Initial commit

This commit is contained in:
Thomas
2026-02-28 18:00:58 +00:00
commit c66c12ae68
587 changed files with 239570 additions and 0 deletions

49
src/engine/animation.c Normal file
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#include "engine/animation.h"
void animation_set(Animation *a, const AnimDef *def) {
if (a->def == def) return; /* don't restart same anim */
a->def = def;
a->current_frame = 0;
a->timer = 0.0f;
a->finished = false;
}
void animation_update(Animation *a, float dt) {
if (!a->def || a->finished) return;
a->timer += dt;
while (a->timer >= a->def->frames[a->current_frame].duration) {
float dur = a->def->frames[a->current_frame].duration;
if (dur <= 0.0f) break; /* avoid infinite loop on zero-duration frames */
a->timer -= dur;
a->current_frame++;
if (a->current_frame >= a->def->frame_count) {
if (a->def->looping) {
a->current_frame = 0;
} else {
a->current_frame = a->def->frame_count - 1;
a->finished = true;
a->timer = 0.0f;
return;
}
}
}
}
SDL_Rect animation_current_rect(const Animation *a) {
if (!a->def || a->def->frame_count == 0) {
return (SDL_Rect){0, 0, 0, 0};
}
return a->def->frames[a->current_frame].src;
}
bool animation_is_last_frame(const Animation *a) {
if (!a->def) return true;
return a->current_frame >= a->def->frame_count - 1;
}
SDL_Texture *animation_texture(const Animation *a) {
if (!a->def) return NULL;
return a->def->texture;
}

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#ifndef JNR_ANIMATION_H
#define JNR_ANIMATION_H
#include <SDL2/SDL.h>
#include <stdbool.h>
typedef struct AnimFrame {
SDL_Rect src; /* source rect in spritesheet */
float duration; /* seconds this frame shows */
} AnimFrame;
typedef struct AnimDef {
AnimFrame *frames;
int frame_count;
bool looping;
SDL_Texture *texture; /* spritesheet for this anim (NULL = use default) */
} AnimDef;
typedef struct Animation {
const AnimDef *def;
int current_frame;
float timer;
bool finished;
} Animation;
/* Set a new animation definition (resets playback) */
void animation_set(Animation *a, const AnimDef *def);
/* Update animation timer, advance frames */
void animation_update(Animation *a, float dt);
/* Get the current frame's source rect */
SDL_Rect animation_current_rect(const Animation *a);
/* Check if this is the last frame (useful for one-shot anims) */
bool animation_is_last_frame(const Animation *a);
/* Get the texture for the current animation (NULL if none set) */
SDL_Texture *animation_texture(const Animation *a);
#endif /* JNR_ANIMATION_H */

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#include "engine/assets.h"
#include "config.h"
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <string.h>
typedef struct AssetEntry {
char path[ASSET_PATH_MAX];
SDL_Texture *texture;
Sound sound;
Music music;
} AssetEntry;
static AssetEntry s_assets[MAX_ASSETS];
static int s_asset_count = 0;
static SDL_Renderer *s_renderer = NULL;
void assets_init(SDL_Renderer *renderer) {
s_renderer = renderer;
s_asset_count = 0;
memset(s_assets, 0, sizeof(s_assets));
/* Initialize SDL_image */
int img_flags = IMG_INIT_PNG;
if (!(IMG_Init(img_flags) & img_flags)) {
fprintf(stderr, "IMG_Init failed: %s\n", IMG_GetError());
}
}
static int find_asset(const char *path) {
for (int i = 0; i < s_asset_count; i++) {
if (strcmp(s_assets[i].path, path) == 0) {
return i;
}
}
return -1;
}
SDL_Texture *assets_get_texture(const char *path) {
int idx = find_asset(path);
if (idx >= 0) return s_assets[idx].texture;
if (s_asset_count >= MAX_ASSETS) {
fprintf(stderr, "Asset limit reached!\n");
return NULL;
}
SDL_Texture *tex = IMG_LoadTexture(s_renderer, path);
if (!tex) {
fprintf(stderr, "Failed to load texture: %s (%s)\n", path, IMG_GetError());
return NULL;
}
idx = s_asset_count++;
strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
s_assets[idx].texture = tex;
printf("Loaded texture: %s\n", path);
return tex;
}
Sound assets_get_sound(const char *path) {
int idx = find_asset(path);
if (idx >= 0) return s_assets[idx].sound;
if (s_asset_count >= MAX_ASSETS) {
fprintf(stderr, "Asset limit reached!\n");
return (Sound){0};
}
Sound s = audio_load_sound(path);
idx = s_asset_count++;
strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
s_assets[idx].sound = s;
return s;
}
Music assets_get_music(const char *path) {
int idx = find_asset(path);
if (idx >= 0) return s_assets[idx].music;
if (s_asset_count >= MAX_ASSETS) {
fprintf(stderr, "Asset limit reached!\n");
return (Music){0};
}
Music m = audio_load_music(path);
idx = s_asset_count++;
strncpy(s_assets[idx].path, path, ASSET_PATH_MAX - 1);
s_assets[idx].music = m;
return m;
}
void assets_free_all(void) {
for (int i = 0; i < s_asset_count; i++) {
if (s_assets[i].texture) {
SDL_DestroyTexture(s_assets[i].texture);
}
/* Sound/Music chunks are freed by SDL_mixer on close */
}
s_asset_count = 0;
memset(s_assets, 0, sizeof(s_assets));
IMG_Quit();
}

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#ifndef JNR_ASSETS_H
#define JNR_ASSETS_H
#include <SDL2/SDL.h>
#include "engine/audio.h"
/* Initialize asset manager (call after engine_init) */
void assets_init(SDL_Renderer *renderer);
/* Load / retrieve cached texture by path */
SDL_Texture *assets_get_texture(const char *path);
/* Load / retrieve cached sound by path */
Sound assets_get_sound(const char *path);
/* Load / retrieve cached music by path */
Music assets_get_music(const char *path);
/* Free all loaded assets */
void assets_free_all(void);
#endif /* JNR_ASSETS_H */

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#include "engine/audio.h"
#include "config.h"
#include <SDL2/SDL_mixer.h>
#include <stdio.h>
static bool s_initialized = false;
bool audio_init(void) {
/* Initialize MP3 (and OGG) decoder support */
int mix_flags = MIX_INIT_MP3 | MIX_INIT_OGG;
int mix_initted = Mix_Init(mix_flags);
if ((mix_initted & mix_flags) != mix_flags) {
fprintf(stderr, "Mix_Init: some formats not available: %s\n", Mix_GetError());
/* Continue anyway — WAV still works */
}
if (Mix_OpenAudio(AUDIO_FREQUENCY, MIX_DEFAULT_FORMAT,
AUDIO_CHANNELS, AUDIO_CHUNK_SIZE) < 0) {
fprintf(stderr, "Mix_OpenAudio failed: %s\n", Mix_GetError());
return false;
}
/* Log what SDL_mixer actually opened */
{
int freq, channels;
Uint16 format;
if (Mix_QuerySpec(&freq, &format, &channels)) {
printf("Audio device: %d Hz, %d channels, format=0x%04X\n",
freq, channels, format);
}
}
Mix_AllocateChannels(MAX_SFX_CHANNELS);
s_initialized = true;
printf("Audio initialized.\n");
return true;
}
Sound audio_load_sound(const char *path) {
Sound s = {0};
if (!s_initialized) return s;
s.chunk = Mix_LoadWAV(path);
if (!s.chunk) {
fprintf(stderr, "Failed to load sound: %s (%s)\n", path, Mix_GetError());
}
return s;
}
Music audio_load_music(const char *path) {
Music m = {0};
if (!s_initialized) {
fprintf(stderr, "audio_load_music: audio not initialized\n");
return m;
}
m.music = Mix_LoadMUS(path);
if (!m.music) {
fprintf(stderr, "Failed to load music: %s (%s)\n", path, Mix_GetError());
} else {
printf("Loaded music: %s\n", path);
}
return m;
}
void audio_play_sound(Sound s, int volume) {
if (!s_initialized || !s.chunk) return;
int ch = Mix_PlayChannel(-1, (Mix_Chunk *)s.chunk, 0);
if (ch >= 0) {
Mix_Volume(ch, volume);
}
}
void audio_play_music(Music m, bool loop) {
if (!s_initialized) {
fprintf(stderr, "audio_play_music: audio not initialized\n");
return;
}
if (!m.music) {
fprintf(stderr, "audio_play_music: music handle is NULL\n");
return;
}
if (Mix_PlayMusic((Mix_Music *)m.music, loop ? -1 : 1) < 0) {
fprintf(stderr, "Mix_PlayMusic failed: %s\n", Mix_GetError());
}
}
void audio_stop_music(void) {
if (!s_initialized) return;
Mix_HaltMusic();
}
void audio_set_music_volume(int volume) {
if (!s_initialized) return;
Mix_VolumeMusic(volume);
}
void audio_shutdown(void) {
if (!s_initialized) return;
Mix_HaltMusic();
Mix_CloseAudio();
Mix_Quit();
s_initialized = false;
printf("Audio shut down.\n");
}

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#ifndef JNR_AUDIO_H
#define JNR_AUDIO_H
#include <stdbool.h>
typedef struct Sound {
void *chunk; /* Mix_Chunk* */
} Sound;
typedef struct Music {
void *music; /* Mix_Music* */
} Music;
bool audio_init(void);
Sound audio_load_sound(const char *path);
Music audio_load_music(const char *path);
void audio_play_sound(Sound s, int volume); /* 0-128, fire and forget */
void audio_play_music(Music m, bool loop);
void audio_stop_music(void);
void audio_set_music_volume(int volume); /* 0-128 */
void audio_shutdown(void);
#endif /* JNR_AUDIO_H */

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#include "engine/camera.h"
#include <stdlib.h>
#include <math.h>
void camera_init(Camera *c, float vp_w, float vp_h) {
c->pos = vec2_zero();
c->viewport = vec2(vp_w, vp_h);
c->bounds_min = vec2_zero();
c->bounds_max = vec2(vp_w, vp_h); /* default: one screen */
c->smoothing = 5.0f;
c->deadzone = vec2(30.0f, 20.0f);
c->look_ahead = vec2(40.0f, 0.0f);
}
void camera_set_bounds(Camera *c, float world_w, float world_h) {
c->bounds_min = vec2_zero();
c->bounds_max = vec2(world_w, world_h);
}
void camera_follow(Camera *c, Vec2 target, Vec2 velocity, float dt) {
/* Target is the center point we want to follow */
Vec2 desired;
desired.x = target.x - c->viewport.x * 0.5f;
desired.y = target.y - c->viewport.y * 0.5f;
/* Look-ahead: shift camera in the direction of movement */
if (velocity.x > 10.0f) desired.x += c->look_ahead.x;
else if (velocity.x < -10.0f) desired.x -= c->look_ahead.x;
/* Smooth follow using exponential decay */
float t = 1.0f - expf(-c->smoothing * dt);
c->pos = vec2_lerp(c->pos, desired, t);
/* Clamp to world bounds */
c->pos.x = clampf(c->pos.x, c->bounds_min.x,
c->bounds_max.x - c->viewport.x);
c->pos.y = clampf(c->pos.y, c->bounds_min.y,
c->bounds_max.y - c->viewport.y);
}
Vec2 camera_world_to_screen(const Camera *c, Vec2 world_pos) {
Vec2 screen = vec2_sub(world_pos, c->pos);
/* Apply shake offset */
screen.x += c->shake_offset.x;
screen.y += c->shake_offset.y;
return screen;
}
Vec2 camera_screen_to_world(const Camera *c, Vec2 screen_pos) {
return vec2_add(screen_pos, c->pos);
}
/* ── Screen shake ────────────────────────────────── */
static float randf_sym(void) {
/* Random float in [-1, 1] */
return ((float)rand() / (float)RAND_MAX) * 2.0f - 1.0f;
}
void camera_shake(Camera *c, float intensity, float duration) {
/* Take the stronger shake if one is already active */
if (intensity > c->shake_intensity || c->shake_timer <= 0) {
c->shake_intensity = intensity;
c->shake_timer = duration;
}
}
void camera_update_shake(Camera *c, float dt) {
if (c->shake_timer <= 0) {
c->shake_offset = vec2_zero();
return;
}
c->shake_timer -= dt;
/* Decay intensity as shake expires */
float t = c->shake_timer > 0 ? c->shake_timer / 0.3f : 0; /* ~0.3s reference */
if (t > 1.0f) t = 1.0f;
float current = c->shake_intensity * t;
/* Random offset, rounded to whole pixels for crisp pixel art */
c->shake_offset.x = roundf(randf_sym() * current);
c->shake_offset.y = roundf(randf_sym() * current);
if (c->shake_timer <= 0) {
c->shake_timer = 0;
c->shake_intensity = 0;
c->shake_offset = vec2_zero();
}
}

