Major refactoring. Hitboxes.
authorWintermute <wintermute@hannover.ccc.de>
Sun, 13 Oct 2013 21:00:48 +0000 (23:00 +0200)
committerWintermute <wintermute@hannover.ccc.de>
Sun, 13 Oct 2013 21:00:48 +0000 (23:00 +0200)
badge/jumpnrun/collision.c
badge/jumpnrun/collision.h
badge/jumpnrun/enemies.c
badge/jumpnrun/enemies.h
badge/jumpnrun/jumpnrun.c
badge/jumpnrun/jumpnrun.h
badge/jumpnrun/level_load.c
badge/jumpnrun/moveable.h [new file with mode: 0644]
badge/util/fixed_point.h
badge/util/rectangle.h

index 66b6e2b..34ab099 100644 (file)
@@ -1,33 +1,30 @@
 #include "collision.h"
 
-#define ARRAY_SIZE(arr) (sizeof(arr) / sizeof*(arr))
-
-void collision_displace(vec2d           *desired_pos,
-                       rectangle const *current,
-                       rectangle const *obstacle,
-                       vec2d           *inertia,
-                       bool            *touching_ground) {
-  rectangle desired = *current;
+void collision_displace(vec2d             *desired_pos,
+                       jumpnrun_moveable *current,
+                       rectangle   const *obstacle,
+                       vec2d             *inertia_mod) {
+  rectangle desired = current->current_box;
   rectangle_move_to(&desired, *desired_pos);
 
   if(!rectangle_intersect(obstacle, &desired)) {
     return;
   }
 
-  fixed_point x = FIXED_POINT(1000, 0), y = FIXED_POINT(1000, 0);
+  fixed_point x = FIXED_INT(1000), y = FIXED_INT(1000);
   fixed_point dx = desired_pos->x, dy = desired_pos->y;
   bool bottom_collision = false;
 
   if(fixed_point_le(rectangle_top   ( obstacle), rectangle_top(&desired)) &&
      fixed_point_gt(rectangle_bottom( obstacle), rectangle_top(&desired)) &&
-     fixed_point_lt(rectangle_top   (&desired ), rectangle_top( current))) {
+     fixed_point_lt(rectangle_top   (&desired ), rectangle_top(&current->current_box))) {
 
     y  = fixed_point_sub(rectangle_bottom(obstacle), rectangle_top(&desired));
     dy =                 rectangle_bottom(obstacle);
 
   } else if(fixed_point_gt(rectangle_bottom( obstacle), rectangle_bottom(&desired)) &&
            fixed_point_le(rectangle_top   ( obstacle), rectangle_bottom(&desired)) &&
-           fixed_point_gt(rectangle_top   (&desired ), rectangle_top   ( current))) {
+           fixed_point_gt(rectangle_top   (&desired ), rectangle_top   (&current->current_box))) {
 
     y  = fixed_point_sub(rectangle_bottom(&desired ), rectangle_top   ( obstacle));
     dy = fixed_point_sub(rectangle_top   ( obstacle), rectangle_height(&desired ));
@@ -38,14 +35,14 @@ void collision_displace(vec2d           *desired_pos,
 
   if(fixed_point_le(rectangle_left ( obstacle), rectangle_left(&desired)) &&
      fixed_point_gt(rectangle_right( obstacle), rectangle_left(&desired)) &&
-     fixed_point_lt(rectangle_left (&desired ), rectangle_left( current))) {
+     fixed_point_lt(rectangle_left (&desired ), rectangle_left(&current->current_box))) {
 
     x  = fixed_point_sub(rectangle_right(obstacle), rectangle_left(&desired));
     dx =                 rectangle_right(obstacle);
 
   } else if(fixed_point_gt(rectangle_right( obstacle), rectangle_right(&desired)) &&
            fixed_point_le(rectangle_left ( obstacle), rectangle_right(&desired)) &&
-           fixed_point_gt(rectangle_left (&desired ), rectangle_left ( current))) {
+           fixed_point_gt(rectangle_left (&desired ), rectangle_left (&current->current_box))) {
 
     x  = fixed_point_sub(rectangle_right(&desired ), rectangle_left ( obstacle));
     dx = fixed_point_sub(rectangle_left ( obstacle), rectangle_width(&desired ));
@@ -57,23 +54,22 @@ void collision_displace(vec2d           *desired_pos,
     desired_pos->y = dy;
   } else if(fixed_point_gt(x, y)) {
     desired_pos->y = dy;
-    inertia->y = FIXED_POINT(0, 0);
+    inertia_mod->y = FIXED_INT(0);
 
