Gegner splodieren.
authorWintermute <wintermute@hannover.ccc.de>
Sun, 20 Oct 2013 16:09:48 +0000 (18:09 +0200)
committerWintermute <wintermute@hannover.ccc.de>
Sun, 20 Oct 2013 16:09:48 +0000 (18:09 +0200)
badge/jumpnrun/enemies.c
badge/jumpnrun/levels.txt
badge/jumpnrun/moveable.h
badge/jumpnrun/render.c
badge/jumpnrun/render.h

index ed044bd..81643b3 100644 (file)
@@ -99,9 +99,14 @@ static void enemy_spawn(jumpnrun_enemy *self) {
   self->base.jumpable_frames = 0;
 }
 
+static void jumpnrun_enemy_kill(jumpnrun_enemy *self) {
+  self->base.flags |= JUMPNRUN_MOVEABLE_DYING;
+  self->base.tick_minor = 0;
+}
+
 void jumpnrun_enemy_despawn(jumpnrun_enemy *self) {
   // Despawned enemies are reset to their spawn position, so enemy_in_spawn_area will determine whether the spawn point is in the spawn area.
-  self->base.flags  &= ~(JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_MOVING);
+  self->base.flags  &= ~(JUMPNRUN_ENEMY_SPAWNED | JUMPNRUN_ENEMY_MOVING | JUMPNRUN_MOVEABLE_DYING);
   self->base.hitbox  = rectangle_new(self->spawn_pos, self->type->hitbox.extent);
   self->base.inertia = self->type->spawn_inertia;
 }
@@ -147,6 +152,15 @@ void jumpnrun_process_enemy(jumpnrun_enemy                   *self,
   if(self->base.flags & JUMPNRUN_ENEMY_SPAWNED) {
     if(!enemy_in_spawn_area(self, state) || fixed_point_gt(rectangle_top (enemy_hitbox(self)), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
       jumpnrun_enemy_despawn(self);
+    } else if(self->base.flags & JUMPNRUN_MOVEABLE_DYING) {
+      if(self->base.tick_minor == JUMPNRUN_SPLOSION_FRAMES * JUMPNRUN_SPLOSION_TICKS_PER_FRAME) {
+        jumpnrun_enemy_despawn(self);
+      } else {
+        if(fb) {
+          jumpnrun_render_splosion(fb, state, &self->base);
+        }
+        ++self->base.tick_minor;
+      }
     } else {
       if((self->base.flags & JUMPNRUN_ENEMY_MOVING) || enemy_on_screen(self, state)) {
         self->base.flags |= JUMPNRUN_ENEMY_MOVING;
@@ -184,7 +198,7 @@ void enemy_collision_tiles_bounce_horiz(jumpnrun_enemy            *self,
                                           &inertia_mod);
 
   if(killed) {
-    jumpnrun_enemy_despawn(self);
+    jumpnrun_enemy_kill(self);
   } else if(fixed_point_ne(inertia_mod.x, self->base.inertia.x)) {
     enemy_bounce(self);
   }
@@ -208,7 +222,7 @@ void enemy_collision_player_jumpable(jumpnrun_enemy      *self,
     if(fixed_point_lt(rectangle_top(&state->player.base.hitbox), rectangle_top(enemy_hitbox(self))) &&
        fixed_point_gt(state->player.base.inertia.y, FIXED_INT(0)))
     {
-      jumpnrun_enemy_despawn(self);
+      jumpnrun_enemy_kill(self);
       player_inertia_mod->y = FIXED_POINT(0, -250);
       state->player.base.jumpable_frames = 12;
     } else {
@@ -234,7 +248,7 @@ void enemy_collision_shots_die(struct jumpnrun_enemy      *self,
 
     if(jumpnrun_shot_spawned(shot)) {
       if(rectangle_intersect(enemy_hitbox(self), &shot->current_box)) {
-        self->base.flags &= ~JUMPNRUN_ENEMY_SPAWNED;
+        jumpnrun_enemy_kill(self);
         jumpnrun_shot_despawn(shot);
       }
     }
index 243a4ac..5292917 100644 (file)
@@ -1,6 +1,6 @@
+smb
 skynet
 wrongturn
-smb
 lubiXOXO
 lubilove
 gnobbel
index 7b680d2..016a059 100644 (file)
@@ -7,7 +7,8 @@
 enum {
   // Do not collide with JUMPNRUN_ENEMY_* and JUMPNRUN_PLAYER_* flags.
   JUMPNRUN_MOVEABLE_TOUCHING_GROUND = 1,
-  JUMPNRUN_MOVEABLE_MIRRORED        = 2
+  JUMPNRUN_MOVEABLE_MIRRORED        = 2,
+  JUMPNRUN_MOVEABLE_DYING           = 4
 };
 
 typedef struct jumpnrun_moveable {
index 3755aa6..e3b09ed 100644 (file)
@@ -5,13 +5,20 @@ static badge_sprite const anim_sickle[JUMPNRUN_SHOT_FRAMES] = {
   { 3, 3, (uint8_t const *) "\xee" }
 };
 
-static badge_sprite const anim_player[JUMPNRUN_PLAYER_FRAMES ] = {
+static badge_sprite const anim_player[JUMPNRUN_PLAYER_FRAMES] = {
   { 5, 8, (uint8_t const *) "\x1c\xff\xfd\x04\x04" },
   { 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" },
   { 5, 8, (uint8_t const *) "\xdc\x3f\x1d\x24\xc4" },
   { 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" }
 };
 
+static badge_sprite const anim_splosion[JUMPNRUN_SPLOSION_FRAMES] = {
+  { 7, 5, (uint8_t const *) "\x00\x28\xa0\x00" },
+  { 7, 5, (uint8_t const *) "\x51\x29\xa0\x54\x04" },
+  { 7, 5, (uint8_t const *) "\x51\x01\x00\x54\x04" },
+  { 7, 5, (uint8_t const *) "\x11\x00\x00\x40\x04" }
+};
+
 vec2d jumpnrun_player_extents(void) { return (vec2d) { FIXED_INT_I(5), FIXED_INT_I(8) }; }
 
 void jumpnrun_render_moveable     (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_moveable const *moveable, badge_sprite const *animation, vec2d sprite_offset) {
@@ -65,6 +72,20 @@ void jumpnrun_render_item         (badge_framebuffer *fb, jumpnrun_game_state co
                         0);
 }
 
+void jumpnrun_render_splosion     (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_moveable const *moveable) {
+  badge_sprite const *sprite = &anim_splosion[moveable->tick_minor / JUMPNRUN_SPLOSION_TICKS_PER_FRAME];
+  vec2d sprite_offset = {
+    fixed_point_div(fixed_point_sub(FIXED_INT(sprite->width ), rectangle_width (&moveable->hitbox)), FIXED_INT(2)),
+    fixed_point_div(fixed_point_sub(FIXED_INT(sprite->height), rectangle_height(&moveable->hitbox)), FIXED_INT(2))
+  };
+  vec2d render_pos = vec2d_sub(moveable->hitbox.pos, sprite_offset);
+
+  badge_framebuffer_blt(fb,
+                        fixed_point_cast_int(render_pos.x) - jumpnrun_screen_left(state),
+                        fixed_point_cast_int(render_pos.y),
+                        sprite, 0);
+}
+
 void jumpnrun_render_player_symbol(badge_framebuffer *fb, int8_t x, int8_t y) {
   badge_framebuffer_blt(fb, x, y, &anim_player[0], 0);
 }
index 64c6aa9..9237ba6 100644 (file)
@@ -19,7 +19,14 @@ void jumpnrun_render_enemy        (badge_framebuffer *fb, jumpnrun_game_state co
 void jumpnrun_render_tile         (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_tile     const *tile );
 void jumpnrun_render_item         (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_item     const *item );
 
+void jumpnrun_render_splosion     (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_moveable const *moveable);
+
 void jumpnrun_render_player_symbol(badge_framebuffer *fb, int8_t x, int8_t y);
 void jumpnrun_render_key_symbol   (badge_framebuffer *fb, int8_t x, int8_t y);
 
+enum {
+  JUMPNRUN_SPLOSION_FRAMES          =  4,
+  JUMPNRUN_SPLOSION_TICKS_PER_FRAME = 15
+};
+
 #endif
This page took 0.031561 seconds and 4 git commands to generate.