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- #include <jetpack_game_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);
- }
- }
- }
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