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#ifndef JNR_CAMERA_H
#define JNR_CAMERA_H
#include "util/vec2.h"
#include "config.h"
typedef struct Camera {
Vec2 pos; /* world position of top-left corner */
Vec2 viewport; /* screen dimensions in game pixels */
Vec2 bounds_min; /* level bounds (top-left) */
Vec2 bounds_max; /* level bounds (bottom-right) */
float smoothing; /* higher = slower follow (0=instant) */
Vec2 deadzone; /* half-size of deadzone rect */
Vec2 look_ahead; /* pixels to lead in move direction */
/* Screen shake */
float shake_timer; /* remaining shake time */
float shake_intensity; /* current max pixel offset */
Vec2 shake_offset; /* current frame shake displacement */
} Camera;
void camera_init(Camera *c, float vp_w, float vp_h);
void camera_set_bounds(Camera *c, float world_w, float world_h);
void camera_follow(Camera *c, Vec2 target, Vec2 velocity, float dt);
/* Convert world position to screen position */
Vec2 camera_world_to_screen(const Camera *c, Vec2 world_pos);
/* Convert screen position to world position */
Vec2 camera_screen_to_world(const Camera *c, Vec2 screen_pos);
/* Trigger screen shake (intensity in pixels, duration in seconds) */
void camera_shake(Camera *c, float intensity, float duration);
/* Update shake (call once per frame, after camera_follow) */
void camera_update_shake(Camera *c, float dt);
#endif /* JNR_CAMERA_H */

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#include "engine/core.h"
#include "engine/input.h"
#include "engine/renderer.h"
#include "engine/audio.h"
#include "engine/assets.h"
#include <stdio.h>
#ifdef __EMSCRIPTEN__
#include <emscripten.h>
#endif
Engine g_engine = {0};
static GameCallbacks s_callbacks = {0};
void engine_set_callbacks(GameCallbacks cb) {
s_callbacks = cb;
}
bool engine_init(void) {
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO | SDL_INIT_GAMECONTROLLER) != 0) {
fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
return false;
}
int win_w = SCREEN_WIDTH * WINDOW_SCALE;
int win_h = SCREEN_HEIGHT * WINDOW_SCALE;
g_engine.window = SDL_CreateWindow(
WINDOW_TITLE,
SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED,
win_w, win_h,
SDL_WINDOW_SHOWN
);
if (!g_engine.window) {
fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
return false;
}
g_engine.renderer = SDL_CreateRenderer(
g_engine.window, -1,
SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC
);
if (!g_engine.renderer) {
fprintf(stderr, "SDL_CreateRenderer failed: %s\n", SDL_GetError());
return false;
}
/* Set logical size for pixel-perfect scaling */
SDL_RenderSetLogicalSize(g_engine.renderer, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "0"); /* nearest neighbor */
/* Initialize subsystems */
input_init();
renderer_init(g_engine.renderer);
audio_init();
assets_init(g_engine.renderer);
g_engine.running = true;
g_engine.tick = 0;
g_engine.fps = 0.0f;
printf("Engine initialized: %dx%d (x%d scale)\n",
SCREEN_WIDTH, SCREEN_HEIGHT, WINDOW_SCALE);
return true;
}
/* ── Frame-loop state (file-scope so engine_frame can access it) ── */
static uint64_t s_freq;
static uint64_t s_prev_time;
static float s_accumulator;
static float s_fps_timer;
static int s_fps_frames;
/*
* engine_frame -- execute exactly one iteration of the game loop.
*
* Called repeatedly by the platform layer:
* Native : tight while-loop in engine_run()
* Browser : emscripten_set_main_loop() via requestAnimationFrame
*/
static void engine_frame(void) {
uint64_t current_time = SDL_GetPerformanceCounter();
float frame_time = (float)(current_time - s_prev_time) / (float)s_freq;
s_prev_time = current_time;
/* Clamp frame time to avoid spiral of death */
if (frame_time > MAX_FRAME_SKIP * DT) {
frame_time = MAX_FRAME_SKIP * DT;
}
/* FPS counter */
s_fps_timer += frame_time;
s_fps_frames++;
if (s_fps_timer >= 1.0f) {
g_engine.fps = (float)s_fps_frames / s_fps_timer;
s_fps_timer = 0.0f;
s_fps_frames = 0;
}
/* ── Input ────────────────────────────── */
input_poll();
if (input_quit_requested()) {
g_engine.running = false;
#ifdef __EMSCRIPTEN__
if (s_callbacks.shutdown) {
s_callbacks.shutdown();
}
emscripten_cancel_main_loop();
#endif
return;
}
/* ── Fixed timestep update ────────────── */
s_accumulator += frame_time;
while (s_accumulator >= DT) {
if (s_callbacks.update) {
s_callbacks.update(DT);
}
input_consume();
g_engine.tick++;
s_accumulator -= DT;
}
/* ── Render ───────────────────────────── */
g_engine.interpolation = s_accumulator / DT;
renderer_clear();
if (s_callbacks.render) {
s_callbacks.render(g_engine.interpolation);
}
renderer_present();
}
void engine_run(void) {
if (s_callbacks.init) {
s_callbacks.init();
}
/* Initialise frame-loop timing state */
s_freq = SDL_GetPerformanceFrequency();
s_prev_time = SDL_GetPerformanceCounter();
s_accumulator = 0.0f;
s_fps_timer = 0.0f;
s_fps_frames = 0;
#ifdef __EMSCRIPTEN__
/*
* Hand control to the browser's requestAnimationFrame loop.
* fps=0 : match display refresh rate
* simulate_infinite_loop=1 : don't return from this function
* (so the rest of engine_run never executes until shutdown)
*/
emscripten_set_main_loop(engine_frame, 0, 1);
#else
while (g_engine.running) {
engine_frame();
}
#endif
if (s_callbacks.shutdown) {
s_callbacks.shutdown();
}
}
void engine_shutdown(void) {
assets_free_all();
audio_shutdown();
renderer_shutdown();
input_shutdown();
if (g_engine.renderer) SDL_DestroyRenderer(g_engine.renderer);
if (g_engine.window) SDL_DestroyWindow(g_engine.window);
SDL_Quit();
printf("Engine shut down cleanly.\n");
}

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#ifndef JNR_CORE_H
#define JNR_CORE_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdint.h>
#include "config.h"
typedef struct Engine {
bool running;
SDL_Window *window;
SDL_Renderer *renderer;
uint32_t tick; /* current physics tick */
float interpolation; /* 0.0-1.0 for render interpolation */
float fps; /* smoothed frames-per-second */
} Engine;
/* Global engine instance */
extern Engine g_engine;
bool engine_init(void);
void engine_run(void);
void engine_shutdown(void);
/* Called by the game layer - set these before engine_run() */
typedef void (*GameInitFn)(void);
typedef void (*GameUpdateFn)(float dt);
typedef void (*GameRenderFn)(float interpolation);
typedef void (*GameShutdownFn)(void);
typedef struct GameCallbacks {
GameInitFn init;
GameUpdateFn update;
GameRenderFn render;
GameShutdownFn shutdown;
} GameCallbacks;
void engine_set_callbacks(GameCallbacks cb);
#endif /* JNR_CORE_H */

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#include "engine/entity.h"
#include <string.h>
#include <stdio.h>
void entity_manager_init(EntityManager *em) {
memset(em, 0, sizeof(EntityManager));
}
Entity *entity_spawn(EntityManager *em, EntityType type, Vec2 pos) {
/* Find a free slot */
for (int i = 0; i < MAX_ENTITIES; i++) {
if (!em->entities[i].active) {
Entity *e = &em->entities[i];
memset(e, 0, sizeof(Entity));
e->type = type;
e->active = true;
e->body.pos = pos;
e->body.gravity_scale = 1.0f;
e->health = 1;
e->max_health = 1;
if (i >= em->count) em->count = i + 1;
return e;
}
}
fprintf(stderr, "Warning: entity limit reached (%d)\n", MAX_ENTITIES);
return NULL;
}
void entity_destroy(EntityManager *em, Entity *e) {
if (!e || !e->active) return;
/* Call type-specific destructor */
if (em->destroy_fn[e->type]) {
em->destroy_fn[e->type](e);
}
e->active = false;
e->type = ENT_NONE;
/* Shrink count if possible */
while (em->count > 0 && !em->entities[em->count - 1].active) {
em->count--;
}
}
void entity_update_all(EntityManager *em, float dt, const Tilemap *map) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (!e->active) continue;
/* Check if dead */
if (e->health <= 0 && !(e->flags & ENTITY_INVINCIBLE)) {
e->flags |= ENTITY_DEAD;
}
/* Call type-specific update */
if (em->update_fn[e->type]) {
em->update_fn[e->type](e, dt, map);
}
}
}
void entity_render_all(EntityManager *em, const Camera *cam) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (!e->active) continue;
if (em->render_fn[e->type]) {
em->render_fn[e->type](e, cam);
}
}
}
void entity_manager_clear(EntityManager *em) {
for (int i = 0; i < em->count; i++) {
if (em->entities[i].active) {
entity_destroy(em, &em->entities[i]);
}
}
em->count = 0;
}
void entity_register(EntityManager *em, EntityType type,
EntityUpdateFn update, EntityRenderFn render,
EntityDestroyFn destroy) {
em->update_fn[type] = update;
em->render_fn[type] = render;
em->destroy_fn[type] = destroy;
}

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#ifndef JNR_ENTITY_H
#define JNR_ENTITY_H
#include <stdbool.h>
#include <stdint.h>
#include "config.h"
#include "engine/physics.h"
#include "engine/animation.h"
#include "util/vec2.h"
/* Forward declarations */
typedef struct Tilemap Tilemap;
typedef struct Camera Camera;
typedef enum EntityType {
ENT_NONE = 0,
ENT_PLAYER,
ENT_ENEMY_GRUNT,
ENT_ENEMY_FLYER,
ENT_PROJECTILE,
ENT_PICKUP,
ENT_PARTICLE,
ENT_TYPE_COUNT
} EntityType;
/* Entity flags */
#define ENTITY_INVINCIBLE (1 << 0)
#define ENTITY_FACING_LEFT (1 << 1)
#define ENTITY_DEAD (1 << 2)
typedef struct Entity {
EntityType type;
bool active;
Body body;
Animation anim;
int health;
int max_health;
int damage;
uint32_t flags;
float timer; /* general-purpose timer */
void *data; /* type-specific data pointer */
} Entity;
/* Function pointer types for entity behaviors */
typedef void (*EntityUpdateFn)(Entity *self, float dt, const Tilemap *map);
typedef void (*EntityRenderFn)(Entity *self, const Camera *cam);
typedef void (*EntityDestroyFn)(Entity *self);
typedef struct EntityManager {
Entity entities[MAX_ENTITIES];
int count;
/* dispatch tables */
EntityUpdateFn update_fn[ENT_TYPE_COUNT];
EntityRenderFn render_fn[ENT_TYPE_COUNT];
EntityDestroyFn destroy_fn[ENT_TYPE_COUNT];
} EntityManager;
void entity_manager_init(EntityManager *em);
Entity *entity_spawn(EntityManager *em, EntityType type, Vec2 pos);
void entity_destroy(EntityManager *em, Entity *e);
void entity_update_all(EntityManager *em, float dt, const Tilemap *map);
void entity_render_all(EntityManager *em, const Camera *cam);
void entity_manager_clear(EntityManager *em);
/* Register behavior functions for an entity type */
void entity_register(EntityManager *em, EntityType type,
EntityUpdateFn update, EntityRenderFn render,
EntityDestroyFn destroy);
#endif /* JNR_ENTITY_H */

