.animation_ticks_per_frame = 6,
.animation_length = ARRAY_SIZE(anim_spiral),
.animation_frames = anim_spiral,
- .hitbox = { { FIXED_INT_I(0), FIXED_INT_I(0) },
- { 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) } },
.spawn_inertia = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
.collision_tiles = enemy_collision_tiles_pass_through,
.collision_player = enemy_collision_player_deadly,
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 + 1) * JUMPNRUN_TILE_PIXEL_HEIGHT - dest->type->animation_frames[0].height, 0);
+ dest->spawn_pos.x = FIXED_POINT( thing.x * JUMPNRUN_TILE_PIXEL_WIDTH + fixed_point_cast_int(dest->type->hitbox.pos.x), 0);
+ dest->spawn_pos.y = FIXED_POINT((thing.y + 1) * JUMPNRUN_TILE_PIXEL_HEIGHT - dest->type->animation_frames[0].height , 0);
jumpnrun_enemy_despawn(dest);
}