unleashed-firmware/applications/external/jetpack_joyride/includes/coin.c

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2023-07-06 18:44:45 +03:00
#include <stdlib.h>
#include <stdbool.h>
#include <jetpack_joyride_icons.h>
#include <gui/gui.h>
#include "coin.h"
#include "barry.h"
#define PATTERN_MAX_HEIGHT 40
// Patterns
const COIN_PATTERN coin_patterns[] = {
{// Square pattern
.count = 9,
.coins = {{0, 0}, {8, 0}, {16, 0}, {0, 8}, {8, 8}, {16, 8}, {0, 16}, {8, 16}, {16, 16}}},
{// Wavy pattern (approximate sine wave)
.count = 8,
.coins = {{0, 8}, {8, 16}, {16, 24}, {24, 16}, {32, 8}, {40, 0}, {48, 8}, {56, 16}}},
{// Diagonal pattern
.count = 5,
.coins = {{0, 0}, {8, 8}, {16, 16}, {24, 24}, {32, 32}}},
// Add more patterns here
};
void coin_tick(COIN* const coins, BARRY* const barry, int* const total_coins) {
// Move coins towards the player
for(int i = 0; i < COINS_MAX; i++) {
if(coin_colides(&coins[i], barry)) {
coins[i].point.x = 0; // Remove the coin
(*total_coins)++;
}
if(coins[i].point.x > 0) {
coins[i].point.x -= 1; // move left by 1 unit
if(coins[i].point.x < -COIN_WIDTH) { // if the coin is out of screen
coins[i].point.x = 0; // set coin x coordinate to 0 to mark it as "inactive"
}
}
}
}
bool coin_colides(COIN* const coin, BARRY* const barry) {
return !(
barry->point.x > coin->point.x + COIN_WIDTH || // Barry is to the right of the coin
barry->point.x + BARRY_WIDTH < coin->point.x || // Barry is to the left of the coin
barry->point.y > coin->point.y + COIN_WIDTH || // Barry is below the coin
barry->point.y + BARRY_HEIGHT < coin->point.y); // Barry is above the coin
}
void spawn_random_coin(COIN* const coins) {
// Select a random pattern
int pattern_index = rand() % (sizeof(coin_patterns) / sizeof(coin_patterns[0]));
const COIN_PATTERN* pattern = &coin_patterns[pattern_index];
// Count available slots for new coins
int available_slots = 0;
for(int i = 0; i < COINS_MAX; ++i) {
if(coins[i].point.x <= 0) {
++available_slots;
}
}
// If there aren't enough slots, return without spawning coins
if(available_slots < pattern->count) return;
// Spawn coins according to the selected pattern
int coin_index = 0;
int random_offset = rand() % (SCREEN_HEIGHT - PATTERN_MAX_HEIGHT);
int random_offset_x = rand() % 16;
for(int i = 0; i < pattern->count; ++i) {
// Find an available slot for a new coin
while(coins[coin_index].point.x > 0 && coin_index < COINS_MAX) {
++coin_index;
}
// If no slot is available, stop spawning coins
if(coin_index == COINS_MAX) break;
// Spawn the coin
coins[coin_index].point.x = SCREEN_WIDTH - 1 + pattern->coins[i].x + random_offset_x;
coins[coin_index].point.y =
random_offset +
pattern->coins[i]
.y; // The pattern is spawned at a random y position, but not too close to the screen edge
}
}
void draw_coins(const COIN* coins, Canvas* const canvas, const GameSprites* sprites) {
canvas_set_color(canvas, ColorBlack);
for(int i = 0; i < COINS_MAX; ++i) {
if(coins[i].point.x > 0) {
canvas_set_color(canvas, ColorBlack);
canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin);
canvas_set_color(canvas, ColorWhite);
canvas_draw_icon(canvas, coins[i].point.x, coins[i].point.y, sprites->coin_infill);
}
}
}