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#include "engine/input.h"
#include <string.h>
static bool s_current[ACTION_COUNT];
static bool s_previous[ACTION_COUNT];
/*
* Latched states: accumulate press/release events across frames
* so that a press is never lost even if no update tick runs
* during the frame it was detected.
*/
static bool s_latched_pressed[ACTION_COUNT];
static bool s_latched_released[ACTION_COUNT];
static bool s_quit_requested;
/* Default key bindings (primary + alternate) */
static SDL_Scancode s_bindings[ACTION_COUNT] = {
[ACTION_LEFT] = SDL_SCANCODE_LEFT,
[ACTION_RIGHT] = SDL_SCANCODE_RIGHT,
[ACTION_UP] = SDL_SCANCODE_UP,
[ACTION_DOWN] = SDL_SCANCODE_DOWN,
[ACTION_JUMP] = SDL_SCANCODE_Z,
[ACTION_SHOOT] = SDL_SCANCODE_X,
[ACTION_DASH] = SDL_SCANCODE_C,
[ACTION_PAUSE] = SDL_SCANCODE_ESCAPE,
};
/* Alternate bindings (0 = no alternate) */
static SDL_Scancode s_alt_bindings[ACTION_COUNT] = {
[ACTION_SHOOT] = SDL_SCANCODE_SPACE,
};
void input_init(void) {
memset(s_current, 0, sizeof(s_current));
memset(s_previous, 0, sizeof(s_previous));
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
s_quit_requested = false;
}
void input_poll(void) {
/* Save previous state */
memcpy(s_previous, s_current, sizeof(s_current));
s_quit_requested = false;
/* Process SDL events */
SDL_Event event;
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
s_quit_requested = true;
break;
}
}
/* Read keyboard state */
const Uint8 *keys = SDL_GetKeyboardState(NULL);
for (int i = 0; i < ACTION_COUNT; i++) {
s_current[i] = keys[s_bindings[i]];
if (s_alt_bindings[i] && keys[s_alt_bindings[i]]) {
s_current[i] = true;
}
/* Latch edges: once set, stays true until consumed */
if (s_current[i] && !s_previous[i]) {
s_latched_pressed[i] = true;
}
if (!s_current[i] && s_previous[i]) {
s_latched_released[i] = true;
}
}
}
void input_consume(void) {
/* Clear latched states after an update tick has read them */
memset(s_latched_pressed, 0, sizeof(s_latched_pressed));
memset(s_latched_released, 0, sizeof(s_latched_released));
}
bool input_pressed(Action a) {
return s_latched_pressed[a];
}
bool input_held(Action a) {
return s_current[a];
}
bool input_released(Action a) {
return s_latched_released[a];
}
bool input_quit_requested(void) {
return s_quit_requested;
}
void input_shutdown(void) {
/* Nothing to clean up */
}

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#ifndef JNR_INPUT_H
#define JNR_INPUT_H
#include <stdbool.h>
#include <SDL2/SDL.h>
typedef enum Action {
ACTION_LEFT,
ACTION_RIGHT,
ACTION_UP,
ACTION_DOWN,
ACTION_JUMP,
ACTION_SHOOT,
ACTION_DASH,
ACTION_PAUSE,
ACTION_COUNT
} Action;
void input_init(void);
void input_poll(void); /* call once per frame before updates */
void input_consume(void); /* call after each fixed update tick */
bool input_pressed(Action a); /* pressed since last consume */
bool input_held(Action a); /* currently held down */
bool input_released(Action a); /* released since last consume */
void input_shutdown(void);
/* Returns true if SDL_QUIT was received */
bool input_quit_requested(void);
#endif /* JNR_INPUT_H */

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#include "engine/parallax.h"
#include "engine/camera.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
/* ── Helpers ─────────────────────────────────────────── */
static float randf(void) {
return (float)rand() / (float)RAND_MAX;
}
static uint8_t clamp_u8(int v) {
if (v < 0) return 0;
if (v > 255) return 255;
return (uint8_t)v;
}
/* ── Init / Free ─────────────────────────────────────── */
void parallax_init(Parallax *p) {
memset(p, 0, sizeof(Parallax));
}
void parallax_set_far(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y) {
p->far_layer.texture = tex;
p->far_layer.scroll_x = scroll_x;
p->far_layer.scroll_y = scroll_y;
p->far_layer.active = true;
p->far_layer.owns_texture = false; /* asset manager owns it */
SDL_QueryTexture(tex, NULL, NULL, &p->far_layer.tex_w, &p->far_layer.tex_h);
}
void parallax_set_near(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y) {
p->near_layer.texture = tex;
p->near_layer.scroll_x = scroll_x;
p->near_layer.scroll_y = scroll_y;
p->near_layer.active = true;
p->near_layer.owns_texture = false; /* asset manager owns it */
SDL_QueryTexture(tex, NULL, NULL, &p->near_layer.tex_w, &p->near_layer.tex_h);
}
/* ── Procedural star generation ──────────────────────── */
void parallax_generate_stars(Parallax *p, SDL_Renderer *renderer) {
/* Create a 640x360 texture (screen-sized, tiles seamlessly) */
int w = SCREEN_WIDTH;
int h = SCREEN_HEIGHT;
SDL_Texture *tex = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
if (!tex) return;
SDL_SetRenderTarget(renderer, tex);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
/* Clear to transparent (bg_color will show through) */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
/* Seed for reproducible star patterns */
unsigned int saved_seed = (unsigned int)rand();
srand(42);
/* Small dim stars (distant) — lots of them */
for (int i = 0; i < 120; i++) {
int x = (int)(randf() * w);
int y = (int)(randf() * h);
uint8_t brightness = (uint8_t)(100 + (int)(randf() * 80));
/* Slight color tints: bluish, yellowish, or white */
uint8_t r = brightness, g = brightness, b = brightness;
float tint = randf();
if (tint < 0.2f) {
b = clamp_u8(brightness + 40); /* blue tint */
} else if (tint < 0.35f) {
r = clamp_u8(brightness + 30);
g = clamp_u8(brightness + 20); /* warm tint */
}
SDL_SetRenderDrawColor(renderer, r, g, b, (uint8_t)(150 + (int)(randf() * 105)));
SDL_Rect dot = {x, y, 1, 1};
SDL_RenderFillRect(renderer, &dot);
}
/* Medium stars */
for (int i = 0; i < 30; i++) {
int x = (int)(randf() * w);
int y = (int)(randf() * h);
uint8_t brightness = (uint8_t)(180 + (int)(randf() * 75));
uint8_t r = brightness, g = brightness, b = brightness;
float tint = randf();
if (tint < 0.25f) {
b = 255; r = clamp_u8(brightness - 20); /* blue star */
} else if (tint < 0.4f) {
r = 255; g = clamp_u8(brightness - 10); /* warm star */
}
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_Rect dot = {x, y, 1, 1};
SDL_RenderFillRect(renderer, &dot);
/* Cross-halo for slightly brighter stars */
if (randf() < 0.4f) {
SDL_SetRenderDrawColor(renderer, r, g, b, 80);
SDL_Rect h1 = {x - 1, y, 3, 1};
SDL_Rect h2 = {x, y - 1, 1, 3};
SDL_RenderFillRect(renderer, &h1);
SDL_RenderFillRect(renderer, &h2);
}
}
/* Bright feature stars (few, prominent) */
for (int i = 0; i < 6; i++) {
int x = (int)(randf() * w);
int y = (int)(randf() * h);
/* Core pixel */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_Rect core = {x, y, 2, 2};
SDL_RenderFillRect(renderer, &core);
/* Glow cross */
uint8_t glow_a = (uint8_t)(120 + (int)(randf() * 80));
float tint = randf();
uint8_t gr = 200, gg = 210, gb = 255; /* default blue-white */
if (tint < 0.3f) { gr = 255; gg = 220; gb = 180; } /* warm */
SDL_SetRenderDrawColor(renderer, gr, gg, gb, glow_a);
SDL_Rect cross_h = {x - 1, y, 4, 2};
SDL_Rect cross_v = {x, y - 1, 2, 4};
SDL_RenderFillRect(renderer, &cross_h);
SDL_RenderFillRect(renderer, &cross_v);
}
srand(saved_seed); /* restore randomness */
SDL_SetRenderTarget(renderer, NULL);
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
p->far_layer.texture = tex;
p->far_layer.tex_w = w;
p->far_layer.tex_h = h;
p->far_layer.scroll_x = 0.05f;
p->far_layer.scroll_y = 0.05f;
p->far_layer.active = true;
p->far_layer.owns_texture = true;
}
/* ── Procedural nebula generation ────────────────────── */
void parallax_generate_nebula(Parallax *p, SDL_Renderer *renderer) {
int w = SCREEN_WIDTH;
int h = SCREEN_HEIGHT;
SDL_Texture *tex = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, w, h);
if (!tex) return;
SDL_SetRenderTarget(renderer, tex);
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
/* Clear to transparent */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
SDL_RenderClear(renderer);
unsigned int saved_seed = (unsigned int)rand();
srand(137);
/* Paint soft nebula blobs — clusters of semi-transparent rects
* that overlap to create soft, cloudy shapes */
/* Nebula color palette (space purples, blues, teals) */
typedef struct { uint8_t r, g, b; } NebColor;
NebColor palette[] = {
{ 60, 20, 100}, /* deep purple */
{ 30, 40, 120}, /* dark blue */
{ 20, 60, 90}, /* teal */
{ 80, 15, 60}, /* magenta */
{ 40, 50, 100}, /* slate blue */
};
int palette_count = sizeof(palette) / sizeof(palette[0]);
/* Paint 4-5 nebula clouds */
for (int cloud = 0; cloud < 5; cloud++) {
float cx = randf() * w;
float cy = randf() * h;
NebColor col = palette[cloud % palette_count];
/* Each cloud is ~30-50 overlapping soft rects */
int blobs = 30 + (int)(randf() * 20);
for (int b = 0; b < blobs; b++) {
float angle = randf() * (float)(2.0 * M_PI);
float dist = randf() * 80.0f + randf() * 40.0f;
int bx = (int)(cx + cosf(angle) * dist);
int by = (int)(cy + sinf(angle) * dist);
int bw = 8 + (int)(randf() * 20);
int bh = 8 + (int)(randf() * 16);
/* Vary color slightly per blob */
uint8_t br = clamp_u8(col.r + (int)(randf() * 30 - 15));
uint8_t bg = clamp_u8(col.g + (int)(randf() * 30 - 15));
uint8_t bb = clamp_u8(col.b + (int)(randf() * 30 - 15));
uint8_t ba = (uint8_t)(8 + (int)(randf() * 18)); /* very subtle */
SDL_SetRenderDrawColor(renderer, br, bg, bb, ba);
SDL_Rect rect = {bx - bw / 2, by - bh / 2, bw, bh};
SDL_RenderFillRect(renderer, &rect);
}
}
/* Scattered dust particles (tiny dim dots between clouds) */
for (int i = 0; i < 60; i++) {
int x = (int)(randf() * w);
int y = (int)(randf() * h);
NebColor col = palette[(int)(randf() * palette_count)];
SDL_SetRenderDrawColor(renderer, col.r, col.g, col.b,
(uint8_t)(30 + (int)(randf() * 40)));
SDL_Rect dot = {x, y, 2, 2};
SDL_RenderFillRect(renderer, &dot);
}
srand(saved_seed);
SDL_SetRenderTarget(renderer, NULL);
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
p->near_layer.texture = tex;
p->near_layer.tex_w = w;
p->near_layer.tex_h = h;
p->near_layer.scroll_x = 0.15f;
p->near_layer.scroll_y = 0.10f;
p->near_layer.active = true;
p->near_layer.owns_texture = true;
}
/* ── Render ──────────────────────────────────────────── */
static void render_layer(const ParallaxLayer *layer, const Camera *cam,
SDL_Renderer *renderer) {
if (!layer->active || !layer->texture) return;
int tw = layer->tex_w;
int th = layer->tex_h;
if (tw <= 0 || th <= 0) return;
/* Calculate scroll offset from camera position */
float offset_x = cam->pos.x * layer->scroll_x;
float offset_y = cam->pos.y * layer->scroll_y;
/* Wrap to texture bounds (fmod that handles negatives) */
int ix = (int)offset_x % tw;
int iy = (int)offset_y % th;
if (ix < 0) ix += tw;
if (iy < 0) iy += th;
/* Tile the texture across the screen.
* We need to cover SCREEN_WIDTH x SCREEN_HEIGHT, starting
* from the wrapped offset. Draw a 2x2 grid of tiles to
* ensure full coverage regardless of offset. */
for (int ty = -1; ty <= 1; ty++) {
for (int tx = -1; tx <= 1; tx++) {
SDL_Rect dst = {
tx * tw - ix,
ty * th - iy,
tw,
th
};
/* Skip tiles entirely off-screen */
if (dst.x + dst.w < 0 || dst.x >= SCREEN_WIDTH) continue;
if (dst.y + dst.h < 0 || dst.y >= SCREEN_HEIGHT) continue;
SDL_RenderCopy(renderer, layer->texture, NULL, &dst);
}
}
}
void parallax_render(const Parallax *p, const Camera *cam, SDL_Renderer *renderer) {
if (!p || !cam) return;
render_layer(&p->far_layer, cam, renderer);
render_layer(&p->near_layer, cam, renderer);
}
/* ── Free ────────────────────────────────────────────── */
void parallax_free(Parallax *p) {
/* Only free textures we generated — asset manager owns file-loaded ones */
if (p->far_layer.texture && p->far_layer.owns_texture) {
SDL_DestroyTexture(p->far_layer.texture);
}
p->far_layer.texture = NULL;
p->far_layer.active = false;
if (p->near_layer.texture && p->near_layer.owns_texture) {
SDL_DestroyTexture(p->near_layer.texture);
}
p->near_layer.texture = NULL;
p->near_layer.active = false;
}

