Vergessene Dinge eingecheckt.
authorWintermate <wintermute@hannover.ccc.de>
Sun, 20 Oct 2013 02:14:09 +0000 (04:14 +0200)
committerWintermate <wintermute@hannover.ccc.de>
Sun, 20 Oct 2013 02:14:09 +0000 (04:14 +0200)
badge/jumpnrun/enemies.c
badge/jumpnrun/game_state.c [new file with mode: 0644]
badge/jumpnrun/player.c [new file with mode: 0644]
badge/jumpnrun/render.h [new file with mode: 0644]

index 61859a8..744e2f9 100644 (file)
@@ -517,8 +517,8 @@ jumpnrun_enemy_type const jumpnrun_enemy_type_data[JUMPNRUN_ENEMY_TYPE_COUNT] =
     .animation_ticks_per_frame = 6,
     .animation_length          = ARRAY_SIZE(anim_spiral),
     .animation_frames          = anim_spiral,
-    .hitbox                    = { { FIXED_INT_I(1), FIXED_INT_I(1) },
-                                   { FIXED_INT_I(8), FIXED_INT_I(8) } },
+    .hitbox                    = { { FIXED_INT_I(0), FIXED_INT_I(0) },
+                                   { FIXED_INT_I(10), FIXED_INT_I(10) } },
     .spawn_inertia             = { FIXED_INT_I(0), FIXED_POINT_I(0, -200) },
     .collision_tiles           = enemy_collision_tiles_pass_through,
     .collision_player          = enemy_collision_player_deadly,
diff --git a/badge/jumpnrun/game_state.c b/badge/jumpnrun/game_state.c
new file mode 100644 (file)
index 0000000..1fa1485
--- /dev/null
@@ -0,0 +1,36 @@
+#include "game_state.h"
+
+void jumpnrun_game_state_init(jumpnrun_game_state *state, jumpnrun_level const *lv) {
+  memset(state, 0, sizeof(*state));
+  jumpnrun_player_spawn(&state->player, lv->start_pos, 99);
+}
+
+void jumpnrun_game_state_respawn(jumpnrun_game_state *state, jumpnrun_level const *lv) {
+  jumpnrun_player_respawn(&state->player, lv->start_pos);
+  state->flags = 0;
+  state->screen_left = 0;
+  memset(state->shots, 0, sizeof(state->shots));
+
+  for(size_t i = 0; i < lv->header.enemy_count; ++i) {
+    jumpnrun_enemy_reset(&lv->enemies[i]);
+  }
+}
+
+void jumpnrun_shot_spawn(jumpnrun_shot *shot, jumpnrun_game_state const *state) {
+  static vec2d const shot_spawn_inertia = { FIXED_POINT_I(0, 800), FIXED_POINT_I(0, -800) };
+
+  shot->tick        = 0;
+  shot->inertia     = shot_spawn_inertia;
+
+  if(jumpnrun_moveable_mirrored(&state->player.base)) {
+    shot->current_box = rectangle_new((vec2d) { fixed_point_sub(rectangle_left(&state->player.base.hitbox), FIXED_INT(JUMPNRUN_SHOT_EXTENT)), rectangle_top(&state->player.base.hitbox) },
+                                      (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.base.hitbox), rectangle_top(&state->player.base.hitbox) },
+                                      (vec2d) { FIXED_INT(JUMPNRUN_SHOT_EXTENT), FIXED_INT(JUMPNRUN_SHOT_EXTENT) });
+  }
+
+  shot->old_box = shot->current_box;
+  shot->inertia = vec2d_add(shot->inertia, state->player.base.inertia);
+}
diff --git a/badge/jumpnrun/player.c b/badge/jumpnrun/player.c
new file mode 100644 (file)
index 0000000..1031e70
--- /dev/null
@@ -0,0 +1,14 @@
+#include "player.h"
+#include "jumpnrun.h"
+#include <stdlib.h>
+
+void jumpnrun_player_respawn(jumpnrun_player *self, vec2d spawn_pos) {
+  memset(&self->base, 0, sizeof(self->base));
+  self->base.hitbox = rectangle_new(spawn_pos, jumpnrun_player_extents());
+}
+
+void jumpnrun_player_spawn  (jumpnrun_player *self, vec2d spawn_pos, uint8_t lives) {
+  memset(self, 0, sizeof(*self));
+  jumpnrun_player_respawn(self, spawn_pos);
+  self->lives = lives;
+}
diff --git a/badge/jumpnrun/render.h b/badge/jumpnrun/render.h
new file mode 100644 (file)
index 0000000..64c6aa9
--- /dev/null
@@ -0,0 +1,25 @@
+#ifndef INCLUDED_BADGE_JUMPNRUN_RENDER_H
+#define INCLUDED_BADGE_JUMPNRUN_RENDER_H
+
+#include "enemies.h"
+#include "game_state.h"
+#include "items.h"
+#include "player.h"
+#include "shots.h"
+#include "tiles.h"
+
+#include "../ui/display.h"
+#include "../ui/sprite.h"
+#include "../util/util.h"
+
+void jumpnrun_render_moveable     (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_moveable const *moveable, badge_sprite const *animation, vec2d sprite_offset);
+void jumpnrun_render_player       (badge_framebuffer *fb, jumpnrun_game_state const *state);
+void jumpnrun_render_shot         (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_shot           *shot );
+void jumpnrun_render_enemy        (badge_framebuffer *fb, jumpnrun_game_state const *state, jumpnrun_enemy    const *enemy);
+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_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);
+
+#endif
This page took 0.035588 seconds and 4 git commands to generate.