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- #include <stdlib.h>
- #include <stdbool.h>
- #include <jetpack_game_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);
- }
- }
- }
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