{ 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\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" }
+};
+
+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 void enemy_animation_advance(jumpnrun_enemy *enemy) {
++enemy->base.tick_minor;
if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
}
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) {
+ 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) {
self->type->game_tick(self, state, lv, visible_tiles, player_inertia_mod);
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));
+ 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) {
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->base.current_box = rectangle_new(self->spawn_pos, self->type->extent);
}
void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy *self,
- vec2d *desired_position,
- jumpnrun_level *lv,
- jumpnrun_tile_range const *visible_tiles) {
+ vec2d *desired_position,
+ jumpnrun_level *lv,
+ jumpnrun_tile_range const *visible_tiles) {
vec2d inertia_mod = self->base.inertia;
collisions_tiles_displace(desired_position,
- &self->base,
- lv,
- visible_tiles,
- &inertia_mod);
+ &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);
}
void enemy_collision_player_jumpable(jumpnrun_enemy *self,
- jumpnrun_game_state *state,
- vec2d *player_inertia_mod)
+ jumpnrun_game_state *state,
+ vec2d *player_inertia_mod)
{
rectangle rect_self = enemy_hitbox(self);
}
}
-void enemy_tick_cat(jumpnrun_enemy *self,
- jumpnrun_game_state *state,
- jumpnrun_level *lv,
- jumpnrun_tile_range const *visible_tiles,
- vec2d *player_inertia_mod) {
+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 ||
enemy_animation_advance(self);
}
+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_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, &state->player.current_box)) {
+ state->status = JUMPNRUN_DEAD;
+ }
+}
+
+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;
+ }
+
+ self->base.inertia.y = fixed_point_add(self->base.inertia.y,
+ fixed_point_mul(FIXED_POINT(0, 5),
+ fixed_point_sub(self->spawn_pos.y,
+ self->base.current_box.pos.y)));
+
+ 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_animation_advance(self);
+}
+
jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
- { 16, ARRAY_SIZE(anim_cat), anim_cat,
- {
- FIXED_INT_I(8), FIXED_INT_I(5)
- }, {
- { FIXED_INT_I(0), FIXED_INT_I(0) },
- { FIXED_INT_I(8), FIXED_INT_I(5) }
- }, {
- FIXED_POINT_I(0, -100), FIXED_INT_I(0)
- },
- enemy_collision_tiles_bounce_horiz,
- enemy_collision_player_jumpable,
- enemy_tick_cat
+ {
+ .animation_ticks_per_frame = 16,
+ .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, -100), FIXED_INT_I(0) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .game_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,
+ .game_tick = enemy_tick_straight_ahead
+ }, {
+ .animation_ticks_per_frame = 9,
+ .animation_length = ARRAY_SIZE(anim_kaninchen),
+ .animation_frames = anim_kaninchen,
+ .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, 0) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .game_tick = enemy_tick_straight_ahead
}, {
- 12, ARRAY_SIZE(anim_mushroom), anim_mushroom,
- {
- FIXED_INT_I(7), FIXED_INT_I(7)
- }, {
- { FIXED_INT_I(0), FIXED_INT_I(0) },
- { FIXED_INT_I(7), FIXED_INT_I(7) }
- }, {
- FIXED_POINT_I(0, -50), FIXED_INT_I(0)
- },
- enemy_collision_tiles_bounce_horiz,
- enemy_collision_player_jumpable,
- enemy_tick_cat
+ .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
}, {
- 9, ARRAY_SIZE(anim_kaninchen), anim_kaninchen,
- {
- FIXED_INT_I(7), FIXED_INT_I(5)
- }, {
- { FIXED_INT_I(1), FIXED_INT_I(2) },
- { FIXED_INT_I(6), FIXED_INT_I(3) }
- }, {
- FIXED_POINT_I(0, -80), FIXED_POINT_I(0, 0)
- },
- enemy_collision_tiles_bounce_horiz,
- enemy_collision_player_jumpable,
- enemy_tick_cat
+ .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
}
};