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#ifndef JNR_PARALLAX_H
#define JNR_PARALLAX_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include "config.h"
/* Forward declarations */
typedef struct Camera Camera;
/* A single parallax layer */
typedef struct ParallaxLayer {
SDL_Texture *texture; /* the background image */
int tex_w, tex_h; /* texture dimensions in pixels */
float scroll_x; /* horizontal scroll factor (0=fixed, 1=full) */
float scroll_y; /* vertical scroll factor */
bool active; /* whether this layer is in use */
bool owns_texture; /* true if we generated it (must free) */
} ParallaxLayer;
/* Parallax background system — up to two layers */
typedef struct Parallax {
ParallaxLayer far_layer; /* distant background (stars) */
ParallaxLayer near_layer; /* mid-ground background (nebula) */
} Parallax;
/* Initialize parallax (zeroes everything) */
void parallax_init(Parallax *p);
/* Set a layer from an existing texture (loaded via assets) */
void parallax_set_far(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y);
void parallax_set_near(Parallax *p, SDL_Texture *tex, float scroll_x, float scroll_y);
/* Generate procedural starfield texture (far layer) */
void parallax_generate_stars(Parallax *p, SDL_Renderer *renderer);
/* Generate procedural nebula/dust texture (near layer) */
void parallax_generate_nebula(Parallax *p, SDL_Renderer *renderer);
/* Render both layers (call before tile/entity rendering) */
void parallax_render(const Parallax *p, const Camera *cam, SDL_Renderer *renderer);
/* Free generated textures (not file-loaded ones — asset manager owns those) */
void parallax_free(Parallax *p);
#endif /* JNR_PARALLAX_H */

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#include "engine/particle.h"
#include "engine/renderer.h"
#include "engine/physics.h"
#include "engine/camera.h"
#include <stdlib.h>
#include <math.h>
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
static Particle s_particles[MAX_PARTICLES];
/* ── Helpers ─────────────────────────────────────────── */
static float randf(void) {
return (float)rand() / (float)RAND_MAX;
}
static float randf_range(float lo, float hi) {
return lo + randf() * (hi - lo);
}
static uint8_t clamp_u8(int v) {
if (v < 0) return 0;
if (v > 255) return 255;
return (uint8_t)v;
}
/* ── Core API ────────────────────────────────────────── */
void particle_init(void) {
for (int i = 0; i < MAX_PARTICLES; i++) {
s_particles[i].active = false;
}
}
static Particle *alloc_particle(void) {
/* Find a free slot */
for (int i = 0; i < MAX_PARTICLES; i++) {
if (!s_particles[i].active) return &s_particles[i];
}
/* Steal the oldest (lowest remaining life) */
float min_life = 1e9f;
int min_idx = 0;
for (int i = 0; i < MAX_PARTICLES; i++) {
if (s_particles[i].life < min_life) {
min_life = s_particles[i].life;
min_idx = i;
}
}
return &s_particles[min_idx];
}
void particle_emit(const ParticleBurst *b) {
for (int i = 0; i < b->count; i++) {
Particle *p = alloc_particle();
/* Random angle within spread cone */
float angle = b->direction + randf_range(-b->spread, b->spread);
float speed = randf_range(b->speed_min, b->speed_max);
p->pos = b->origin;
p->vel = vec2(cosf(angle) * speed, sinf(angle) * speed);
p->life = randf_range(b->life_min, b->life_max);
p->max_life = p->life;
p->size = randf_range(b->size_min, b->size_max);
p->drag = b->drag;
p->gravity_scale = b->gravity_scale;
p->active = true;
/* Color with optional variation */
p->color = b->color;
if (b->color_vary) {
int vary = 30;
p->color.r = clamp_u8(b->color.r + (int)randf_range(-vary, vary));
p->color.g = clamp_u8(b->color.g + (int)randf_range(-vary, vary));
p->color.b = clamp_u8(b->color.b + (int)randf_range(-vary, vary));
}
}
}
void particle_update(float dt) {
float gravity = physics_get_gravity();
for (int i = 0; i < MAX_PARTICLES; i++) {
Particle *p = &s_particles[i];
if (!p->active) continue;
p->life -= dt;
if (p->life <= 0) {
p->active = false;
continue;
}
/* Apply gravity */
p->vel.y += gravity * p->gravity_scale * dt;
/* Apply drag */
if (p->drag > 0) {
float factor = 1.0f - p->drag * dt;
if (factor < 0) factor = 0;
p->vel.x *= factor;
p->vel.y *= factor;
}
/* Move */
p->pos.x += p->vel.x * dt;
p->pos.y += p->vel.y * dt;
}
}
void particle_render(const Camera *cam) {
for (int i = 0; i < MAX_PARTICLES; i++) {
Particle *p = &s_particles[i];
if (!p->active) continue;
/* Alpha fade based on remaining life */
float t = p->life / p->max_life;
SDL_Color c = p->color;
c.a = (uint8_t)(t * 255.0f);
/* Shrink slightly as particle ages */
float sz = p->size * (0.3f + 0.7f * t);
if (sz < 0.5f) sz = 0.5f;
renderer_draw_rect(p->pos, vec2(sz, sz), c, LAYER_PARTICLES, cam);
}
}
void particle_clear(void) {
for (int i = 0; i < MAX_PARTICLES; i++) {
s_particles[i].active = false;
}
}
/* ── Presets ─────────────────────────────────────────── */
void particle_emit_death_puff(Vec2 pos, SDL_Color color) {
ParticleBurst b = {
.origin = pos,
.count = 12,
.speed_min = 30.0f,
.speed_max = 100.0f,
.life_min = 0.2f,
.life_max = 0.5f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = (float)M_PI, /* full circle */
.direction = 0,
.drag = 3.0f,
.gravity_scale = 0.3f,
.color = color,
.color_vary = true,
};
particle_emit(&b);
}
void particle_emit_landing_dust(Vec2 pos) {
ParticleBurst b = {
.origin = pos,
.count = 6,
.speed_min = 20.0f,
.speed_max = 60.0f,
.life_min = 0.15f,
.life_max = 0.35f,
.size_min = 1.0f,
.size_max = 2.5f,
.spread = 0.6f, /* ~35 degrees */
.direction = -(float)M_PI * 0.5f, /* upward */
.drag = 4.0f,
.gravity_scale = 0.0f,
.color = {180, 170, 150, 255}, /* dusty tan */
.color_vary = true,
};
particle_emit(&b);
}
void particle_emit_spark(Vec2 pos, SDL_Color color) {
ParticleBurst b = {
.origin = pos,
.count = 5,
.speed_min = 40.0f,
.speed_max = 120.0f,
.life_min = 0.1f,
.life_max = 0.25f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = (float)M_PI,
.direction = 0,
.drag = 2.0f,
.gravity_scale = 0.5f,
.color = color,
.color_vary = true,
};
particle_emit(&b);
}
void particle_emit_jetpack_burst(Vec2 pos, Vec2 dash_dir) {
/* Exhaust fires opposite to dash direction */
float exhaust_angle = atan2f(-dash_dir.y, -dash_dir.x);
/* Big initial burst — hot core (white/yellow) */
ParticleBurst core = {
.origin = pos,
.count = 18,
.speed_min = 80.0f,
.speed_max = 200.0f,
.life_min = 0.15f,
.life_max = 0.35f,
.size_min = 2.0f,
.size_max = 4.0f,
.spread = 0.5f, /* ~30 degree cone */
.direction = exhaust_angle,
.drag = 3.0f,
.gravity_scale = 0.1f,
.color = {255, 220, 120, 255}, /* bright yellow */
.color_vary = true,
};
particle_emit(&core);
/* Outer plume — orange/red, wider spread */
ParticleBurst plume = {
.origin = pos,
.count = 14,
.speed_min = 50.0f,
.speed_max = 150.0f,
.life_min = 0.2f,
.life_max = 0.45f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = 0.8f, /* wider cone */
.direction = exhaust_angle,
.drag = 2.5f,
.gravity_scale = 0.2f,
.color = {255, 120, 40, 255}, /* orange */
.color_vary = true,
};
particle_emit(&plume);
/* Smoke tail — grey, slow, lingers */
ParticleBurst smoke = {
.origin = pos,
.count = 8,
.speed_min = 20.0f,
.speed_max = 60.0f,
.life_min = 0.3f,
.life_max = 0.6f,
.size_min = 2.0f,
.size_max = 4.5f,
.spread = 1.0f,
.direction = exhaust_angle,
.drag = 4.0f,
.gravity_scale = -0.1f, /* slight float-up */
.color = {160, 150, 140, 200}, /* smoke grey */
.color_vary = true,
};
particle_emit(&smoke);
}
void particle_emit_jetpack_trail(Vec2 pos, Vec2 dash_dir) {
/* Continuous trail — fewer particles per frame, same exhaust direction */
float exhaust_angle = atan2f(-dash_dir.y, -dash_dir.x);
/* Hot sparks */
ParticleBurst sparks = {
.origin = pos,
.count = 3,
.speed_min = 60.0f,
.speed_max = 160.0f,
.life_min = 0.1f,
.life_max = 0.25f,
.size_min = 1.5f,
.size_max = 3.0f,
.spread = 0.4f,
.direction = exhaust_angle,
.drag = 3.0f,
.gravity_scale = 0.1f,
.color = {255, 200, 80, 255}, /* yellow-orange */
.color_vary = true,
};
particle_emit(&sparks);
/* Smoke wisps */
ParticleBurst smoke = {
.origin = pos,
.count = 2,
.speed_min = 15.0f,
.speed_max = 40.0f,
.life_min = 0.2f,
.life_max = 0.4f,
.size_min = 1.5f,
.size_max = 3.5f,
.spread = 0.7f,
.direction = exhaust_angle,
.drag = 3.5f,
.gravity_scale = -0.1f,
.color = {140, 130, 120, 180},
.color_vary = true,
};
particle_emit(&smoke);
}
void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir) {
float angle = atan2f(shoot_dir.y, shoot_dir.x);
/* Perpendicular angle for the up/down flare lines */
float perp = angle + (float)M_PI * 0.5f;
/* Forward beam flash — bright cyan, fast, tight cone */
ParticleBurst beam = {
.origin = pos,
.count = 5,
.speed_min = 120.0f,
.speed_max = 250.0f,
.life_min = 0.03f,
.life_max = 0.07f,
.size_min = 1.5f,
.size_max = 2.5f,
.spread = 0.15f, /* very tight forward */
.direction = angle,
.drag = 6.0f,
.gravity_scale = 0.0f,
.color = {100, 220, 255, 255}, /* cyan */
.color_vary = true,
};
particle_emit(&beam);
/* Vertical flare — perpendicular lines (up) */
ParticleBurst flare_up = {
.origin = pos,
.count = 3,
.speed_min = 60.0f,
.speed_max = 140.0f,
.life_min = 0.02f,
.life_max = 0.06f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = 0.12f,
.direction = perp,
.drag = 8.0f,
.gravity_scale = 0.0f,
.color = {160, 240, 255, 255}, /* light cyan */
.color_vary = true,
};
particle_emit(&flare_up);
/* Vertical flare — perpendicular lines (down) */
ParticleBurst flare_down = flare_up;
flare_down.direction = perp + (float)M_PI; /* opposite perpendicular */
particle_emit(&flare_down);
/* Bright white core — instant pop at barrel */
ParticleBurst core = {
.origin = pos,
.count = 2,
.speed_min = 5.0f,
.speed_max = 20.0f,
.life_min = 0.03f,
.life_max = 0.06f,
.size_min = 2.5f,
.size_max = 4.0f,
.spread = (float)M_PI, /* all directions, stays near barrel */
.direction = 0,
.drag = 10.0f,
.gravity_scale = 0.0f,
.color = {200, 255, 255, 255}, /* white-cyan glow */
.color_vary = false,
};
particle_emit(&core);
}
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir) {
/* Small dust puffs pushed away from the wall */
float away_angle = (wall_dir < 0) ? 0.0f : (float)M_PI; /* away from wall */
ParticleBurst dust = {
.origin = pos,
.count = 2,
.speed_min = 15.0f,
.speed_max = 40.0f,
.life_min = 0.1f,
.life_max = 0.25f,
.size_min = 1.0f,
.size_max = 2.0f,
.spread = 0.8f,
.direction = away_angle,
.drag = 4.0f,
.gravity_scale = -0.1f, /* slight float-up */
.color = {180, 170, 150, 200}, /* dusty tan */
.color_vary = true,
};
particle_emit(&dust);
}

