This commit is contained in:
t. boddy 2026-03-18 13:23:51 -04:00
parent 417cae168f
commit a8bc01bedd
59 changed files with 2053 additions and 1054 deletions

View file

@ -19,12 +19,13 @@ void spawnTreasure(u8 zone){
treasures[i].vel.y = (random() % 2 == 0) ? FIX32(0.1) : FIX32(-0.1);
treasures[i].image = SPR_addSprite(&treasureSprite,
getScreenX(treasures[i].pos.x, player.camera) - TREASURE_OFF, fix32ToInt(treasures[i].pos.y) - TREASURE_OFF,
getScreenX(treasures[i].pos.x, player.camera) - TREASURE_OFF, F32_toInt(treasures[i].pos.y) - TREASURE_OFF,
TILE_ATTR(PAL0, 0, 0, 0));
if(!treasures[i].image){
treasures[i].active = FALSE;
return;
}
SPR_setDepth(treasures[i].image, 2);
SPR_setVisibility(treasures[i].image, HIDDEN);
treasures[i].type = random() % 4;
SPR_setAnim(treasures[i].image, treasures[i].type);
@ -34,8 +35,13 @@ static void updateTreasure(u8 i){
switch(treasures[i].state){
case TREASURE_WALKING:
// Y bounce: bob 4px around ground level
if(treasures[i].pos.y >= GAME_H_F - FIX32(20) || treasures[i].pos.y <= GAME_H_F - FIX32(28))
treasures[i].vel.y *= -1;
if(treasures[i].pos.y >= GAME_H_F - FIX32(16)){
if(treasures[i].vel.y > 0) treasures[i].vel.y = -treasures[i].vel.y;
treasures[i].pos.y = GAME_H_F - FIX32(16);
} else if(treasures[i].pos.y <= GAME_H_F - FIX32(32)){
if(treasures[i].vel.y < 0) treasures[i].vel.y = -treasures[i].vel.y;
treasures[i].pos.y = GAME_H_F - FIX32(32);
}
// X wrap
if(treasures[i].pos.x >= GAME_WRAP)
@ -43,8 +49,8 @@ static void updateTreasure(u8 i){
if(treasures[i].pos.x < 0)
treasures[i].pos.x += GAME_WRAP;
treasures[i].pos.x += treasures[i].vel.x;
treasures[i].pos.y += treasures[i].vel.y;
treasures[i].pos.x += treasures[i].vel.x - (player.vel.x >> 2);
treasures[i].pos.y += treasures[i].vel.y - (playerScrollVelY >> 3);
break;
case TREASURE_CARRIED:
@ -109,8 +115,20 @@ static void updateTreasure(u8 i){
if(treasures[i].state != TREASURE_CARRIED && treasures[i].state != TREASURE_COLLECTED){
fix32 dy = treasures[i].pos.y - player.pos.y;
if(dx >= FIX32(-32) && dx <= FIX32(32) && dy >= FIX32(-32) && dy <= FIX32(32)){
score += (treasures[i].state == TREASURE_FALLING) ? 2000 : 1000;
sfxPickup();
score += (treasures[i].state == TREASURE_FALLING) ? 4096 : 1024;
// check if this is the last treasure (all others inactive or collected)
bool willBeLast = TRUE;
for(s16 j = 0; j < TREASURE_COUNT; j++){
if(j != i && treasures[j].active && treasures[j].state != TREASURE_COLLECTED){
willBeLast = FALSE;
break;
}
}
if(willBeLast){
sfxCollectAllTreasures();
} else {
sfxCollectTreasure();
}
treasureCollectedType = treasures[i].type;
treasureCollectedClock = 120;
// only add to trail if this type isn't already collected
@ -133,12 +151,12 @@ static void updateTreasure(u8 i){
}
s16 sx = getScreenX(treasures[i].pos.x, player.camera);
s16 sy = fix32ToInt(treasures[i].pos.y);
s16 sy = F32_toInt(treasures[i].pos.y);
bool visible = (treasures[i].state == TREASURE_COLLECTED) || (dx >= -CULL_LIMIT && dx <= CULL_LIMIT);
if(visible && treasures[i].state == TREASURE_COLLECTED){
if(player.respawnClock > 0)
visible = FALSE;
else if(player.recoveringClock > 0)
else if(player.recoveringClock > 0 && player.recoverFlash)
visible = (player.recoveringClock % 20 > 10);
}
SPR_setVisibility(treasures[i].image, visible ? VISIBLE : HIDDEN);