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 vec2d const shot_spawn_inertia = { FIXED_POINT_I(1, 0), FIXED_POINT_I(0, -800) };
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" },
{ 5, 8, (uint8_t const *) "\xdc\x3f\x1d\x24\xc4" },
{ 5, 8, (uint8_t const *) "\x1c\xff\x3d\xc4\x04" }
-
-/*
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x31" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x94\x8c" },
- { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" }
-*/
+ /*
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x31" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x94\x8c" },
+ { 5, 8, (uint8_t const *) "\x46\xfc\x73\x8c\x52" }
+ */
/*
{ 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\xc3\x30" },
{ 6, 8, (uint8_t const *) "\x0c\xe1\x3b\x0e\x43\x51" },
*/
};
+static badge_sprite const anim_sickle[] = {
+ { 3, 3, (uint8_t const *) "\x8a\x01" },
+ { 3, 3, (uint8_t const *) "\x6a" },
+ { 3, 3, (uint8_t const *) "\xa3" },
+ { 3, 3, (uint8_t const *) "\xac" }
+};
+
+enum {
+ JUMPNRUN_SHOT_EXTENT = 3,
+ JUMPNRUN_SHOT_TICKS_PER_FRAME = 24
+};
+
+static void jumpnrun_shot_despawn(jumpnrun_shot *shot) {
+ shot->inertia.x = FIXED_INT(0);
+}
+
+static void jumpnrun_shot_spawn(jumpnrun_shot *shot, jumpnrun_game_state const *state) {
+ shot->tick = 0;
+ shot->inertia = shot_spawn_inertia;
+
+ if(state->player.anim_direction == BADGE_BLT_MIRRORED) {
+ shot->current_box = rectangle_new((vec2d) { fixed_point_sub(rectangle_left(&state->player.current_box), FIXED_INT(JUMPNRUN_SHOT_EXTENT)), rectangle_top(&state->player.current_box) },
+ (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
+ shot->inertia.x = fixed_point_neg(shot->inertia.x);
+ } else {
+ shot->current_box = rectangle_new((vec2d) { rectangle_right(&state->player.current_box), rectangle_top(&state->player.current_box) },
+ (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
+ }
+}
static inline int imax(int x, int y) {
return x < y ? y : x;
static void jumpnrun_apply_movement(jumpnrun_level const *lv,
jumpnrun_tile_range const *tilerange,
jumpnrun_game_state *state,
- vec2d *inertia_mod) {
+ vec2d *inertia_mod) {
switch(badge_event_current_input_state() &
(BADGE_EVENT_KEY_LEFT |
BADGE_EVENT_KEY_RIGHT)) {
case BADGE_EVENT_KEY_LEFT:
// 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;
+ state->player.anim_direction = BADGE_BLT_MIRRORED;
break;
case BADGE_EVENT_KEY_RIGHT:
// 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;
+ state->player.anim_direction = 0;
break;
default:
if(state->player.touching_ground) {
}
}
+ for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot *shot = &state->shots[shot_ix];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ rectangle_move_rel(&shot->current_box, shot->inertia);
+ jumpnrun_passive_movement(&shot->inertia);
+ if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_shot_despawn(shot);
+ }
+
+ badge_framebuffer_blt(&fb,
+ fixed_point_cast_int(shot->current_box.pos.x) - state->left,
+ fixed_point_cast_int(shot->current_box.pos.y),
+ &anim_sickle[shot->tick / JUMPNRUN_SHOT_TICKS_PER_FRAME],
+ fixed_point_lt(shot->inertia.x, FIXED_INT(0)) ? BADGE_BLT_MIRRORED : 0);
+
+ ++shot->tick;
+ if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
+ shot->tick = 0;
+ }
+ }
+ }
+
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, &inertia_mod);
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);
+ state->player.anim_direction);
badge_framebuffer_flush(&fb);
state->player.anim_frame = 0;
}
} else {
+ for(size_t shot_ix = 0; shot_ix < JUMPNRUN_MAX_SHOTS; ++shot_ix) {
+ jumpnrun_shot *shot = &state->shots[shot_ix];
+
+ if(jumpnrun_shot_spawned(shot)) {
+ rectangle_move_rel(&shot->current_box, shot->inertia);
+ jumpnrun_passive_movement(&shot->inertia);
+ if(fixed_point_gt(rectangle_top(&shot->current_box), FIXED_INT(BADGE_DISPLAY_HEIGHT))) {
+ jumpnrun_shot_despawn(shot);
+ }
+
+ ++shot->tick;
+ if(shot->tick == ARRAY_SIZE(anim_sickle) * JUMPNRUN_SHOT_TICKS_PER_FRAME) {
+ shot->tick = 0;
+ }
+ }
+ }
+
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, &inertia_mod);
uint8_t new_buttons = new_state & (old_state ^ new_state);
if((new_buttons & BADGE_EVENT_KEY_BTN_A) && gs.player.touching_ground) {
- gs.player.jumpable_frames = 12;
+ gs.player.jumpable_frames = 12;
+ }
+
+ if((new_buttons & BADGE_EVENT_KEY_BTN_B)) {
+ uint8_t i;
+ for(i = 0; i < JUMPNRUN_MAX_SHOTS && jumpnrun_shot_spawned(&gs.shots[i]); ++i)
+ ;
+
+ if(i < JUMPNRUN_MAX_SHOTS) {
+ jumpnrun_shot_spawn(gs.shots + i, &gs);
+ }
}
break;