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#ifndef JNR_PARTICLE_H
#define JNR_PARTICLE_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include "util/vec2.h"
/* Forward declaration */
typedef struct Camera Camera;
#define MAX_PARTICLES 1024
/* A single particle — lightweight, no collision */
typedef struct Particle {
Vec2 pos;
Vec2 vel;
SDL_Color color;
float life; /* remaining lifetime (seconds) */
float max_life; /* initial lifetime (for alpha fade) */
float size; /* render size in pixels */
float drag; /* velocity damping per second (0-1) */
float gravity_scale; /* 0 = no gravity, 1 = full gravity */
bool active;
} Particle;
/* Burst configuration for particle_emit() */
typedef struct ParticleBurst {
Vec2 origin; /* world position to emit from */
int count; /* number of particles */
float speed_min; /* min initial speed */
float speed_max; /* max initial speed */
float life_min; /* min lifetime */
float life_max; /* max lifetime */
float size_min; /* min particle size */
float size_max; /* max particle size */
float spread; /* cone half-angle in radians */
float direction; /* base angle in radians (0=right) */
float drag; /* velocity damping */
float gravity_scale; /* gravity multiplier */
SDL_Color color; /* base color */
bool color_vary; /* randomly vary color slightly */
} ParticleBurst;
/* Initialize the particle system */
void particle_init(void);
/* Emit a burst of particles */
void particle_emit(const ParticleBurst *burst);
/* Update all active particles */
void particle_update(float dt);
/* Render all active particles */
void particle_render(const Camera *cam);
/* Remove all active particles */
void particle_clear(void);
/* ── Preset bursts for common effects ──────────────── */
/* Small puff of debris (enemy death, impact) */
void particle_emit_death_puff(Vec2 pos, SDL_Color color);
/* Landing dust when player hits ground */
void particle_emit_landing_dust(Vec2 pos);
/* Small spark burst (projectile hit wall) */
void particle_emit_spark(Vec2 pos, SDL_Color color);
/* Jetpack exhaust burst (dash start — big plume opposite to dash_dir) */
void particle_emit_jetpack_burst(Vec2 pos, Vec2 dash_dir);
/* Jetpack exhaust trail (call each frame while dashing) */
void particle_emit_jetpack_trail(Vec2 pos, Vec2 dash_dir);
/* Muzzle flash (short bright burst in shoot direction) */
void particle_emit_muzzle_flash(Vec2 pos, Vec2 shoot_dir);
/* Wall slide dust (small puffs while scraping against a wall) */
void particle_emit_wall_slide_dust(Vec2 pos, int wall_dir);
#endif /* JNR_PARTICLE_H */

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#include "engine/physics.h"
#include "engine/tilemap.h"
#include "config.h"
#include <math.h>
static float s_gravity = DEFAULT_GRAVITY;
void physics_init(void) {
s_gravity = DEFAULT_GRAVITY;
}
void physics_set_gravity(float gravity) {
s_gravity = gravity;
}
float physics_get_gravity(void) {
return s_gravity;
}
static void resolve_tilemap_x(Body *body, const Tilemap *map) {
if (!map) return;
/* Check tiles the body overlaps after X movement */
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int top = world_to_tile(body->pos.y);
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
body->on_wall_left = false;
body->on_wall_right = false;
for (int ty = top; ty <= bottom; ty++) {
for (int tx = left; tx <= right; tx++) {
if (!tilemap_is_solid(map, tx, ty)) continue;
float tile_left = tile_to_world(tx);
float tile_right = tile_to_world(tx + 1);
if (body->vel.x > 0) {
/* Moving right -> push left */
body->pos.x = tile_left - body->size.x;
body->vel.x = 0;
body->on_wall_right = true;
} else if (body->vel.x < 0) {
/* Moving left -> push right */
body->pos.x = tile_right;
body->vel.x = 0;
body->on_wall_left = true;
}
}
}
}
static void resolve_tilemap_y(Body *body, const Tilemap *map) {
if (!map) return;
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int top = world_to_tile(body->pos.y);
int bottom = world_to_tile(body->pos.y + body->size.y - 1);
body->on_ground = false;
body->on_ceiling = false;
for (int ty = top; ty <= bottom; ty++) {
for (int tx = left; tx <= right; tx++) {
uint32_t flags = tilemap_flags_at(map, tx, ty);
if (!(flags & TILE_SOLID)) {
/* Check one-way platforms: only block when falling down */
if ((flags & TILE_PLATFORM) && body->vel.y > 0) {
float tile_top = tile_to_world(ty);
float body_bottom = body->pos.y + body->size.y;
/* Only resolve if we just crossed into the tile */
if (body_bottom - body->vel.y * DT <= tile_top + 2.0f) {
body->pos.y = tile_top - body->size.y;
body->vel.y = 0;
body->on_ground = true;
}
}
continue;
}
float tile_top = tile_to_world(ty);
float tile_bottom = tile_to_world(ty + 1);
if (body->vel.y > 0) {
/* Falling -> land on top of tile */
body->pos.y = tile_top - body->size.y;
body->vel.y = 0;
body->on_ground = true;
} else if (body->vel.y < 0) {
/* Rising -> bonk on ceiling */
body->pos.y = tile_bottom;
body->vel.y = 0;
body->on_ceiling = true;
}
}
}
}
void physics_update(Body *body, float dt, const Tilemap *map) {
/* Apply gravity */
body->vel.y += s_gravity * body->gravity_scale * dt;
/* Clamp fall speed */
if (body->vel.y > MAX_FALL_SPEED) {
body->vel.y = MAX_FALL_SPEED;
}
/* Move X, resolve X */
body->pos.x += body->vel.x * dt;
resolve_tilemap_x(body, map);
/* Move Y, resolve Y */
body->pos.y += body->vel.y * dt;
resolve_tilemap_y(body, map);
/* Ground-stick probe: if not detected as on_ground but vel.y is
* near zero (just landed or standing), check one pixel below.
* Prevents flickering between grounded/airborne each frame due to
* sub-pixel gravity accumulation. */
if (!body->on_ground && body->vel.y >= 0 && body->vel.y < s_gravity * dt * 2.0f && map) {
int left = world_to_tile(body->pos.x);
int right = world_to_tile(body->pos.x + body->size.x - 1);
int probe = world_to_tile(body->pos.y + body->size.y + 1.0f);
for (int tx = left; tx <= right; tx++) {
if (tilemap_is_solid(map, tx, probe)) {
body->on_ground = true;
body->vel.y = 0;
break;
}
}
}
}
bool physics_overlap(const Body *a, const Body *b) {
return physics_aabb_overlap(a->pos, a->size, b->pos, b->size);
}
bool physics_aabb_overlap(Vec2 pos_a, Vec2 size_a, Vec2 pos_b, Vec2 size_b) {
return pos_a.x < pos_b.x + size_b.x &&
pos_a.x + size_a.x > pos_b.x &&
pos_a.y < pos_b.y + size_b.y &&
pos_a.y + size_a.y > pos_b.y;
}

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#ifndef JNR_PHYSICS_H
#define JNR_PHYSICS_H
#include <stdbool.h>
#include "config.h"
#include "util/vec2.h"
/* Forward declaration */
typedef struct Tilemap Tilemap;
typedef struct Body {
Vec2 pos; /* top-left of AABB */
Vec2 vel; /* pixels per second */
Vec2 size; /* AABB dimensions */
float gravity_scale; /* 0 for flying, 1 for normal */
bool on_ground;
bool on_ceiling;
bool on_wall_left;
bool on_wall_right;
} Body;
void physics_init(void);
/* Set / get the current world gravity (pixels/s^2) */
void physics_set_gravity(float gravity);
float physics_get_gravity(void);
/* Move body, apply gravity, resolve against tilemap */
void physics_update(Body *body, float dt, const Tilemap *map);
/* Simple AABB overlap test between two bodies */
bool physics_overlap(const Body *a, const Body *b);
/* Check if two AABBs defined by pos+size overlap */
bool physics_aabb_overlap(Vec2 pos_a, Vec2 size_a, Vec2 pos_b, Vec2 size_b);
#endif /* JNR_PHYSICS_H */

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#include "engine/renderer.h"
#include "engine/camera.h"
#include "config.h"
#include <string.h>
static SDL_Renderer *s_renderer;
static Sprite s_queue[MAX_SPRITES];
static int s_queue_count;
static SDL_Color s_clear_color = {30, 30, 46, 255}; /* default dark blue */
void renderer_init(SDL_Renderer *r) {
s_renderer = r;
s_queue_count = 0;
}
void renderer_set_clear_color(SDL_Color color) {
s_clear_color = color;
}
void renderer_clear(void) {
SDL_SetRenderDrawColor(s_renderer,
s_clear_color.r, s_clear_color.g, s_clear_color.b, s_clear_color.a);
SDL_RenderClear(s_renderer);
s_queue_count = 0;
}
void renderer_submit(const Sprite *sprite) {
if (s_queue_count >= MAX_SPRITES) return;
s_queue[s_queue_count++] = *sprite;
}
void renderer_flush(const Camera *cam) {
/* Draw sprites layer by layer */
for (int layer = 0; layer < LAYER_COUNT; layer++) {
for (int i = 0; i < s_queue_count; i++) {
Sprite *s = &s_queue[i];
if ((int)s->layer != layer) continue;
/* Convert world to screen coords (HUD stays in screen space) */
Vec2 screen_pos = s->pos;
if (layer != LAYER_HUD && cam) {
screen_pos = camera_world_to_screen(cam, s->pos);
}
SDL_Rect dst = {
(int)screen_pos.x,
(int)screen_pos.y,
(int)s->size.x,
(int)s->size.y
};
SDL_RendererFlip flip = SDL_FLIP_NONE;
if (s->flip_x) flip |= SDL_FLIP_HORIZONTAL;
if (s->flip_y) flip |= SDL_FLIP_VERTICAL;
if (s->alpha < 255) {
SDL_SetTextureAlphaMod(s->texture, s->alpha);
}
SDL_RenderCopyEx(s_renderer, s->texture, &s->src, &dst,
s->rotation, NULL, flip);
if (s->alpha < 255) {
SDL_SetTextureAlphaMod(s->texture, 255);
}
}
}
}
void renderer_present(void) {
SDL_RenderPresent(s_renderer);
}
void renderer_draw_rect(Vec2 pos, Vec2 size, SDL_Color color,
DrawLayer layer, const Camera *cam) {
Vec2 screen_pos = pos;
if (layer != LAYER_HUD && cam) {
screen_pos = camera_world_to_screen(cam, pos);
}
SDL_Rect rect = {
(int)screen_pos.x,
(int)screen_pos.y,
(int)size.x,
(int)size.y
};
SDL_SetRenderDrawColor(s_renderer, color.r, color.g, color.b, color.a);
SDL_RenderFillRect(s_renderer, &rect);
}
void renderer_shutdown(void) {
s_queue_count = 0;
}

