Files
major_tom/src/game/hazards.h
Thomas 94dbe83cfe Refine asteroids: faster, sparser, with horizontal drift
Increase base fall speed (120→200), acceleration (200→350), and respawn
delay (3→6s). Add random horizontal drift (±60 px/s) so asteroids fall
at angles. Widen initial stagger (0-3→0-8s). Reduce moon level from 24
asteroids to 8, spread evenly across the level.
2026-03-01 11:04:00 +00:00

118 lines
5.7 KiB
C

#ifndef JNR_HAZARDS_H
#define JNR_HAZARDS_H
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/tilemap.h"
/* ═══════════════════════════════════════════════════
* TURRET — Wall/floor-mounted gun that shoots at
* the player when in range, on a cooldown timer.
* ═══════════════════════════════════════════════════ */
#define TURRET_WIDTH 14
#define TURRET_HEIGHT 16
#define TURRET_DETECT_RANGE 160.0f /* detection radius in px */
#define TURRET_SHOOT_CD 2.0f /* seconds between shots */
#define TURRET_HEALTH 3
typedef struct TurretData {
float shoot_timer; /* countdown to next shot */
float fire_flash; /* visual: time remaining on flash */
} TurretData;
void turret_register(EntityManager *em);
Entity *turret_spawn(EntityManager *em, Vec2 pos);
/* ═══════════════════════════════════════════════════
* MOVING PLATFORM — Travels back and forth along a
* horizontal or vertical path. Player rides on top.
* ═══════════════════════════════════════════════════ */
#define MPLAT_WIDTH 16
#define MPLAT_HEIGHT 16
#define MPLAT_SPEED 40.0f /* pixels per second */
#define MPLAT_RANGE 80.0f /* total travel distance in px */
typedef struct MovingPlatData {
Vec2 origin; /* center of travel path */
Vec2 direction; /* (1,0) horizontal / (0,1) vert*/
float range; /* half-distance of travel */
float phase; /* current sine phase (radians) */
} MovingPlatData;
void mplat_register(EntityManager *em);
Entity *mplat_spawn(EntityManager *em, Vec2 pos);
/* Spawn with explicit direction: dir (1,0) = horizontal, (0,1) = vertical */
Entity *mplat_spawn_dir(EntityManager *em, Vec2 pos, Vec2 dir);
/* ═══════════════════════════════════════════════════
* FLAME VENT — Floor-mounted grate that periodically
* bursts blue flames upward. Damages on contact
* when flames are active.
* ═══════════════════════════════════════════════════ */
#define FLAME_WIDTH 16
#define FLAME_HEIGHT 16
#define FLAME_ON_TIME 1.5f /* seconds flames are active */
#define FLAME_OFF_TIME 2.0f /* seconds between bursts */
#define FLAME_DAMAGE 1
typedef struct FlameVentData {
float timer; /* counts down in current phase */
bool active; /* true = flames on */
float warn_time; /* brief flicker before igniting*/
} FlameVentData;
void flame_vent_register(EntityManager *em);
Entity *flame_vent_spawn(EntityManager *em, Vec2 pos);
/* ═══════════════════════════════════════════════════
* FORCE FIELD — Energy barrier that toggles on/off
* on a timer. Blocks movement and damages when
* active, passable when off.
* ═══════════════════════════════════════════════════ */
#define FFIELD_WIDTH 16
#define FFIELD_HEIGHT 16
#define FFIELD_ON_TIME 3.0f /* seconds barrier is active */
#define FFIELD_OFF_TIME 2.0f /* seconds barrier is off */
#define FFIELD_DAMAGE 1
typedef struct ForceFieldData {
float timer; /* counts down in current phase */
bool active; /* true = barrier is on */
} ForceFieldData;
void force_field_register(EntityManager *em);
Entity *force_field_spawn(EntityManager *em, Vec2 pos);
/* ═══════════════════════════════════════════════════
* ASTEROID — Falls from the sky, damages the player
* on contact, explodes on hitting the ground, then
* respawns at its original position after a delay.
* ═══════════════════════════════════════════════════ */
#define ASTEROID_WIDTH 14
#define ASTEROID_HEIGHT 14
#define ASTEROID_FALL_SPEED 200.0f /* base fall speed (px/s) */
#define ASTEROID_ACCEL 350.0f /* fall acceleration (px/s^2) */
#define ASTEROID_DRIFT_MAX 60.0f /* max horizontal drift (px/s) */
#define ASTEROID_DAMAGE 1
#define ASTEROID_RESPAWN 6.0f /* seconds before respawning */
typedef struct AsteroidData {
Vec2 spawn_pos; /* original position (for reset)*/
float fall_speed; /* current fall velocity */
float drift_x; /* horizontal velocity (px/s) */
float respawn_timer; /* countdown while inactive */
bool falling; /* true = falling, false = wait */
float trail_timer; /* particle trail interval */
float start_delay; /* initial delay before first fall */
} AsteroidData;
void asteroid_register(EntityManager *em);
Entity *asteroid_spawn(EntityManager *em, Vec2 pos);
#endif /* JNR_HAZARDS_H */