Hunde.
authorWintermute <wintermute@hannover.ccc.de>
Tue, 15 Oct 2013 18:20:41 +0000 (20:20 +0200)
committerWintermute <wintermute@hannover.ccc.de>
Tue, 15 Oct 2013 18:20:41 +0000 (20:20 +0200)
badge/jumpnrun/enemies.c
badge/jumpnrun/enemies.h
badge/jumpnrun/moveable.h
badge/jumpnrun/smb.lv
mock/tools/level-converter.cc

index 4ebd31c..1b35739 100644 (file)
@@ -45,22 +45,17 @@ static badge_sprite const anim_spiral[] = {
 };
 
 static badge_sprite const anim_rotor[] = {
-  /*
-  { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x02\x0c\x18\x70\x00" },
-  { 9, 9, (uint8_t const *) "\x1c\x30\x60\x84\x0e\x1f\x00\x00\x00\x00\x00" },
-  { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\xf0\xe1\x40\x00\x00\x00\x00" },
-  { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x42\x0c\x18\x70\x00" },
-  */
   { 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" }
-  /*
-  { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\xf0\xe1\x40\x00\x00\x00\x00" },
-  { 9, 9, (uint8_t const *) "\x1c\x30\x60\x80\x00\x01\x00\x00\x00\x00\x00" },
-  { 9, 9, (uint8_t const *) "\x00\x00\x00\x04\x0e\x1f\x00\x00\x00\x00\x00" },
-  { 9, 9, (uint8_t const *) "\x00\x00\x00\x00\x00\x01\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 void enemy_animation_advance(jumpnrun_enemy *enemy) {
@@ -99,7 +94,7 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *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;
@@ -137,8 +132,8 @@ void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy            *self,
 }
 
 void enemy_collision_player_deadly(struct jumpnrun_enemy      *self,
-                                  struct jumpnrun_game_state *state,
-                                  vec2d                      *player_inertia_mod) {
+                                   struct jumpnrun_game_state *state,
+                                   vec2d                      *player_inertia_mod) {
   (void) player_inertia_mod;
 
   rectangle rect_self = enemy_hitbox(self);
@@ -166,9 +161,9 @@ void enemy_collision_player_jumpable(jumpnrun_enemy      *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) {
+                                        vec2d                             *desired_position,
+                                        struct jumpnrun_level             *lv,
+                                        struct jumpnrun_tile_range  const *visible_tiles) {
   (void) self;
   (void) desired_position;
   (void) lv;
@@ -199,10 +194,10 @@ void enemy_tick_straight_ahead(jumpnrun_enemy            *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) {
+                                  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 ||
@@ -216,20 +211,20 @@ void enemy_tick_swing_up_and_down(struct jumpnrun_enemy            *self,
   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)));
+    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) {
+                           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 ||
@@ -244,10 +239,10 @@ void enemy_tick_stationary(struct jumpnrun_enemy            *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) {
+                       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 ||
@@ -269,6 +264,72 @@ void enemy_tick_jumper(jumpnrun_enemy            *self,
   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; }
+}
 
 jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] = {
   {
@@ -278,7 +339,7 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] =
     .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) },
+    .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
@@ -310,7 +371,7 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] =
     .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) } },    
+                                   { 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,
@@ -321,7 +382,7 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] =
     .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) } },
+                                   { 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,
@@ -332,10 +393,21 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] =
     .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) } },
+                                   { 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
+  }, {
+    .animation_ticks_per_frame = 16,
+    .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
   }
 };
index ac8e560..add16c0 100644 (file)
@@ -23,17 +23,17 @@ typedef struct jumpnrun_enemy_type {
   vec2d               spawn_inertia;
 
   void (*collision_tiles)(struct jumpnrun_enemy             *self,
-                         vec2d                             *desired_position,
-                         struct jumpnrun_level             *lv,
-                         struct jumpnrun_tile_range  const *visible_tiles);
+                          vec2d                             *desired_position,
+                          struct jumpnrun_level             *lv,
+                          struct jumpnrun_tile_range  const *visible_tiles);
   void (*collision_player)(struct jumpnrun_enemy      *self,
-                          struct jumpnrun_game_state *state,
-                          vec2d                      *player_inertia_mod);
+                           struct jumpnrun_game_state *state,
+                           vec2d                      *player_inertia_mod);
   void (*game_tick)(struct jumpnrun_enemy            *self,
-                   struct jumpnrun_game_state       *state,
+                    struct jumpnrun_game_state       *state,
                     struct jumpnrun_level            *lv,
                     struct jumpnrun_tile_range const *visible_tiles,
-                   vec2d                            *player_inertia_mod);
+                    vec2d                            *player_inertia_mod);
 } jumpnrun_enemy_type;
 
 typedef struct jumpnrun_enemy {
@@ -44,16 +44,19 @@ typedef struct jumpnrun_enemy {
   jumpnrun_enemy_type const *type;
 } jumpnrun_enemy;
 
