mirror of
https://github.com/DarkFlippers/unleashed-firmware
synced 2024-12-18 16:53:45 +00:00
98 lines
3.5 KiB
C
98 lines
3.5 KiB
C
#include <stdlib.h>
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#include <stdbool.h>
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#include <jetpack_joyride_icons.h>
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#include <gui/gui.h>
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#include "coin.h"
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#include "barry.h"
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#define PATTERN_MAX_HEIGHT 40
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// Patterns
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const COIN_PATTERN coin_patterns[] = {
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{// Square pattern
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.count = 9,
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.coins = {{0, 0}, {8, 0}, {16, 0}, {0, 8}, {8, 8}, {16, 8}, {0, 16}, {8, 16}, {16, 16}}},
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{// Wavy pattern (approximate sine wave)
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.count = 8,
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.coins = {{0, 8}, {8, 16}, {16, 24}, {24, 16}, {32, 8}, {40, 0}, {48, 8}, {56, 16}}},
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{// Diagonal pattern
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.count = 5,
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.coins = {{0, 0}, {8, 8}, {16, 16}, {24, 24}, {32, 32}}},
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// Add more patterns here
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};
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void coin_tick(COIN* const coins, BARRY* const barry, int* const total_coins) {
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// Move coins towards the player
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for(int i = 0; i < COINS_MAX; i++) {
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if(coin_colides(&coins[i], barry)) {
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coins[i].point.x = 0; // Remove the coin
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(*total_coins)++;
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}
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if(coins[i].point.x > 0) {
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coins[i].point.x -= 1; // move left by 1 unit
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if(coins[i].point.x < -COIN_WIDTH) { // if the coin is out of screen
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coins[i].point.x = 0; // set coin 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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bool coin_colides(COIN* const coin, BARRY* const barry) {
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return !(
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barry->point.x > coin->point.x + COIN_WIDTH || // Barry is to the right of the coin
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barry->point.x + BARRY_WIDTH < coin->point.x || // Barry is to the left of the coin
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barry->point.y > coin->point.y + COIN_WIDTH || // Barry is below the coin
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barry->point.y + BARRY_HEIGHT < coin->point.y); // Barry is above the coin
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}
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void spawn_random_coin(COIN* const coins) {
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// Select a random pattern
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int pattern_index = rand() % (sizeof(coin_patterns) / sizeof(coin_patterns[0]));
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const COIN_PATTERN* pattern = &coin_patterns[pattern_index];
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// Count available slots for new coins
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int available_slots = 0;
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for(int i = 0; i < COINS_MAX; ++i) {
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if(coins[i].point.x <= 0) {
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++available_slots;
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}
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}
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// If there aren't enough slots, return without spawning coins
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if(available_slots < pattern->count) return;
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// Spawn coins according to the selected pattern
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int coin_index = 0;
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int random_offset = rand() % (SCREEN_HEIGHT - PATTERN_MAX_HEIGHT);
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int random_offset_x = rand() % 16;
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for(int i = 0; i < pattern->count; ++i) {
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// Find an available slot for a new coin
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while(coins[coin_index].point.x > 0 && coin_index < COINS_MAX) {
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++coin_index;
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}
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// If no slot is available, stop spawning coins
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if(coin_index == COINS_MAX) break;
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// Spawn the coin
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coins[coin_index].point.x = SCREEN_WIDTH - 1 + pattern->coins[i].x + random_offset_x;
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coins[coin_index].point.y =
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random_offset +
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pattern->coins[i]
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.y; // The pattern is spawned at a random y position, but not too close to the screen edge
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}
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}
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void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites) {
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canvas_set_color(canvas, ColorBlack);
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for(int i = 0; i < COINS_MAX; ++i) {
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if(coins[i].point.x > 0) {
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canvas_set_color(canvas, ColorBlack);
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canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin);
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canvas_set_color(canvas, ColorWhite);
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canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin_infill);
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}
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}
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}
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