mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-18 16:53:45 +00:00
81 lines
2.7 KiB
C
81 lines
2.7 KiB
C
#include <jetpack_joyride_icons.h>
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#include "background_assets.h"
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static AssetProperties assetProperties[BG_ASSETS_MAX] = {
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{.width = 27, .spawn_chance = 1, .x_offset = 24, .y_offset = 36, .sprite = &I_door},
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{.width = 12, .spawn_chance = 6, .x_offset = 33, .y_offset = 14, .sprite = &I_air_vent}};
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void background_assets_tick(BackgroundAsset* const assets) {
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// Move assets towards the player
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for(int i = 0; i < BG_ASSETS_MAX; i++) {
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if(assets[i].visible) {
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assets[i].point.x -= 1; // move left by 2 units
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if(assets[i].point.x <=
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-assets[i].properties->width) { // if the asset is out of screen
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assets[i].visible = false; // set asset x coordinate to 0 to mark it as "inactive"
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}
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}
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}
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}
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void spawn_random_background_asset(BackgroundAsset* const assets) {
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// Calculate the total spawn chances for all assets
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int total_spawn_chance = 0;
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for(int i = 0; i < BG_ASSETS_MAX; ++i) {
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total_spawn_chance += assetProperties[i].spawn_chance;
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}
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// Generate a random number between 0 and total_spawn_chance
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int random_number = rand() % total_spawn_chance;
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// Select the asset based on the random number
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int chosen_asset = -1;
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int accumulated_chance = 0;
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for(int i = 0; i < BG_ASSETS_MAX; ++i) {
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accumulated_chance += assetProperties[i].spawn_chance;
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if(random_number < accumulated_chance) {
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chosen_asset = i;
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break;
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}
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}
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// If no asset is chosen, return
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if(chosen_asset == -1) {
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return;
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}
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// Look for an available slot for the chosen asset
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for(int i = 0; i < BG_ASSETS_MAX; ++i) {
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if(assets[i].visible == false) {
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// Spawn the asset
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assets[i].point.x = 127 + assetProperties[chosen_asset].x_offset;
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assets[i].point.y = assetProperties[chosen_asset].y_offset;
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assets[i].properties = &assetProperties[chosen_asset];
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assets[i].visible = true;
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break;
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}
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}
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}
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void draw_background_assets(const BackgroundAsset* assets, Canvas* const canvas, int distance) {
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canvas_draw_box(canvas, 0, 6, 128, 1);
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canvas_draw_box(canvas, 0, 56, 128, 2);
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// Calculate the pillar offset based on the traveled distance
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int pillar_offset = distance % 64;
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// Draw pillars
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for(int x = -pillar_offset; x < 128; x += 64) {
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canvas_draw_icon(canvas, x, 6, &I_pillar);
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}
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// Draw assets
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for(int i = 0; i < BG_ASSETS_MAX; ++i) {
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if(assets[i].visible) {
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_icon(
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canvas, assets[i].point.x, assets[i].point.y, assets[i].properties->sprite);
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}
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}
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}
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