-    *touching_ground = bottom_collision;
+    current->touching_ground = bottom_collision;
   } else {
     desired_pos->x = dx;
-    inertia->x = FIXED_POINT(0, 0);
+    inertia_mod->x = FIXED_INT(0);
   }
 
   return;
 }
 
 void collisions_tiles_displace(vec2d                     *desired_position,
-                              rectangle           const *current,
+                              jumpnrun_moveable         *thing,
                               jumpnrun_level      const *lv,
                               jumpnrun_tile_range const *visible_tiles,
-                              vec2d                     *inertia,
-                              bool                      *touching_ground)
+                              vec2d                     *inertia_mod)
 {
   int collision_tile[] = { -1, -1, -1,
                           -1, -1, -1,
@@ -81,11 +77,11 @@ void collisions_tiles_displace(vec2d                     *desired_position,
   };
   static int const collision_order[] = { 7, 1, 3, 5, 6, 8, 0, 2 };
 
-  vec2d midpoint = rectangle_mid(current);
+  vec2d midpoint = rectangle_mid(&thing->current_box);
 
   jumpnrun_tile_position midtile_pos = {
-    fixed_point_cast_int(fixed_point_div(midpoint.x, FIXED_POINT(JUMPNRUN_TILE_PIXEL_WIDTH , 0))),
-    fixed_point_cast_int(fixed_point_div(midpoint.y, FIXED_POINT(JUMPNRUN_TILE_PIXEL_HEIGHT, 0)))
+    fixed_point_cast_int(fixed_point_div(midpoint.x, FIXED_INT(JUMPNRUN_TILE_PIXEL_WIDTH ))),
+    fixed_point_cast_int(fixed_point_div(midpoint.y, FIXED_INT(JUMPNRUN_TILE_PIXEL_HEIGHT)))
   };
 
   int tile;
@@ -128,9 +124,8 @@ void collisions_tiles_displace(vec2d                     *desired_position,
   }
 
   /* collision: sort by priority (top/bottom, left/right, then diagonal) */
-  *touching_ground = false;
+  thing->touching_ground = false;
 
-  //  printf("mid: %d, %d\n", midtile_pos.x, midtile_pos.y);
   for(size_t collision_index = 0; collision_index < ARRAY_SIZE(collision_order); ++collision_index) {
     if(collision_tile[collision_order[collision_index]] == -1) {
       continue;
@@ -138,6 +133,8 @@ void collisions_tiles_displace(vec2d                     *desired_position,
           
     rectangle tile_rect = rect_from_tile(&lv->tiles[collision_tile[collision_order[collision_index]]]);
 
-    collision_displace(desired_position, current, &tile_rect, inertia, touching_ground);
+    collision_displace(desired_position, thing, &tile_rect, inertia_mod);
   }
+
+  rectangle_move_to(&thing->current_box, *desired_position);
 }
index 2ae4e10..65016e9 100644 (file)
@@ -1,21 +1,20 @@
 #ifndef INCLUDED_COLLISION_H
 #define INCLUDED_COLLISION_H
 
+#include "moveable.h"
 #include "jumpnrun.h"
 #include "../util/rectangle.h"
 #include <stdbool.h>
 
-void collision_displace(vec2d           *desired_pos,
-                       rectangle const *current,
-                       rectangle const *obstacle,
-                       vec2d           *inertia_mod,
-                       bool            *touching_ground);
+void collision_displace(vec2d             *desired_pos,
+                       jumpnrun_moveable *current,
+                       rectangle   const *obstacle,
+                       vec2d             *inertia_mod);
 
 void collisions_tiles_displace(vec2d                     *desired_position,
-                              rectangle           const *current,
+                              jumpnrun_moveable         *thing,
                               jumpnrun_level      const *level,
                               jumpnrun_tile_range const *visible_tiles,
-                              vec2d                     *inertia_mod,
-                              bool                      *touching_ground);
+                              vec2d                     *inertia_mod);
 
