{ 8, 5, (uint8_t const *) "\xc1\xf8\xc6\xb8\x20" }
};
+static badge_sprite const anim_giraffe[] = {
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xa0\x7f\xc1\x00\x03\x1c\x88" },
+ { 9, 10, (uint8_t const *) "\x00\x10\x68\x90\x3f\xc1\x00\x03\x0c\x48\x00\x02" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\xb0\x3f\xc1\x00\x03\x0c\xc8" },
+ { 8, 10, (uint8_t const *) "\x08\x30\xc0\x81\xfc\xc0\x00\x03\x3c\x08" },
+ { 8, 10, (uint8_t const *) "\x00\x10\x60\x80\xff\xc1\x00\x03\x3c\x08" }
+};
+
static void enemy_animation_advance(jumpnrun_enemy *enemy) {
++enemy->base.tick_minor;
if(enemy->base.tick_minor == enemy->type->animation_ticks_per_frame) {
else if(fixed_point_ne(self->base.inertia.x, FIXED_INT(0))) { self->flags |= JUMPNRUN_ENEMY_FACING_RIGHT; }
}
+void enemy_tick_giraffe(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;
+ }
+
+ bool was_on_ground = self->base.touching_ground;
+
+ 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.touching_ground) {
+ if(was_on_ground) {
+ enemy_animation_advance(self);
+ if(self->base.anim_frame == 0) {
+ if(self->flags & JUMPNRUN_ENEMY_FACING_RIGHT) {
+ self->base.inertia.x = fixed_point_neg(self->type->spawn_inertia.x);
+ self->base.inertia.y = self->type->spawn_inertia.y;
+ } else {
+ self->base.inertia = self->type->spawn_inertia;
+ }
+ }
+ } else {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 3;
+ self->base.inertia.x = FIXED_INT(0);
+ }
+ } else if(was_on_ground) {
+ self->base.tick_minor = 0;
+ self->base.anim_frame = 1;
+ } else if(self->base.anim_frame == 1) {
+ enemy_animation_advance(self);
+ }
+
+ ++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] = {
{
.animation_ticks_per_frame = 16,
.collision_tiles = enemy_collision_tiles_bounce_horiz,
.collision_player = enemy_collision_player_jumpable,
.game_tick = enemy_tick_dog
+ }, {
+ .animation_ticks_per_frame = 36,
+ .animation_length = ARRAY_SIZE(anim_giraffe),
+ .animation_frames = anim_giraffe,
+ .extent = { FIXED_INT_I(7), FIXED_INT_I(10) },
+ .hitbox = { { FIXED_INT_I(2), FIXED_INT_I(1) },
+ { FIXED_INT_I(4), FIXED_INT_I(9) } },
+ .spawn_inertia = { FIXED_POINT_I(0, -150), FIXED_POINT_I(-1, -200) },
+ .collision_tiles = enemy_collision_tiles_bounce_horiz,
+ .collision_player = enemy_collision_player_jumpable,
+ .game_tick = enemy_tick_giraffe
}
};