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Work on AI
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parent
4452396ad2
commit
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21
assets.h
21
assets.h
@ -493,6 +493,27 @@ SFG_PROGRAM_MEMORY uint8_t SFG_monsterSprites[][SFG_TEXTURE_STORE_SIZE] =
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5,185,172,16,0,0,0,2,38,136,134,34,80,80,0,0,0,88,167,65,0,0,0,0,182,136,134,98,
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80,0,0,0,0,5,185,145,17,17,16,0,34,102,102,102,32,0,0,0,0,0,87,153,52,51,49,0,2,
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98,34,102,107,0,0,0,0,0,1,116,71,65,16,0,2,37,82,43,32,0,0,0,0,0,0,17,17,16,0
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},
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{ // 2, spider walking
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175,0,4,5,6,3,223,1,10,7,2,18,62,95,120,63,0,0,17,17,0,0,0,0,0,0,0,1,17,17,0,0,
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0,1,50,211,16,0,0,0,0,0,0,21,51,50,16,0,0,19,26,161,49,0,0,0,0,0,17,146,35,33,0,
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0,0,29,173,90,33,0,0,0,0,1,148,68,81,16,0,0,0,18,165,218,209,0,16,0,0,25,67,49,
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16,0,0,0,0,19,26,161,49,16,17,0,1,148,51,16,0,0,0,0,0,1,61,35,119,113,84,16,25,
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68,56,0,0,0,0,0,0,23,81,23,87,83,51,16,17,21,129,0,0,0,0,0,1,50,55,114,130,67,
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68,65,0,1,50,16,0,0,0,0,1,37,39,81,68,67,51,50,0,1,85,81,17,17,17,0,1,50,215,17,
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204,67,35,35,16,25,153,148,68,83,50,16,0,17,18,68,111,108,50,34,16,1,68,68,68,
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82,37,81,0,1,68,67,105,246,98,34,33,0,133,88,136,136,136,129,0,1,23,117,198,150,
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102,34,34,238,227,37,181,17,0,0,0,21,135,87,82,102,252,98,46,123,91,50,81,0,0,0,
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1,37,24,136,114,38,159,101,235,181,35,181,112,0,0,0,1,37,24,136,114,38,159,101,
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235,181,35,181,112,0,0,0,0,21,135,87,82,102,252,98,46,123,83,123,33,0,0,0,0,1,
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23,117,198,150,102,34,34,238,235,50,133,17,17,0,0,1,68,67,105,246,98,34,33,0,
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131,40,85,85,34,16,0,17,18,68,111,108,50,34,16,1,148,33,17,17,17,0,1,50,215,17,
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204,67,35,35,16,25,50,16,0,0,0,0,1,37,39,81,68,67,51,50,17,148,72,136,128,0,0,0,
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1,50,55,114,130,67,68,65,20,68,73,148,136,128,0,0,0,23,81,23,87,83,51,16,1,17,
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84,68,83,56,129,0,0,1,61,35,119,113,84,16,0,5,21,68,82,34,81,0,0,19,26,161,49,
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16,17,0,0,20,66,87,18,37,16,0,0,18,165,218,209,0,16,0,0,1,84,52,65,17,81,17,0,
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29,173,90,33,0,0,0,0,0,17,19,52,82,37,16,0,19,26,161,49,0,0,0,0,0,0,1,19,82,81,
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0,0,1,50,211,16,0,0,0,0,0,0,0,1,17,16,0,0,0,17,17,0,0,0,0,0,0,0,0,0,0,0,0
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}
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};
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@ -58,13 +58,13 @@
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Rate at which AI will be updated, which also affects how fast enemies will
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appear.
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*/
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#define SFG_AI_FPS 2
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#define SFG_AI_FPS 4
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/**
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Says a probability (0 - 255) of the AI changing its state during one update
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step.
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*/
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#define SFG_AI_RANDOM_CHANGE_PROBABILITY 20
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#define SFG_AI_RANDOM_CHANGE_PROBABILITY 40
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/**
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Speed of rocket projectile, in squares per second.
