gfx, shit
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364a34ce33
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8 changed files with 140 additions and 33 deletions
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@ -62,9 +62,16 @@ void spawnEnemy(u8 type, u8 zone){
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static void boundsEnemy(u8 i){
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if(enemies[i].ints[3] >= 0){
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s16 h = enemies[i].ints[3];
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// if the human was collected by player or gone, kill this enemy
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if(!humans[h].active || humans[h].state == HUMAN_COLLECTED){
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enemies[i].ints[3] = -1;
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humanBeingCarried = FALSE;
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killEnemy(i);
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return;
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}
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// carrying: only check for reaching the top
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if(enemies[i].pos.y <= FIX32(0)){
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s16 h = enemies[i].ints[3];
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else if(enemies[i].pos.y <= FIX32(0)){
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if(humans[h].active) killHuman(h);
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enemies[i].ints[3] = -1;
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humanBeingCarried = FALSE;
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@ -90,19 +97,20 @@ static void updateEnemy(u8 i){
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enemies[i].pos.x += enemies[i].vel.x;
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enemies[i].pos.y += enemies[i].vel.y;
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boundsEnemy(i);
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if(!enemies[i].active) return;
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fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
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enemies[i].onScreen = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
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switch(enemies[i].type){
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case 0:
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updateEnemyOne(i);
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break;
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}
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boundsEnemy(i);
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if(!enemies[i].active) return;
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s16 sx = getScreenX(enemies[i].pos.x, player.camera);
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s16 sy = fix32ToInt(enemies[i].pos.y);
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fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
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enemies[i].onScreen = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
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SPR_setVisibility(enemies[i].image, enemies[i].onScreen ? VISIBLE : HIDDEN);
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SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off);
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