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- #include "scientist.h"
- #include "game_sprites.h"
- #include <jetpack_joyride_icons.h>
- #include <gui/gui.h>
- void scientist_tick(SCIENTIST* const scientists) {
- for(int i = 0; i < SCIENTISTS_MAX; i++) {
- if(scientists[i].point.x > 0) {
- scientists[i].point.x -= scientists[i].velocity_x; // move based on velocity_x
- if(scientists[i].point.x < -16) { // if the scientist is out of screen
- scientists[i].point.x =
- 0; // set scientist x coordinate to 0 to mark it as "inactive"
- }
- }
- }
- }
- void spawn_random_scientist(SCIENTIST* const scientists) {
- // Check for an available slot for a new scientist
- for(int i = 0; i < SCIENTISTS_MAX; ++i) {
- if(scientists[i].point.x <= 0 &&
- (rand() % 1000) < 10) { // Spawn rate is less frequent than coins
- scientists[i].state = ScientistStateAlive;
- scientists[i].point.x = 127;
- scientists[i].point.y = 49;
- scientists[i].velocity_x =
- (rand() % (SCIENTIST_VELOCITY_MAX - SCIENTIST_VELOCITY_MIN + 1)) +
- SCIENTIST_VELOCITY_MIN; // random velocity between SCIENTIST_VELOCITY_MIN and SCIENTIST_VELOCITY_MAX
- break;
- }
- }
- }
- void draw_scientists(const SCIENTIST* scientists, Canvas* const canvas, const GameSprites* sprites) {
- for(int i = 0; i < SCIENTISTS_MAX; ++i) {
- if(scientists[i].point.x > 0) {
- if(scientists[i].state == ScientistStateAlive) {
- canvas_draw_icon_animation(
- canvas, scientists[i].point.x, scientists[i].point.y, sprites->scientist);
- } else {
- canvas_draw_icon(
- canvas, scientists[i].point.x, scientists[i].point.y + 5, &I_dead_scientist);
- }
- }
- }
- }
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