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#include <stdint.h>
#include "vga.h"
#include "map.h"
#include "entities.h"
#include "player.h"
#include "snake.h"
static const Rect frames[2 * 4] =
{
/* right */
{ 0, 32, 144, 144 },
{ 16, 32, 144, 144 },
/* not used */
{ 0, 0, 144, 144 },
{ 0, 0, 144, 144 },
/* left */
{ 32, 32, 144, 144 },
{ 48, 32, 144, 144 },
/* not used */
{ 0, 0, 144, 144 },
{ 0, 0, 144, 144 }
};
void snake_init(Entity *e)
{
e->frames = (const Rect *)frames;
e->update = snake_update;
}
void snake_update(Entity *e)
{
if (e->delay & 1)
{
if (e->dir == DIR_RIGHT)
{
if (map_is_blocked(e->x + 16, e->y + 15)
|| !map_is_blocked(e->x + 16, e->y + 16))
e->dir = DIR_LEFT;
else
e->x++;
}
else
{
/* dir is LEFT */
if (map_is_blocked(e->x - 1, e->y + 15)
|| !map_is_blocked(e->x - 1, e->y + 16))
e->dir = DIR_RIGHT;
else
e->x--;
}
}
if (player_collision(e))
{
player_hit();
/* change direction */
e->dir ^= 1;
}
if (e->delay++ == WALK_DELAY + 4)
{
e->delay = 0;
e->frame ^= 1;
}
}
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