shit!
This commit is contained in:
parent
1702a06d9f
commit
364a34ce33
20 changed files with 453 additions and 64 deletions
96
src/humans.h
Normal file
96
src/humans.h
Normal file
|
|
@ -0,0 +1,96 @@
|
|||
|
||||
void spawnHuman(u8 zone){
|
||||
s16 i = -1;
|
||||
for(s16 j = 0; j < HUMAN_COUNT; j++) if(!humans[j].active) { i = j; break; }
|
||||
if(i == -1) return;
|
||||
|
||||
humans[i].active = TRUE;
|
||||
humans[i].state = HUMAN_WALKING;
|
||||
humans[i].carriedBy = -1;
|
||||
|
||||
fix32 zoneStart = FIX32(zone * 512);
|
||||
humans[i].pos.x = zoneStart + FIX32(random() % 512);
|
||||
humans[i].pos.y = GAME_H_F - FIX32(24);
|
||||
|
||||
fix32 speeds[] = { FIX32(0.3), FIX32(0.4), FIX32(0.5) };
|
||||
humans[i].vel.x = (random() % 2 == 0) ? speeds[random() % 3] : -speeds[random() % 3];
|
||||
humans[i].vel.y = (random() % 2 == 0) ? FIX32(0.1) : FIX32(-0.1);
|
||||
|
||||
humans[i].image = SPR_addSprite(&humanSprite,
|
||||
getScreenX(humans[i].pos.x, player.camera), fix32ToInt(humans[i].pos.y),
|
||||
TILE_ATTR(PAL0, 0, 0, 0));
|
||||
if(!humans[i].image){
|
||||
humans[i].active = FALSE;
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
static void updateHuman(u8 i){
|
||||
switch(humans[i].state){
|
||||
case HUMAN_WALKING:
|
||||
// Y bounce: bob 4px around ground level
|
||||
if(humans[i].pos.y >= GAME_H_F - FIX32(20) || humans[i].pos.y <= GAME_H_F - FIX32(28))
|
||||
humans[i].vel.y *= -1;
|
||||
|
||||
// X wrap
|
||||
if(humans[i].pos.x >= GAME_WRAP)
|
||||
humans[i].pos.x -= GAME_WRAP;
|
||||
if(humans[i].pos.x < 0)
|
||||
humans[i].pos.x += GAME_WRAP;
|
||||
|
||||
humans[i].pos.x += humans[i].vel.x;
|
||||
humans[i].pos.y += humans[i].vel.y;
|
||||
break;
|
||||
|
||||
case HUMAN_CARRIED:
|
||||
// follow carrier enemy position
|
||||
if(humans[i].carriedBy >= 0 && enemies[humans[i].carriedBy].active){
|
||||
humans[i].pos.x = enemies[humans[i].carriedBy].pos.x;
|
||||
humans[i].pos.y = enemies[humans[i].carriedBy].pos.y + FIX32(16);
|
||||
} else {
|
||||
// carrier died (shouldn't normally reach here, killEnemy handles it)
|
||||
humans[i].state = HUMAN_FALLING;
|
||||
humans[i].carriedBy = -1;
|
||||
humans[i].vel.x = 0;
|
||||
humans[i].vel.y = FIX32(2);
|
||||
humanBeingCarried = FALSE;
|
||||
}
|
||||
break;
|
||||
|
||||
case HUMAN_FALLING:
|
||||
humans[i].pos.y += humans[i].vel.y;
|
||||
// land on ground
|
||||
if(humans[i].pos.y >= GAME_H_F - FIX32(24)){
|
||||
humans[i].pos.y = GAME_H_F - FIX32(24);
|
||||
humans[i].state = HUMAN_WALKING;
|
||||
fix32 speeds[] = { FIX32(0.3), FIX32(0.4), FIX32(0.5) };
|
||||
humans[i].vel.x = (random() % 2 == 0) ? speeds[random() % 3] : -speeds[random() % 3];
|
||||
humans[i].vel.y = (random() % 2 == 0) ? FIX32(0.1) : FIX32(-0.1);
|
||||
}
|
||||
break;
|
||||
}
|
||||
|
||||
// collect: check overlap with player (walking or falling only)
|
||||
fix32 dx = getWrappedDelta(humans[i].pos.x, player.pos.x);
|
||||
if(humans[i].state != HUMAN_CARRIED){
|
||||
fix32 dy = humans[i].pos.y - player.pos.y;
|
||||
if(dx >= FIX32(-24) && dx <= FIX32(24) && dy >= FIX32(-24) && dy <= FIX32(24)){
|
||||
score += (humans[i].state == HUMAN_FALLING) ? 2000 : 1000;
|
||||
sfxPickup();
|
||||
killHuman(i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
s16 sx = getScreenX(humans[i].pos.x, player.camera);
|
||||
s16 sy = fix32ToInt(humans[i].pos.y);
|
||||
bool visible = (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
|
||||
SPR_setVisibility(humans[i].image, visible ? VISIBLE : HIDDEN);
|
||||
SPR_setPosition(humans[i].image, sx, sy);
|
||||
}
|
||||
|
||||
void updateHumans(){
|
||||
for(s16 i = 0; i < HUMAN_COUNT; i++)
|
||||
if(humans[i].active)
|
||||
updateHuman(i);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue