (void) lv; (void) visible_tiles; - return; +} + +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, @@ -185,19 +298,24 @@ void enemy_tick_straight_ahead(jumpnrun_enemy *self, 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); + 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); - 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.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); } @@ -207,24 +325,14 @@ void enemy_tick_swing_up_and_down(struct jumpnrun_enemy *self, 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_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_position(self).y))); + enemy_pos_display(self).y))); enemy_animation_advance(self); } @@ -234,14 +342,7 @@ void enemy_tick_stationary(struct jumpnrun_enemy *self, 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_tiles(self, &self->base.hitbox.pos, lv, visible_tiles); self->type->collision_player(self, state, player_inertia_mod); enemy_animation_advance(self); @@ -252,21 +353,10 @@ void enemy_tick_jumper(jumpnrun_enemy *self, 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); + enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod); - 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(jumpnrun_moveable_touching_ground(&self->base)) { self->base.inertia.y = self->type->spawn_inertia.y; } @@ -278,19 +368,8 @@ void enemy_tick_dog(jumpnrun_enemy *self, 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); + 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) { @@ -301,7 +380,7 @@ void enemy_tick_dog(jumpnrun_enemy *self, case 4: case 6: self->base.anim_frame = 0; - if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) { + 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; @@ -314,7 +393,7 @@ void enemy_tick_dog(jumpnrun_enemy *self, case 5: case 7: self->base.anim_frame = 1; - if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) { + 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; @@ -336,8 +415,6 @@ void enemy_tick_dog(jumpnrun_enemy *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_giraffe(jumpnrun_enemy *self, @@ -345,31 +422,19 @@ void enemy_tick_giraffe(jumpnrun_enemy *self, 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; + bool was_on_ground = jumpnrun_moveable_touching_ground(&self->base); jumpnrun_passive_movement(&self->base.inertia); + enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod); - 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(jumpnrun_moveable_touching_ground(&self->base)) { 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.base.hitbox), rectangle_mid_x(enemy_hitbox(self)))) { + self->base.inertia.x = fixed_point_neg(self->base.inertia.x); } } } else { @@ -385,98 +450,164 @@ void enemy_tick_giraffe(jumpnrun_enemy *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) { + enemy_tick_common(self, state, lv, visible_tiles, player_inertia_mod); + 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) { + 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; + } + + 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] = { { - .animation_ticks_per_frame = 16, + .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, - .game_tick = enemy_tick_straight_ahead + .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) }, + { 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, - .game_tick = enemy_tick_straight_ahead + .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, - .game_tick = enemy_tick_jumper + .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, - .game_tick = enemy_tick_straight_ahead + .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, - .game_tick = enemy_tick_swing_up_and_down + .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, - .game_tick = enemy_tick_stationary + .collision_shots = enemy_collision_shots_dontcare, + .move_tick = enemy_tick_stationary }, { - .animation_ticks_per_frame = 16, + .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, - .game_tick = enemy_tick_dog + .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, - .game_tick = enemy_tick_giraffe + .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 } };