X-Git-Url: https://git.rohieb.name/hackover2013-badge-firmware.git/blobdiff_plain/a4023b8eeb16fb221f06e70a71ee1a9e5c1774d0..4cb2d309b35bc7acc33483bdcd0af2a749206369:/badge/jumpnrun/jumpnrun.c?ds=sidebyside diff --git a/badge/jumpnrun/jumpnrun.c b/badge/jumpnrun/jumpnrun.c index 3f950a7..380cc1e 100644 --- a/badge/jumpnrun/jumpnrun.c +++ b/badge/jumpnrun/jumpnrun.c @@ -5,14 +5,13 @@ #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(0, 600), FIXED_POINT_I(1, 300) }; static fixed_point const accel_horiz = FIXED_POINT_I(0, 50); @@ -20,6 +19,8 @@ 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(0, 600); +static vec2d const hacker_extent = { FIXED_INT_I(5), FIXED_INT_I(8) }; + 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" }, @@ -53,23 +54,14 @@ 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), hacker_extent.x); } +static inline fixed_point hacker_bottom(vec2d const *pos, jumpnrun_game_state const *state) { return fixed_point_add(hacker_top (pos, state), hacker_extent.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_cur = fixed_point_cast_int(state->player.current_box.pos.x); int pos_rel = pos_cur - state->left; if(pos_rel < lmargin) { @@ -88,7 +80,7 @@ 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->left - JUMPNRUN_MAX_SPAWN_MARGIN))) { front = mid + 1; len -= len / 2 + 1; } else { @@ -123,56 +115,54 @@ 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->player.inertia.x = state->player.touching_ground ? fixed_point_sub(state->player.inertia.x, accel_horiz) : fixed_point_neg(speed_jump_x); + state->player.inertia.x = fixed_point_sub(state->player.inertia.x, accel_horiz); state->anim_direction = BADGE_BLT_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->player.inertia.x = state->player.touching_ground ? fixed_point_add(state->player.inertia.x, accel_horiz) : speed_jump_x; + state->player.inertia.x = fixed_point_add(state->player.inertia.x, accel_horiz); state->anim_direction = 0; break; default: - if(state->touching_ground) { - state->inertia.x = fixed_point_mul(state->inertia.x, drag_factor); + if(state->player.touching_ground) { + state->player.inertia.x = fixed_point_mul(state->player.inertia.x, drag_factor); } //else { - //state->inertia.x = FIXED_POINT(0, 0); + //state->player.inertia.x = FIXED_INT(0); //} break; } - if(state->jumpable_frames == 0) { + if(state->player.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.inertia.y = fixed_point_sub(state->player.inertia.y, accel_vert); + --state->player.jumpable_frames; } else { - state->jumpable_frames = 0; + state->player.jumpable_frames = 0; } - jumpnrun_passive_movement(&state->inertia); + jumpnrun_passive_movement(&state->player.inertia); - vec2d new_pos = vec2d_add(state->current_pos, state->inertia); + vec2d new_pos = vec2d_add(state->player.current_box.pos, state->player.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->left))) { + new_pos.x = FIXED_INT(state->left); + state->player.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->inertia_mod = state->inertia; - - state->current_pos = new_pos; + *inertia_mod = state->player.inertia; + collisions_tiles_displace(&new_pos, &state->player, lv, tilerange, inertia_mod); + state->player.inertia = *inertia_mod; - if(fixed_point_gt(state->current_pos.y, FIXED_POINT(BADGE_DISPLAY_HEIGHT, 0))) { + if(fixed_point_gt(state->player.current_box.pos.y, FIXED_INT(BADGE_DISPLAY_HEIGHT))) { state->status = JUMPNRUN_DEAD; } } @@ -181,11 +171,12 @@ 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.inertia; + jumpnrun_apply_movement(lv, &tilerange, state, &inertia_mod); state->left = jumpnrun_level_assert_left_side(state); - if(state->tick_minor == 0) { + if(state->player.tick_minor == 0) { badge_framebuffer fb; badge_framebuffer_clear(&fb); @@ -201,10 +192,9 @@ void jumpnrun_level_tick(jumpnrun_level *lv, int screenpos = fixed_point_cast_int(lv->items[item].pos.x) - state->left; if(screenpos > -lv->items[item].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]); - if(rectangle_intersect(&hack_rect, &item_rect)) { + if(rectangle_intersect(&state->player.current_box, &item_rect)) { lv->items[item].type->on_collect(state); } @@ -218,35 +208,35 @@ void jumpnrun_level_tick(jumpnrun_level *lv, 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], + fixed_point_cast_int(state->player.current_box.pos.x) - state->left, + fixed_point_cast_int(state->player.current_box.pos.y), + &anim_hacker[state->player.anim_frame], state->anim_direction); 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(!state->player.touching_ground) { + state->player.anim_frame = 2; + } else if(fixed_point_gt(fixed_point_abs(state->player.inertia.x), FIXED_POINT(0, 200))) { + state->player.anim_frame = (state->player.anim_frame + 1) % ARRAY_SIZE(anim_hacker); } else { - state->anim_frame = 0; + state->player.anim_frame = 0; } } else { 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); + jumpnrun_process_enemy(enemy, NULL, state, lv, &tilerange, &inertia_mod); } } - state->inertia = state->inertia_mod; - ++state->tick_minor; - if(state->tick_minor == 3) { - state->tick_minor = 0; + state->player.inertia = inertia_mod; + ++state->player.tick_minor; + if(state->player.tick_minor == 3) { + state->player.tick_minor = 0; } } @@ -258,7 +248,7 @@ uint8_t jumpnrun_play(char const *lvname) { jumpnrun_game_state gs; memset(&gs, 0, sizeof(gs)); - gs.current_pos = lv.start_pos; + gs.player.current_box = rectangle_new(lv.start_pos, hacker_extent); while(gs.status == JUMPNRUN_PLAYING) { badge_event_t ev = badge_event_wait(); @@ -270,8 +260,8 @@ uint8_t jumpnrun_play(char const *lvname) { 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_A) && gs.touching_ground) { - gs.jumpable_frames = 12; + if((new_buttons & BADGE_EVENT_KEY_BTN_A) && gs.player.touching_ground) { + gs.player.jumpable_frames = 12; } break;