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#ifndef JNR_RENDERER_H
#define JNR_RENDERER_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include "config.h"
#include "util/vec2.h"
/* Forward declaration */
typedef struct Camera Camera;
typedef enum DrawLayer {
LAYER_BG_FAR, /* parallax background - far */
LAYER_BG_NEAR, /* parallax background - near */
LAYER_TILES_BG, /* tile background layer */
LAYER_ENTITIES, /* players, enemies, items */
LAYER_TILES_FG, /* tile foreground layer */
LAYER_PARTICLES, /* effects */
LAYER_HUD, /* UI overlay (screen-space) */
LAYER_COUNT
} DrawLayer;
typedef struct Sprite {
SDL_Texture *texture;
SDL_Rect src; /* source rect in spritesheet */
Vec2 pos; /* world position (top-left) */
Vec2 size; /* render size in world pixels */
bool flip_x;
bool flip_y;
DrawLayer layer;
uint8_t alpha; /* 0-255 */
double rotation; /* degrees, clockwise */
} Sprite;
void renderer_init(SDL_Renderer *r);
void renderer_set_clear_color(SDL_Color color);
void renderer_clear(void);
void renderer_submit(const Sprite *sprite);
void renderer_flush(const Camera *cam);
void renderer_present(void);
void renderer_shutdown(void);
/* Convenience: draw a filled rect (debug / HUD) */
void renderer_draw_rect(Vec2 pos, Vec2 size, SDL_Color color, DrawLayer layer, const Camera *cam);
#endif /* JNR_RENDERER_H */

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#include "engine/tilemap.h"
#include "engine/camera.h"
#include "engine/assets.h"
#include <SDL2/SDL_image.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer) {
FILE *f = fopen(path, "r");
if (!f) {
fprintf(stderr, "Failed to open level: %s\n", path);
return false;
}
memset(map, 0, sizeof(Tilemap));
char line[1024];
char tileset_path[256] = {0};
int current_layer = -1; /* 0=collision, 1=bg, 2=fg */
int row = 0;
while (fgets(line, sizeof(line), f)) {
/* Skip comments and empty lines */
if (line[0] == '#' || line[0] == '\n' || line[0] == '\r') continue;
/* Parse directives */
if (strncmp(line, "TILESET ", 8) == 0) {
sscanf(line + 8, "%255s", tileset_path);
} else if (strncmp(line, "SIZE ", 5) == 0) {
sscanf(line + 5, "%d %d", &map->width, &map->height);
if (map->width <= 0 || map->height <= 0 ||
map->width > 4096 || map->height > 4096) {
fprintf(stderr, "Invalid map size: %dx%d\n", map->width, map->height);
fclose(f);
return false;
}
int total = map->width * map->height;
map->collision_layer = calloc(total, sizeof(uint16_t));
map->bg_layer = calloc(total, sizeof(uint16_t));
map->fg_layer = calloc(total, sizeof(uint16_t));
} else if (strncmp(line, "SPAWN ", 6) == 0) {
float sx, sy;
sscanf(line + 6, "%f %f", &sx, &sy);
map->player_spawn = vec2(sx * TILE_SIZE, sy * TILE_SIZE);
} else if (strncmp(line, "GRAVITY ", 8) == 0) {
sscanf(line + 8, "%f", &map->gravity);
} else if (strncmp(line, "TILEDEF ", 8) == 0) {
int id, tx, ty;
uint32_t flags;
sscanf(line + 8, "%d %d %d %u", &id, &tx, &ty, &flags);
if (id < MAX_TILE_DEFS) {
map->tile_defs[id].tex_x = (uint16_t)tx;
map->tile_defs[id].tex_y = (uint16_t)ty;
map->tile_defs[id].flags = flags;
if (id >= map->tile_def_count) {
map->tile_def_count = id + 1;
}
}
} else if (strncmp(line, "BG_COLOR ", 9) == 0) {
int r, g, b;
if (sscanf(line + 9, "%d %d %d", &r, &g, &b) == 3) {
map->bg_color = (SDL_Color){
(uint8_t)r, (uint8_t)g, (uint8_t)b, 255
};
map->has_bg_color = true;
}
} else if (strncmp(line, "PARALLAX_FAR ", 13) == 0) {
sscanf(line + 13, "%255s", map->parallax_far_path);
} else if (strncmp(line, "PARALLAX_NEAR ", 14) == 0) {
sscanf(line + 14, "%255s", map->parallax_near_path);
} else if (strncmp(line, "MUSIC ", 6) == 0) {
sscanf(line + 6, "%255s", map->music_path);
} else if (strncmp(line, "ENTITY ", 7) == 0) {
if (map->entity_spawn_count < MAX_ENTITY_SPAWNS) {
EntitySpawn *es = &map->entity_spawns[map->entity_spawn_count];
float tx, ty;
if (sscanf(line + 7, "%31s %f %f", es->type_name, &tx, &ty) == 3) {
es->x = tx * TILE_SIZE;
es->y = ty * TILE_SIZE;
map->entity_spawn_count++;
}
}
} else if (strncmp(line, "LAYER ", 6) == 0) {
row = 0;
if (strstr(line, "collision")) current_layer = 0;
else if (strstr(line, "bg")) current_layer = 1;
else if (strstr(line, "fg")) current_layer = 2;
} else if (current_layer >= 0 && map->width > 0) {
/* Parse tile row */
uint16_t *layer = NULL;
switch (current_layer) {
case 0: layer = map->collision_layer; break;
case 1: layer = map->bg_layer; break;
case 2: layer = map->fg_layer; break;
}
if (layer && row < map->height) {
char *tok = strtok(line, " \t\n\r");
for (int col = 0; col < map->width && tok; col++) {
layer[row * map->width + col] = (uint16_t)atoi(tok);
tok = strtok(NULL, " \t\n\r");
}
row++;
}
}
}
fclose(f);
/* Load tileset texture */
if (tileset_path[0] && renderer) {
map->tileset = assets_get_texture(tileset_path);
if (map->tileset) {
int tex_w;
SDL_QueryTexture(map->tileset, NULL, NULL, &tex_w, NULL);
map->tileset_cols = tex_w / TILE_SIZE;
}
}
printf("Loaded level: %s (%dx%d tiles)\n", path, map->width, map->height);
return true;
}
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
const Camera *cam, SDL_Renderer *renderer) {
if (!map || !layer || !map->tileset) return;
/* Only render visible tiles */
int start_x = 0, start_y = 0;
int end_x = map->width, end_y = map->height;
if (cam) {
start_x = (int)(cam->pos.x / TILE_SIZE) - 1;
start_y = (int)(cam->pos.y / TILE_SIZE) - 1;
end_x = start_x + (int)(cam->viewport.x / TILE_SIZE) + 3;
end_y = start_y + (int)(cam->viewport.y / TILE_SIZE) + 3;
if (start_x < 0) start_x = 0;
if (start_y < 0) start_y = 0;
if (end_x > map->width) end_x = map->width;
if (end_y > map->height) end_y = map->height;
}
for (int y = start_y; y < end_y; y++) {
for (int x = start_x; x < end_x; x++) {
uint16_t tile_id = layer[y * map->width + x];
if (tile_id == 0) continue; /* 0 = empty */
/* Look up tile definition for source rect */
SDL_Rect src;
if (tile_id < map->tile_def_count &&
(map->tile_defs[tile_id].tex_x || map->tile_defs[tile_id].tex_y)) {
src.x = map->tile_defs[tile_id].tex_x * TILE_SIZE;
src.y = map->tile_defs[tile_id].tex_y * TILE_SIZE;
} else {
/* Fallback: tile_id maps directly to tileset grid position */
int cols = map->tileset_cols > 0 ? map->tileset_cols : 16;
src.x = ((tile_id - 1) % cols) * TILE_SIZE;
src.y = ((tile_id - 1) / cols) * TILE_SIZE;
}
src.w = TILE_SIZE;
src.h = TILE_SIZE;
Vec2 world_pos = vec2(tile_to_world(x), tile_to_world(y));
Vec2 screen_pos = cam ? camera_world_to_screen(cam, world_pos) : world_pos;
SDL_Rect dst = {
(int)screen_pos.x,
(int)screen_pos.y,
TILE_SIZE,
TILE_SIZE
};
SDL_RenderCopy(renderer, map->tileset, &src, &dst);
}
}
}
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y) {
if (!map) return false;
if (tile_x < 0 || tile_x >= map->width) return true; /* out of bounds = solid */
if (tile_y < 0) return false; /* above map = open */
if (tile_y >= map->height) return true; /* below map = solid */
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
if (tile_id == 0) return false;
/* Check tile def flags */
if (tile_id < map->tile_def_count) {
return (map->tile_defs[tile_id].flags & TILE_SOLID) != 0;
}
/* Default: non-zero collision tile is solid */
return true;
}
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y) {
if (!map) return 0;
if (tile_x < 0 || tile_x >= map->width) return TILE_SOLID;
if (tile_y < 0) return 0;
if (tile_y >= map->height) return TILE_SOLID;
uint16_t tile_id = map->collision_layer[tile_y * map->width + tile_x];
if (tile_id == 0) return 0;
if (tile_id < map->tile_def_count) {
return map->tile_defs[tile_id].flags;
}
return TILE_SOLID; /* default non-zero = solid */
}
void tilemap_free(Tilemap *map) {
if (!map) return;
free(map->collision_layer);
free(map->bg_layer);
free(map->fg_layer);
/* Don't free tileset - asset manager owns it */
memset(map, 0, sizeof(Tilemap));
}

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#ifndef JNR_TILEMAP_H
#define JNR_TILEMAP_H
#include <SDL2/SDL.h>
#include <stdbool.h>
#include <stdint.h>
#include <math.h>
#include "config.h"
#include "util/vec2.h"
/* Forward declarations */
typedef struct Camera Camera;
typedef enum TileFlag {
TILE_SOLID = 1 << 0,
TILE_PLATFORM = 1 << 1, /* one-way, passable from below */
TILE_LADDER = 1 << 2,
TILE_HAZARD = 1 << 3, /* spikes, lava, etc. */
TILE_WATER = 1 << 4,
} TileFlag;
typedef struct TileDef {
uint16_t tex_x, tex_y; /* position in tileset (in tiles) */
uint32_t flags;
} TileDef;
/* Entity spawn entry read from .lvl files */
typedef struct EntitySpawn {
char type_name[32]; /* e.g. "grunt", "flyer" */
float x, y; /* world position (pixels) */
} EntitySpawn;
typedef struct Tilemap {
int width, height; /* map size in tiles */
uint16_t *bg_layer; /* background tile IDs */
uint16_t *collision_layer; /* solid geometry tile IDs */
uint16_t *fg_layer; /* foreground decoration IDs */
TileDef tile_defs[MAX_TILE_DEFS];
int tile_def_count;
SDL_Texture *tileset;
int tileset_cols; /* columns in tileset image */
Vec2 player_spawn;
float gravity; /* level gravity (px/s^2), 0 = use default */
char music_path[ASSET_PATH_MAX]; /* level music file path */
SDL_Color bg_color; /* background clear color */
bool has_bg_color; /* true if BG_COLOR was set */
char parallax_far_path[ASSET_PATH_MAX]; /* far bg image path */
char parallax_near_path[ASSET_PATH_MAX]; /* near bg image path */
EntitySpawn entity_spawns[MAX_ENTITY_SPAWNS];
int entity_spawn_count;
} Tilemap;
bool tilemap_load(Tilemap *map, const char *path, SDL_Renderer *renderer);
void tilemap_render_layer(const Tilemap *map, const uint16_t *layer,
const Camera *cam, SDL_Renderer *renderer);
bool tilemap_is_solid(const Tilemap *map, int tile_x, int tile_y);
uint32_t tilemap_flags_at(const Tilemap *map, int tile_x, int tile_y);
void tilemap_free(Tilemap *map);
/* World-pixel to tile coordinate helpers */
static inline int world_to_tile(float world_coord) {
return (int)floorf(world_coord / TILE_SIZE);
}
static inline float tile_to_world(int tile_coord) {
return (float)(tile_coord * TILE_SIZE);
}
#endif /* JNR_TILEMAP_H */

