unleashed-firmware/applications/external/jetpack_joyride/includes/background_asset.c
2023-07-06 18:44:45 +03:00

81 lines
2.7 KiB
C

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