+enum {
+  JUMPNRUN_ENEMY_SPAWNED      = 1,
+  JUMPNRUN_ENEMY_UNAVAILABLE  = 2,
+  JUMPNRUN_ENEMY_FACING_RIGHT = 4
+};
+
 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,
-  JUMPNRUN_ENEMY_UNAVAILABLE = 2
-};
+static inline bool                enemy_facing_right(jumpnrun_enemy const *enemy) { return (enemy->flags & JUMPNRUN_ENEMY_FACING_RIGHT) || fixed_point_gt(enemy->base.inertia.x, FIXED_INT(0)); }
+static inline uint8_t             enemy_render_flags(jumpnrun_enemy const *enemy) { return enemy_facing_right(enemy) ? BADGE_BLT_MIRRORED : 0; }
 
 enum {
   JUMPNRUN_ENEMY_TYPE_CAT,
@@ -62,6 +65,7 @@ enum {
   JUMPNRUN_ENEMY_TYPE_SNAKE,
   JUMPNRUN_ENEMY_TYPE_SPIRAL,
   JUMPNRUN_ENEMY_TYPE_ROTOR,
+  JUMPNRUN_ENEMY_TYPE_DOG,
 
   JUMPNRUN_ENEMY_TYPE_COUNT
 };
@@ -69,9 +73,9 @@ enum {
 extern jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT];
 
 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);
 #endif
index 5e7514b..284d2bb 100644 (file)
@@ -7,7 +7,7 @@ typedef struct jumpnrun_moveable {
   rectangle current_box;
   vec2d     inertia;
 
-  uint8_t   tick_minor;
+  uint8_t  tick_minor;
   uint8_t   anim_frame;
   uint8_t   anim_direction;
 
index 4549573..8571c67 100644 (file)
@@ -9,7 +9,7 @@
                ?   #?#?#                     01         01                  #?#              #     ##    ?  ?  ?     #          ##      #  #          ##  #            ##?#            ######        #    ###
                                      01      23         23          @                R R                                               ##  ##        ###  ##                          #######        #   #####
    P                       01        23      23         23                                                M                           ###  ###      ####  ###     01              01 ########   D    #   #####
-                     S     23        23B     23   B B   23                                      C C              C C      C C  C C   ####  ####    #####  ####    23         C C  23#########        #   #####
+                     S     23        23B     23   H H   23                                      C C              C C      C C  H H   ####  ####    #####  ####    23         C C  23#########        #   #####
 ####################################################################  ###############   ################################################################  #####################################################                 #########
 
 [tiles]
@@ -30,3 +30,4 @@ B bunny
 S snake
 @ spiral
 R rotor
+H dog
index 2b3ae35..e4ab5ed 100644 (file)
@@ -42,11 +42,12 @@ namespace jnrcpp {
       enemies.add
         ("cat"      , JUMPNRUN_ENEMY_TYPE_CAT      )
         ("mushroom" , JUMPNRUN_ENEMY_TYPE_MUSHROOM )
-       ("bunny"    , JUMPNRUN_ENEMY_TYPE_BUNNY    )
-       ("kaninchen", JUMPNRUN_ENEMY_TYPE_BUNNY    ) // legacy
-       ("snake"    , JUMPNRUN_ENEMY_TYPE_SNAKE    )
-       ("spiral"   , JUMPNRUN_ENEMY_TYPE_SPIRAL   )
-       ("rotor"    , JUMPNRUN_ENEMY_TYPE_ROTOR    )
+        ("bunny"    , JUMPNRUN_ENEMY_TYPE_BUNNY    )
+        ("kaninchen", JUMPNRUN_ENEMY_TYPE_BUNNY    ) // legacy
+        ("snake"    , JUMPNRUN_ENEMY_TYPE_SNAKE    )
+        ("spiral"   , JUMPNRUN_ENEMY_TYPE_SPIRAL   )
+        ("rotor"    , JUMPNRUN_ENEMY_TYPE_ROTOR    )
+        ("dog"      , JUMPNRUN_ENEMY_TYPE_DOG      )
         ;
     }
 
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