X-Git-Url: https://git.rohieb.name/hackover2013-badge-firmware.git/blobdiff_plain/8a947d16e5132fd133d67c76468c6323881de221..eb0884ecd703881e43b1c34ac04e0d49dbab4c38:/badge/jumpnrun/enemies.c diff --git a/badge/jumpnrun/enemies.c b/badge/jumpnrun/enemies.c index a6e391a..cc72db3 100644 --- a/badge/jumpnrun/enemies.c +++ b/badge/jumpnrun/enemies.c @@ -4,111 +4,667 @@ #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 } };