 #endif
index 70461b6..3cdd7cf 100644 (file)
@@ -4,8 +4,6 @@
 #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" }
@@ -28,27 +26,40 @@ static badge_sprite const anim_kaninchen[] = {
   { 7, 5, (uint8_t const *) "\x60\x30\xbe\x31\x01" }
 };
 
+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;
+                           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);
+      self->type->game_tick(self, state, lv, visible_tiles, player_inertia_mod);
 
-      if(state->tick_minor == 0) {
+      if(fb) {
        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);
+                             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) { 
@@ -61,11 +72,13 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *self,
            (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;
   }
 }
 
@@ -73,78 +86,94 @@ 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 inertia_mod = self->base.inertia;
 
   collisions_tiles_displace(desired_position,
-                           &rect_self,
+                           &self->base,
                            lv,
                            visible_tiles,
-                           &inertia_copy,
-                           &touching_ground);
+                           &inertia_mod);
 
-  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_jumpable(jumpnrun_enemy      *self,
-                                    jumpnrun_game_state *state)
+                                    jumpnrun_game_state *state,
+                                    vec2d               *player_inertia_mod)
 {
-  rectangle rect_self   = rect_from_enemy(self);
-  rectangle rect_hacker = hacker_rect_current(state);
+  rectangle rect_self = enemy_hitbox(self);
 
-  if(rectangle_intersect(&rect_self, &rect_hacker)) {
-    if(fixed_point_gt(state->inertia.y, FIXED_POINT(0, 0))) {
+  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;
-      state->inertia_mod.y = FIXED_POINT(0, -250);
-      state->jumpable_frames = 12;
+      player_inertia_mod->y = FIXED_POINT(0, -250);
+      state->player.jumpable_frames = 12;
     } else {
       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_tick_cat(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);
 
-  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;
-  }
+  enemy_animation_advance(self);
 }
 
 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
   { 16, ARRAY_SIZE(anim_cat), anim_cat,
-    { FIXED_POINT_I(0, -100), FIXED_POINT_I(0, 0) },
+    { 
+      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
   }, {
     12, ARRAY_SIZE(anim_mushroom), anim_mushroom,
-    { FIXED_POINT_I(0, -50), FIXED_POINT_I(0, 0) },
+    { 
+      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
   }, {
     9, ARRAY_SIZE(anim_kaninchen), anim_kaninchen,
-    { FIXED_POINT_I(0, -80), FIXED_POINT_I(0, 0) },
+    {
+      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
index cb88647..64348cb 100644 (file)
@@ -4,6 +4,7 @@
 #include "../ui/sprite.h"
 #include "../util/rectangle.h"
 
+#include "moveable.h"
 #include "tiles.h"
 
 struct jumpnrun_game_state;
@@ -17,6 +18,8 @@ typedef struct jumpnrun_enemy_type {
   size_t              animation_length;
   badge_sprite const *animation_frames;
 
+  vec2d               extent;
+  rectangle           hitbox;
   vec2d               spawn_inertia;
 
   void (*collision_tiles)(struct jumpnrun_enemy             *self,
@@ -24,29 +27,28 @@ typedef struct jumpnrun_enemy_type {
                          struct jumpnrun_level             *lv,
                          struct jumpnrun_tile_range  const *visible_tiles);
   void (*collision_player)(struct jumpnrun_enemy      *self,
-                          struct jumpnrun_game_state *state);
+                          struct jumpnrun_game_state *state,
+                          vec2d                      *player_inertia_mod);
   void (*game_tick)(struct jumpnrun_enemy            *self,
                    struct jumpnrun_game_state       *state,
                     struct jumpnrun_level            *lv,
-                    struct jumpnrun_tile_range const *visible_tiles);
+                    struct jumpnrun_tile_range const *visible_tiles,
+                   vec2d                            *player_inertia_mod);
 } jumpnrun_enemy_type;
 
 typedef struct jumpnrun_enemy {
-  vec2d                      spawn_pos;
-  vec2d                      current_pos;
-  vec2d                      inertia;
-  unsigned                   flags;
-  unsigned                   tick_counter;
-  unsigned                   current_frame;
+  jumpnrun_moveable base;
+  vec2d             spawn_pos;
+  unsigned          flags;
 
   jumpnrun_enemy_type const *type;
 } jumpnrun_enemy;
 