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#include "game/enemy.h"
#include "game/sprites.h"
#include "game/projectile.h"
#include "engine/physics.h"
#include "engine/renderer.h"
#include <stdlib.h>
#include <math.h>
/* ════════════════════════════════════════════════════
* GRUNT - ground patrol enemy
* ════════════════════════════════════════════════════ */
static EntityManager *s_grunt_em = NULL;
static void grunt_update(Entity *self, float dt, const Tilemap *map) {
GruntData *gd = (GruntData *)self->data;
if (!gd) return;
Body *body = &self->body;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_grunt_death);
animation_update(&self->anim, dt);
gd->death_timer -= dt;
body->vel.x = 0;
if (gd->death_timer <= 0) {
entity_destroy(s_grunt_em, self);
}
return;
}
/* Patrol: walk in one direction, reverse when hitting a wall
or about to walk off a ledge */
body->vel.x = gd->patrol_dir * GRUNT_SPEED;
/* Set facing direction */
if (gd->patrol_dir < 0) self->flags |= ENTITY_FACING_LEFT;
else self->flags &= ~ENTITY_FACING_LEFT;
/* Physics */
physics_update(body, dt, map);
/* Turn around on wall collision */
if (body->on_wall_left || body->on_wall_right) {
gd->patrol_dir = -gd->patrol_dir;
}
/* Turn around at ledge: check if there's ground ahead */
if (body->on_ground) {
float check_x = (gd->patrol_dir > 0) ?
body->pos.x + body->size.x + 2.0f :
body->pos.x - 2.0f;
float check_y = body->pos.y + body->size.y + 4.0f;
int tx = world_to_tile(check_x);
int ty = world_to_tile(check_y);
if (!tilemap_is_solid(map, tx, ty)) {
gd->patrol_dir = -gd->patrol_dir;
}
}
/* Animation */
if (fabsf(body->vel.x) > 1.0f) {
animation_set(&self->anim, &anim_grunt_walk);
} else {
animation_set(&self->anim, &anim_grunt_idle);
}
animation_update(&self->anim, dt);
}
static void grunt_render(Entity *self, const Camera *cam) {
(void)cam;
Body *body = &self->body;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
Vec2 render_pos = vec2(
body->pos.x - 2.0f,
body->pos.y
);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = render_pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = (self->flags & ENTITY_FACING_LEFT) != 0,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
} else {
SDL_Color color = {200, 60, 60, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void grunt_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void grunt_register(EntityManager *em) {
entity_register(em, ENT_ENEMY_GRUNT, grunt_update, grunt_render, grunt_destroy);
s_grunt_em = em;
}
Entity *grunt_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_ENEMY_GRUNT, pos);
if (!e) return NULL;
e->body.size = vec2(GRUNT_WIDTH, GRUNT_HEIGHT);
e->body.gravity_scale = 1.0f;
e->health = GRUNT_HEALTH;
e->max_health = GRUNT_HEALTH;
e->damage = 1;
GruntData *gd = calloc(1, sizeof(GruntData));
gd->patrol_dir = 1.0f;
gd->death_timer = 0.3f;
e->data = gd;
return e;
}
/* ════════════════════════════════════════════════════
* FLYER - flying enemy
* ════════════════════════════════════════════════════ */
static EntityManager *s_flyer_em = NULL;
/* Helper: find the player entity in the manager */
static Entity *find_player(EntityManager *em) {
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (e->active && e->type == ENT_PLAYER) return e;
}
return NULL;
}
static void flyer_update(Entity *self, float dt, const Tilemap *map) {
(void)map; /* flyers don't collide with tiles */
FlyerData *fd = (FlyerData *)self->data;
if (!fd) return;
Body *body = &self->body;
/* Death sequence */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &anim_flyer_death);
animation_update(&self->anim, dt);
/* Fall when dead */
body->vel.y += physics_get_gravity() * dt;
if (body->vel.y > MAX_FALL_SPEED) body->vel.y = MAX_FALL_SPEED;
body->pos.y += body->vel.y * dt;
fd->death_timer -= dt;
if (fd->death_timer <= 0) {
entity_destroy(s_flyer_em, self);
}
return;
}
/* Bob up and down */
fd->bob_timer += dt;
float bob_offset = sinf(fd->bob_timer * FLYER_BOB_SPD) * FLYER_BOB_AMP;
body->pos.y = fd->base_y + bob_offset;
/* Chase player if in range */
Entity *player = find_player(s_flyer_em);
if (player && player->active && !(player->flags & ENTITY_DEAD)) {
float px = player->body.pos.x + player->body.size.x * 0.5f;
float fx = body->pos.x + body->size.x * 0.5f;
float dist = px - fx;
if (fabsf(dist) < FLYER_DETECT) {
/* Move toward player */
if (dist < -2.0f) {
body->pos.x -= FLYER_SPEED * dt;
self->flags |= ENTITY_FACING_LEFT;
} else if (dist > 2.0f) {
body->pos.x += FLYER_SPEED * dt;
self->flags &= ~ENTITY_FACING_LEFT;
}
/* Shoot at player */
fd->shoot_timer -= dt;
if (fd->shoot_timer <= 0 && s_flyer_em) {
fd->shoot_timer = FLYER_SHOOT_CD;
bool facing_left = (self->flags & ENTITY_FACING_LEFT) != 0;
float bx = facing_left ?
body->pos.x - 4.0f :
body->pos.x + body->size.x;
float by = body->pos.y + body->size.y * 0.4f;
projectile_spawn(s_flyer_em, vec2(bx, by), facing_left, false);
}
}
}
/* Animation */
animation_set(&self->anim, &anim_flyer_fly);
animation_update(&self->anim, dt);
}
static void flyer_render(Entity *self, const Camera *cam) {
(void)cam;
Body *body = &self->body;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
Vec2 render_pos = vec2(
body->pos.x - 1.0f,
body->pos.y - 2.0f
);
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = render_pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = (self->flags & ENTITY_FACING_LEFT) != 0,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
} else {
SDL_Color color = {150, 50, 180, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void flyer_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
void flyer_register(EntityManager *em) {
entity_register(em, ENT_ENEMY_FLYER, flyer_update, flyer_render, flyer_destroy);
s_flyer_em = em;
}
Entity *flyer_spawn(EntityManager *em, Vec2 pos) {
Entity *e = entity_spawn(em, ENT_ENEMY_FLYER, pos);
if (!e) return NULL;
e->body.size = vec2(FLYER_WIDTH, FLYER_HEIGHT);
e->body.gravity_scale = 0.0f; /* flyers don't fall */
e->health = FLYER_HEALTH;
e->max_health = FLYER_HEALTH;
e->damage = 1;
FlyerData *fd = calloc(1, sizeof(FlyerData));
fd->base_y = pos.y;
fd->death_timer = 0.5f;
fd->shoot_timer = FLYER_SHOOT_CD;
e->data = fd;
return e;
}

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#ifndef JNR_ENEMY_H
#define JNR_ENEMY_H
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/tilemap.h"
/* ── Grunt enemy ───────────────────────────────────── */
/* A ground-patrolling enemy that walks back and forth */
#define GRUNT_WIDTH 12
#define GRUNT_HEIGHT 16
#define GRUNT_SPEED 40.0f /* horizontal walk speed (px/s) */
#define GRUNT_HEALTH 2
typedef struct GruntData {
float patrol_dir; /* 1.0 or -1.0 */
float death_timer; /* countdown after dying */
} GruntData;
void grunt_register(EntityManager *em);
Entity *grunt_spawn(EntityManager *em, Vec2 pos);
/* ── Flyer enemy ───────────────────────────────────── */
/* A flying enemy that bobs up and down, moves toward */
/* the player when in range */
#define FLYER_WIDTH 14
#define FLYER_HEIGHT 12
#define FLYER_SPEED 50.0f /* horizontal chase speed (px/s) */
#define FLYER_BOB_AMP 20.0f /* vertical bob amplitude */
#define FLYER_BOB_SPD 2.5f /* bob frequency (radians/s) */
#define FLYER_HEALTH 1
#define FLYER_DETECT 120.0f /* detection range (px) */
#define FLYER_SHOOT_CD 2.0f /* seconds between shots */
typedef struct FlyerData {
float bob_timer; /* for sine wave bobbing */
float base_y; /* original y position */
float death_timer;
float shoot_timer; /* cooldown for shooting */
} FlyerData;
void flyer_register(EntityManager *em);
Entity *flyer_spawn(EntityManager *em, Vec2 pos);
#endif /* JNR_ENEMY_H */

