cenotaph/src/enemies.h
2026-02-14 23:29:13 -05:00

101 lines
No EOL
2.8 KiB
C

#include "enemytypes.h"
#define ENEMY_MIN_DIST FIX32(64)
static bool isValidEnemyPosition(fix32 x, fix32 y) {
for(s16 j = 0; j < ENEMY_COUNT; j++) {
if(enemies[j].active) {
fix32 dx = getWrappedDelta(x, enemies[j].pos.x);
fix32 dy = y - enemies[j].pos.y;
// Check if within 64px in both X and Y
if(dx >= -ENEMY_MIN_DIST && dx <= ENEMY_MIN_DIST &&
dy >= -ENEMY_MIN_DIST && dy <= ENEMY_MIN_DIST) {
return FALSE; // Too close to existing enemy
}
}
}
return TRUE; // Position is valid
}
void spawnEnemy(u8 type, u8 zone){
// Find available slot, return if none
s16 i = -1;
for(s16 j = 0; j < ENEMY_COUNT; j++) if(!enemies[j].active) { i = j; break; }
if(i == -1) return;
enemies[i].active = TRUE;
enemies[i].type = type;
// Calculate zone bounds (each zone is 512px)
fix32 zoneStart = FIX32(zone * 512);
fix32 randX, randY;
u16 attempts = 0;
do {
// Random X within zone: zoneStart + random(0-511)
randX = zoneStart + FIX32(random() % 512);
randY = FIX32(16 + (random() % 192));
attempts++;
} while(!isValidEnemyPosition(randX, randY) && attempts < 100);
enemies[i].pos.x = randX;
enemies[i].pos.y = randY;
enemies[i].off = 16;
enemies[i].image = SPR_addSprite(&butterflySprite,
getScreenX(enemies[i].pos.x, player.camera) - enemies[i].off, fix32ToInt(enemies[i].pos.y) - enemies[i].off, TILE_ATTR(gameOver ? PAL1 : PAL0, 0, 0, 0));
enemies[i].angle = random() % 2 < 1 ? 128 : 384;
enemies[i].speed = FIX32(1);
enemies[i].vel.x = fix32Mul(fix16ToFix32(cosFix16(enemies[i].angle)), enemies[i].speed);
enemies[i].vel.y = fix32Mul(fix16ToFix32(sinFix16(enemies[i].angle)), enemies[i].speed);
for(u8 j = 0; j < PROP_COUNT; j++){
enemies[i].ints[j] = 0;
}
switch(enemies[i].type){
case 0:
loadEnemyOne(i);
break;
}
}
static void boundsEnemy(u8 i){
if(enemies[i].pos.y >= GAME_H_F - FIX32(enemies[i].off) || enemies[i].pos.y <= FIX32(enemies[i].off))
enemies[i].vel.y *= -1;
if(enemies[i].pos.x >= GAME_WRAP){
enemies[i].pos.x -= GAME_WRAP;
}
if(enemies[i].pos.x < 0){
enemies[i].pos.x += GAME_WRAP;
}
}
static void updateEnemy(u8 i){
boundsEnemy(i);
enemies[i].pos.x += enemies[i].vel.x;
enemies[i].pos.y += enemies[i].vel.y;
switch(enemies[i].type){
case 0:
updateEnemyOne(i);
break;
}
s16 sx = getScreenX(enemies[i].pos.x, player.camera);
s16 sy = fix32ToInt(enemies[i].pos.y);
fix32 dx = getWrappedDelta(enemies[i].pos.x, player.pos.x);
bool onScreen = (dx >= FIX32(-256) && dx <= FIX32(256));
SPR_setVisibility(enemies[i].image, onScreen ? VISIBLE : HIDDEN);
SPR_setPosition(enemies[i].image, sx - enemies[i].off, sy - enemies[i].off);
enemies[i].clock++;
if(enemies[i].clock >= CLOCK_LIMIT) enemies[i].clock = 0;
enemyCount++;
}
void updateEnemies(){
enemyCount = 0;
for(s16 i = 0; i < ENEMY_COUNT; i++) if(enemies[i].active)
updateEnemy(i);
intToStr(enemyCount, debugStr, 1);
}