-static inline rectangle rect_from_enemy(jumpnrun_enemy const *enemy) {
-  badge_sprite const *cur_sprite = &enemy->type->animation_frames[(enemy->tick_counter / enemy->type->animation_ticks_per_frame) % enemy->type->animation_length];
-  rectangle r = { enemy->current_pos, { FIXED_POINT(cur_sprite->width, 0), FIXED_POINT(cur_sprite->height, 0) } };
-  return r;
-}
+static inline rectangle    const *enemy_box         (jumpnrun_enemy const *enemy) { return &enemy->base.current_box   ; }
+static inline vec2d               enemy_position    (jumpnrun_enemy const *enemy) { return enemy->base.current_box.pos; }
+static inline rectangle           enemy_hitbox      (jumpnrun_enemy const *enemy) { rectangle r = enemy->type->hitbox; rectangle_move_rel(&r, enemy_position(enemy)); return r; }
+static inline badge_sprite const *enemy_sprite      (jumpnrun_enemy const *enemy) { return &enemy->type->animation_frames[enemy->base.anim_frame]; }
+static inline uint8_t             enemy_render_flags(jumpnrun_enemy const *enemy) { return fixed_point_lt(enemy->base.inertia.x, FIXED_POINT(0, 0)) ? 0 : BADGE_BLT_MIRRORED; }
 
 enum {
   JUMPNRUN_ENEMY_SPAWNED     = 1,
@@ -67,5 +69,6 @@ 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);
+                           struct jumpnrun_tile_range const *visible_tiles,
+                           vec2d                            *player_inertia_mod);
 #endif
index 3f950a7..380cc1e 100644 (file)
@@ -5,14 +5,13 @@
 #include "../ui/display.h"
 #include "../ui/event.h"
 #include "../ui/sprite.h"
+#include "../util/util.h"
 
 #include <assert.h>
 #include <math.h>
 #include <stddef.h>
 #include <stdio.h>
 
-#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;
index 598e8da..2437c36 100644 (file)
@@ -6,9 +6,8 @@
 #include "levels.h"
 #include "tiles.h"
 
-#include "../util/fixed_point.h"
-#include "../util/rectangle.h"
 #include "../ui/sprite.h"
+#include "../util/util.h"
 
 #include <stdbool.h>
 #include <stddef.h>
@@ -26,19 +25,11 @@ enum {
 };
 
 typedef struct jumpnrun_game_state {
-  vec2d   current_pos;
-  vec2d   inertia;
-  vec2d   inertia_mod;
-  uint8_t status;
-
-  uint8_t tick_minor;
-  uint8_t anim_frame;
-  uint8_t anim_direction;
+  jumpnrun_moveable player;
 
+  uint8_t status;
   int     left;
-
-  bool    touching_ground;
-  uint8_t jumpable_frames;
+  uint8_t anim_direction;
 
   size_t  spawned_enemies_counter;
   size_t  spawned_enemies[JUMPNRUN_MAX_SPAWNED_ENEMIES];
index 180b33d..a945fc9 100644 (file)
@@ -40,13 +40,16 @@ static void jumpnrun_level_make_item(jumpnrun_item *dest, level_thing thing) {
 static void jumpnrun_level_make_enemy(jumpnrun_enemy *dest, level_thing thing) {
   dest->type = &jumpnrun_enemy_type_data[thing.type];
 
-  dest->spawn_pos.x   = FIXED_POINT(thing.x * JUMPNRUN_TILE_PIXEL_WIDTH , 0);
-  dest->spawn_pos.y   = FIXED_POINT(thing.y * JUMPNRUN_TILE_PIXEL_HEIGHT, 0);
-  dest->current_pos   = dest->spawn_pos;
-  dest->inertia       = dest->type->spawn_inertia;
-  dest->flags         = 0;
-  dest->tick_counter  = 0;
-  dest->current_frame = 0;
+  dest->spawn_pos.x          = FIXED_POINT(thing.x * JUMPNRUN_TILE_PIXEL_WIDTH , 0);
+  dest->spawn_pos.y          = FIXED_POINT(thing.y * JUMPNRUN_TILE_PIXEL_HEIGHT, 0);
+  dest->base.current_box     = rectangle_new(dest->spawn_pos, dest->type->extent);
+  dest->base.inertia         = dest->type->spawn_inertia;
+  dest->flags                = 0;
+  dest->base.tick_minor      = 0;
+  dest->base.anim_frame      = 0;
+  dest->base.anim_direction  = 0;
+  dest->base.touching_ground = 0;
+  dest->base.jumpable_frames = 0;
 }
 