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41
main.c
41
main.c
@ -329,6 +329,13 @@ typedef struct
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#define SFG_EXPLOSION_DURATION_FRAMES 1
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#endif
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION \
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(SFG_FPS / SFG_SPRITE_ANIMATION_SPEED)
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#if SFG_SPRITE_ANIMATION_FRAME_DURATION == 0
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#define SFG_SPRITE_ANIMATION_FRAME_DURATION 1
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#endif
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/*
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GLOBAL VARIABLES
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===============================================================================
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@ -336,6 +343,8 @@ typedef struct
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uint8_t SFG_currentRandom;
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uint8_t SFG_spriteAnimationFrame;
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struct
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{
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RCL_Camera camera;
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@ -1018,6 +1027,8 @@ void SFG_setAndInitLevel(const SFG_Level *level)
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SFG_currentLevel.timeStart = SFG_getTimeMs();
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SFG_currentLevel.frameStart = SFG_gameFrame;
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SFG_spriteAnimationFrame = 0;
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SFG_initPlayer();
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}
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@ -1068,9 +1079,10 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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if (SFG_random() < SFG_AI_RANDOM_CHANGE_PROBABILITY)
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{
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// sometimes randomly change state
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state = SFG_MONSTER_STATE_IDLE;
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state = (SFG_random() % 4 == 0) ?
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SFG_MONSTER_STATE_IDLE : SFG_MONSTER_STATE_ATTACKING;
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}
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if (state == SFG_MONSTER_STATE_IDLE)
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else if (state == SFG_MONSTER_STATE_IDLE)
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{
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switch (SFG_random() % 8)
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{
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@ -1085,6 +1097,10 @@ void SFG_monsterPerformAI(SFG_MonsterRecord *monster)
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default: break;
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}
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}
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else if (state == SFG_MONSTER_STATE_ATTACKING)
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{
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state = SFG_MONSTER_STATE_IDLE;
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}
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else
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{
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if (state == SFG_MONSTER_STATE_GOING_E ||
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@ -1323,6 +1339,10 @@ void SFG_gameStep()
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for (uint8_t i = 0; i < SFG_KEY_COUNT; ++i)
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SFG_keyStates[i] = (SFG_keyStates[i] << 1) | SFG_keyPressed(i);
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if ((SFG_currentLevel.frameStart - SFG_gameFrame) %
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SFG_SPRITE_ANIMATION_FRAME_DURATION == 0)
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SFG_spriteAnimationFrame++;
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int8_t recomputeDirection = 0;
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RCL_Vector2D moveOffset;
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@ -2052,7 +2072,9 @@ void SFG_draw()
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{
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SFG_MonsterRecord m = SFG_currentLevel.monsterRecords[i];
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if (m.stateType != SFG_MONSTER_STATE_INACTIVE)
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uint8_t state = m.stateType & SFG_MONSTER_MASK_STATE;
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if (state != SFG_MONSTER_STATE_INACTIVE)
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{
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RCL_Vector2D worldPosition;
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@ -2069,10 +2091,21 @@ void SFG_draw()
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SFG_player.camera);
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if (p.depth > 0)
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SFG_drawScaledSprite(SFG_monsterSprites[ (SFG_gameFrame >> 5) & 0x01 ],
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{
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const uint8_t *s;
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if (state == SFG_MONSTER_STATE_IDLE)
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s = SFG_monsterSprites[0];
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else if (state == SFG_MONSTER_STATE_ATTACKING)
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s = SFG_monsterSprites[1];
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else
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s = SFG_monsterSprites[SFG_spriteAnimationFrame & 0x01 ? 0 : 2];
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SFG_drawScaledSprite(s,
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p.position.x * SFG_RAYCASTING_SUBSAMPLE,p.position.y,
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RCL_perspectiveScale(SFG_GAME_RESOLUTION_Y,p.depth),
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p.depth / (RCL_UNITS_PER_SQUARE * 2),p.depth);
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}
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}
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}
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@ -130,4 +130,9 @@
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*/
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#define SFG_EXPLOSION_DURATION 70
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/**
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Specifies how quick some sprite animations are, in frames per second.
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*/
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#define SFG_SPRITE_ANIMATION_SPEED 4
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#endif // guard
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