 #ifdef __linux__
diff --git a/badge/jumpnrun/moveable.h b/badge/jumpnrun/moveable.h
new file mode 100644 (file)
index 0000000..5e7514b
--- /dev/null
@@ -0,0 +1,18 @@
+#ifndef INCLUDED_BADGE_JUMPNRUN_MOVEABLE_H
+#define INCLUDED_BADGE_JUMPNRUN_MOVEABLE_H
+
+#include "../util/util.h"
+
+typedef struct jumpnrun_moveable {
+  rectangle current_box;
+  vec2d     inertia;
+
+  uint8_t   tick_minor;
+  uint8_t   anim_frame;
+  uint8_t   anim_direction;
+
+  bool      touching_ground;
+  uint8_t   jumpable_frames;
+} jumpnrun_moveable;
+
+#endif
index 05a8c79..8af7e82 100644 (file)
@@ -23,12 +23,15 @@ static inline bool fixed_point_eq(fixed_point x, fixed_point y) { return x.data
 static inline bool fixed_point_ne(fixed_point x, fixed_point y) { return x.data != y.data; }
 
 #define FIXED_POINT_I(x, y) { ((x) * 256) + ((y) * 256 / 1000) }
+#define FIXED_INT_I(x) FIXED_POINT_I(x, 0)
 
 static inline fixed_point FIXED_POINT(unsigned x, unsigned y) {
   fixed_point r = { ((int) x * 256) + ((int) y * 256 / 1000) };
   return r;
 }
 
+static inline fixed_point FIXED_INT(unsigned x) { return FIXED_POINT(x, 0); }
+
 static inline int fixed_point_cast_int(fixed_point x) { return x.data / 256; }
 
 static inline fixed_point fixed_point_min(fixed_point x, fixed_point y) { return fixed_point_lt(x, y) ? x : y; }
index 8653e6b..39ba5ca 100644 (file)
@@ -22,6 +22,8 @@ typedef struct {
   vec2d extent;
 } rectangle;
 
+static inline rectangle   rectangle_new(vec2d pos, vec2d extent) { rectangle r = { pos, extent }; return r; }
+
 static inline fixed_point rectangle_top   (rectangle const *r) { return r->pos.y; }
 static inline fixed_point rectangle_left  (rectangle const *r) { return r->pos.x; }
 static inline fixed_point rectangle_bottom(rectangle const *r) { return fixed_point_add(rectangle_top (r), r->extent.y); }
@@ -37,9 +39,12 @@ static inline vec2d rectangle_mid(rectangle const *r) {
   return v;
 }
 
-static inline void rectangle_move_to  (rectangle *r, vec2d new_pos) { r->pos = new_pos; }
-static inline void rectangle_move_to_x(rectangle *r, fixed_point    new_x  ) { r->pos.x = new_x; }
-static inline void rectangle_move_to_y(rectangle *r, fixed_point    new_y  ) { r->pos.x = new_y; }
+static inline void rectangle_move_to  (rectangle *r, vec2d       new_pos) { r->pos = new_pos; }
+static inline void rectangle_move_to_x(rectangle *r, fixed_point new_x  ) { r->pos.x = new_x; }
+static inline void rectangle_move_to_y(rectangle *r, fixed_point new_y  ) { r->pos.x = new_y; }
+
+static inline void rectangle_move_rel (rectangle *r, vec2d       vec    ) { r->pos = vec2d_add(r->pos, vec); }
+static inline void rectangle_expand   (rectangle *r, vec2d       extent ) { r->extent = extent; }
 
 static inline bool rectangle_intersect(rectangle const *r1,
                                       rectangle const *r2) {
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