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#include "game/level.h"
#include "game/player.h"
#include "game/enemy.h"
#include "game/projectile.h"
#include "game/sprites.h"
#include "engine/core.h"
#include "engine/renderer.h"
#include "engine/physics.h"
#include "engine/particle.h"
#include "engine/audio.h"
#include "engine/input.h"
#include "engine/camera.h"
#include "engine/assets.h"
#include <stdio.h>
#include <string.h>
/* ── Sound effects ───────────────────────────────── */
static Sound s_sfx_hit;
static Sound s_sfx_enemy_death;
static bool s_sfx_loaded = false;
bool level_load(Level *level, const char *path) {
memset(level, 0, sizeof(Level));
/* Initialize subsystems */
entity_manager_init(&level->entities);
camera_init(&level->camera, SCREEN_WIDTH, SCREEN_HEIGHT);
particle_init();
/* Load combat sound effects */
if (!s_sfx_loaded) {
s_sfx_hit = audio_load_sound("assets/sounds/hitHurt.wav");
s_sfx_enemy_death = audio_load_sound("assets/sounds/teleport.wav");
s_sfx_loaded = true;
}
/* Generate spritesheet */
sprites_init_anims();
if (!sprites_generate(g_engine.renderer)) {
fprintf(stderr, "Warning: failed to generate spritesheet\n");
}
/* Register entity types */
player_register(&level->entities);
player_set_entity_manager(&level->entities);
grunt_register(&level->entities);
flyer_register(&level->entities);
projectile_register(&level->entities);
/* Load tilemap */
if (!tilemap_load(&level->map, path, g_engine.renderer)) {
return false;
}
/* Apply level gravity (0 = use default) */
if (level->map.gravity > 0) {
physics_set_gravity(level->map.gravity);
} else {
physics_set_gravity(DEFAULT_GRAVITY);
}
/* Apply level background color */
if (level->map.has_bg_color) {
renderer_set_clear_color(level->map.bg_color);
}
/* Initialize parallax backgrounds */
parallax_init(&level->parallax);
if (level->map.parallax_far_path[0]) {
SDL_Texture *far_tex = assets_get_texture(level->map.parallax_far_path);
if (far_tex) parallax_set_far(&level->parallax, far_tex, 0.05f, 0.05f);
}
if (level->map.parallax_near_path[0]) {
SDL_Texture *near_tex = assets_get_texture(level->map.parallax_near_path);
if (near_tex) parallax_set_near(&level->parallax, near_tex, 0.15f, 0.10f);
}
/* Generate procedural backgrounds for any layers not loaded from file */
if (!level->parallax.far_layer.active) {
parallax_generate_stars(&level->parallax, g_engine.renderer);
}
if (!level->parallax.near_layer.active) {
parallax_generate_nebula(&level->parallax, g_engine.renderer);
}
/* Set camera bounds to level size */
camera_set_bounds(&level->camera,
(float)(level->map.width * TILE_SIZE),
(float)(level->map.height * TILE_SIZE));
/* Spawn player at map spawn point */
Entity *player = player_spawn(&level->entities, level->map.player_spawn);
if (!player) {
fprintf(stderr, "Failed to spawn player!\n");
return false;
}
/* Spawn entities from level data */
for (int i = 0; i < level->map.entity_spawn_count; i++) {
EntitySpawn *es = &level->map.entity_spawns[i];
Vec2 pos = vec2(es->x, es->y);
if (strcmp(es->type_name, "grunt") == 0) {
grunt_spawn(&level->entities, pos);
} else if (strcmp(es->type_name, "flyer") == 0) {
flyer_spawn(&level->entities, pos);
} else {
fprintf(stderr, "Unknown entity type: %s\n", es->type_name);
}
}
/* Load level music (playback deferred to first update —
* browsers require user interaction before playing audio) */
if (level->map.music_path[0]) {
level->music = audio_load_music(level->map.music_path);
}
level->music_started = false;
printf("Level loaded successfully.\n");
return true;
}
/* ── Collision handling ──────────────────────────── */
/* Forward declaration for shake access */
static Camera *s_active_camera = NULL;
static void damage_entity(Entity *target, int damage) {
target->health -= damage;
if (target->health <= 0) {
target->flags |= ENTITY_DEAD;
/* Death particles — centered on entity */
Vec2 center = vec2(
target->body.pos.x + target->body.size.x * 0.5f,
target->body.pos.y + target->body.size.y * 0.5f
);
SDL_Color death_color;
if (target->type == ENT_ENEMY_GRUNT) {
death_color = (SDL_Color){200, 60, 60, 255}; /* red debris */
} else if (target->type == ENT_ENEMY_FLYER) {
death_color = (SDL_Color){140, 80, 200, 255}; /* purple puff */
} else {
death_color = (SDL_Color){200, 200, 200, 255}; /* grey */
}
particle_emit_death_puff(center, death_color);
/* Screen shake on kill */
if (s_active_camera) {
camera_shake(s_active_camera, 2.0f, 0.15f);
}
audio_play_sound(s_sfx_enemy_death, 80);
}
}
static void damage_player(Entity *player, int damage, Entity *source) {
PlayerData *ppd = (PlayerData *)player->data;
damage_entity(player, damage);
/* Screen shake on player hit (stronger) */
if (s_active_camera) {
camera_shake(s_active_camera, 4.0f, 0.2f);
}
audio_play_sound(s_sfx_hit, 100);
if (player->health > 0 && ppd) {
ppd->inv_timer = PLAYER_INV_TIME;
player->flags |= ENTITY_INVINCIBLE;
/* Knockback away from source */
if (source) {
float knock_dir = (player->body.pos.x < source->body.pos.x) ?
-1.0f : 1.0f;
player->body.vel.x = knock_dir * 150.0f;
player->body.vel.y = -150.0f;
}
}
}
static bool is_enemy(const Entity *e) {
return e->type == ENT_ENEMY_GRUNT || e->type == ENT_ENEMY_FLYER;
}
static void handle_collisions(EntityManager *em) {
/* Find the player */
Entity *player = NULL;
for (int i = 0; i < em->count; i++) {
Entity *e = &em->entities[i];
if (e->active && e->type == ENT_PLAYER && !(e->flags & ENTITY_DEAD)) {
player = e;
break;
}
}
for (int i = 0; i < em->count; i++) {
Entity *a = &em->entities[i];
if (!a->active) continue;
/* ── Projectile vs entities ──────────── */
if (a->type == ENT_PROJECTILE) {
if (projectile_is_impacting(a)) continue;
bool from_player = projectile_is_from_player(a);
for (int j = 0; j < em->count; j++) {
Entity *b = &em->entities[j];
if (!b->active || b == a) continue;
if (b->flags & ENTITY_DEAD) continue;
bool hit = false;
/* Player bullet hits enemies */
if (from_player && is_enemy(b)) {
if (physics_overlap(&a->body, &b->body)) {
damage_entity(b, a->damage);
hit = true;
}
}
/* Enemy bullet hits player */
if (!from_player && b->type == ENT_PLAYER &&
!(b->flags & ENTITY_INVINCIBLE)) {
if (physics_overlap(&a->body, &b->body)) {
damage_player(b, a->damage, NULL);
hit = true;
}
}
if (hit) {
projectile_hit(a);
/* If projectile was destroyed or is impacting, stop checking */
if (!a->active || projectile_is_impacting(a)) break;
}
}
}
/* ── Enemy contact damage to player ──── */
if (player && !(player->flags & ENTITY_INVINCIBLE) &&
is_enemy(a) && !(a->flags & ENTITY_DEAD)) {
if (physics_overlap(&a->body, &player->body)) {
/* Check if player is stomping (falling onto enemy from above) */
bool stomping = (player->body.vel.y > 0) &&
(player->body.pos.y + player->body.size.y <
a->body.pos.y + a->body.size.y * 0.5f);
if (stomping) {
damage_entity(a, 2);
player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
} else {
damage_player(player, a->damage, a);
}
}
}
}
}
void level_update(Level *level, float dt) {
/* Start music on first update (deferred so browser audio context
* is unlocked by the first user interaction / keypress) */
if (!level->music_started && level->music.music) {
audio_set_music_volume(64);
audio_play_music(level->music, true);
level->music_started = true;
}
/* Set camera pointer for collision shake triggers */
s_active_camera = &level->camera;
/* Update all entities */
entity_update_all(&level->entities, dt, &level->map);
/* Handle collisions */
handle_collisions(&level->entities);
/* Check for player respawn */
for (int i = 0; i < level->entities.count; i++) {
Entity *e = &level->entities.entities[i];
if (e->active && e->type == ENT_PLAYER && player_wants_respawn(e)) {
player_respawn(e, level->map.player_spawn);
/* Re-snap camera to player immediately */
Vec2 center = vec2(
e->body.pos.x + e->body.size.x * 0.5f,
e->body.pos.y + e->body.size.y * 0.5f
);
camera_follow(&level->camera, center, vec2_zero(), dt);
break;
}
}
/* Update particles */
particle_update(dt);
/* Find player for camera tracking */
for (int i = 0; i < level->entities.count; i++) {
Entity *e = &level->entities.entities[i];
if (e->active && e->type == ENT_PLAYER) {
float look_offset = player_get_look_up_offset(e);
Vec2 center = vec2(
e->body.pos.x + e->body.size.x * 0.5f,
e->body.pos.y + e->body.size.y * 0.5f + look_offset
);
camera_follow(&level->camera, center, e->body.vel, dt);
break;
}
}
/* Update screen shake */
camera_update_shake(&level->camera, dt);
}
void level_render(Level *level, float interpolation) {
(void)interpolation; /* TODO: use for render interpolation */
Camera *cam = &level->camera;
/* Render parallax backgrounds (behind everything) */
parallax_render(&level->parallax, cam, g_engine.renderer);
/* Render tile layers */
tilemap_render_layer(&level->map, level->map.bg_layer,
cam, g_engine.renderer);
tilemap_render_layer(&level->map, level->map.collision_layer,
cam, g_engine.renderer);
/* Render entities */
entity_render_all(&level->entities, cam);
/* Render particles (between entities and foreground) */
particle_render(cam);
/* Render foreground tiles */
tilemap_render_layer(&level->map, level->map.fg_layer,
cam, g_engine.renderer);
/* Render HUD - health display */
Entity *player = NULL;
for (int i = 0; i < level->entities.count; i++) {
Entity *e = &level->entities.entities[i];
if (e->active && e->type == ENT_PLAYER) {
player = e;
break;
}
}
if (player) {
/* Draw health hearts */
for (int i = 0; i < player->max_health; i++) {
SDL_Color heart_color;
if (i < player->health) {
heart_color = (SDL_Color){220, 50, 50, 255}; /* red = full */
} else {
heart_color = (SDL_Color){80, 80, 80, 255}; /* grey = empty */
}
Vec2 pos = vec2(8.0f + i * 14.0f, 8.0f);
Vec2 size = vec2(10.0f, 10.0f);
renderer_draw_rect(pos, size, heart_color, LAYER_HUD, cam);
}
/* Draw jetpack charge indicators */
int charges, max_charges;
float recharge_pct;
if (player_get_dash_charges(player, &charges, &max_charges, &recharge_pct)) {
for (int i = 0; i < max_charges; i++) {
float bx = 8.0f + i * 10.0f;
float by = 22.0f;
float bw = 7.0f;
float bh = 5.0f;
/* Background (empty slot) */
renderer_draw_rect(vec2(bx, by), vec2(bw, bh),
(SDL_Color){50, 50, 60, 255}, LAYER_HUD, cam);
if (i < charges) {
/* Full charge — bright orange */
renderer_draw_rect(vec2(bx, by), vec2(bw, bh),
(SDL_Color){255, 180, 50, 255}, LAYER_HUD, cam);
} else if (i == charges) {
/* Currently recharging — partial fill */
float fill = recharge_pct * bw;
if (fill > 0.5f) {
renderer_draw_rect(vec2(bx, by), vec2(fill, bh),
(SDL_Color){200, 140, 40, 180}, LAYER_HUD, cam);
}
}
}
}
}
/* Flush the renderer */
renderer_flush(cam);
}
void level_free(Level *level) {
audio_stop_music();
entity_manager_clear(&level->entities);
particle_clear();
parallax_free(&level->parallax);
tilemap_free(&level->map);
/* Free spritesheet */
if (g_spritesheet) {
SDL_DestroyTexture(g_spritesheet);
g_spritesheet = NULL;
}
}

24
src/game/level.h Normal file
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#ifndef JNR_LEVEL_H
#define JNR_LEVEL_H
#include "engine/tilemap.h"
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/audio.h"
#include "engine/parallax.h"
typedef struct Level {
Tilemap map;
EntityManager entities;
Camera camera;
Parallax parallax;
Music music;
bool music_started;
} Level;
bool level_load(Level *level, const char *path);
void level_update(Level *level, float dt);
void level_render(Level *level, float interpolation);
void level_free(Level *level);
#endif /* JNR_LEVEL_H */

650
src/game/player.c Normal file
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#include "game/player.h"
#include "game/sprites.h"
#include "game/projectile.h"
#include "engine/input.h"
#include "engine/physics.h"
#include "engine/renderer.h"
#include "engine/particle.h"
#include "engine/audio.h"
#include "engine/assets.h"
#include <stdlib.h>
#include <string.h>
#include <math.h>
static EntityManager *s_em = NULL;
/* ── Sound effects ───────────────────────────────── */
static Sound s_sfx_jump;
static Sound s_sfx_shoot;
static Sound s_sfx_dash;
static bool s_sfx_loaded = false;
/* ── Weapon sprite ───────────────────────────────── */
static SDL_Texture *s_weapon_tex = NULL;
static SDL_Rect s_weapon_src = {0}; /* cropped source rect */
static float s_weapon_render_w = 0; /* display width in game px */
static float s_weapon_render_h = 0; /* display height in game px */
/* Max camera offset when looking up (pixels) */
#define LOOK_UP_OFFSET 80.0f
#define LOOK_UP_DELAY 0.3f /* seconds of holding up before camera pans */
#define LOOK_UP_SPEED 3.0f /* camera pan speed multiplier */
/* Respawn timing */
#define RESPAWN_DELAY 1.0f /* seconds after death anim before respawn */
/* ── Astronaut sprite animations ─────────────────── */
/* Built from the PNG spritesheets at load time */
static bool s_anims_loaded = false;
/* Idle: 144x24, 6 frames of 24x24 */
static AnimFrame s_idle_frames[6];
static AnimDef s_anim_idle;
/* Run: 144x24, 6 frames of 24x24 */
static AnimFrame s_run_frames[6];
static AnimDef s_anim_run;
/* Jump: 120x24, 5 frames of 24x24 */
/* We split this: first 3 = ascending, last 2 = falling */
static AnimFrame s_jump_frames[3];
static AnimDef s_anim_jump;
static AnimFrame s_fall_frames[2];
static AnimDef s_anim_fall;
/* Death: 128x32, 4 frames of 32x32 */
static AnimFrame s_death_frames[4];
static AnimDef s_anim_death;
static void build_strip_frames(AnimFrame *out, int count, int frame_w, int frame_h,
float duration) {
for (int i = 0; i < count; i++) {
out[i].src = (SDL_Rect){ i * frame_w, 0, frame_w, frame_h };
out[i].duration = duration;
}
}
static void load_astronaut_anims(void) {
if (s_anims_loaded) return;
SDL_Texture *tex_idle = assets_get_texture("assets/sprites/player/Astronaut/Astronaut_Idle.png");
SDL_Texture *tex_run = assets_get_texture("assets/sprites/player/Astronaut/Astronaut_Run.png");
SDL_Texture *tex_jump = assets_get_texture("assets/sprites/player/Astronaut/Astronaut_Jump.png");
SDL_Texture *tex_death = assets_get_texture("assets/sprites/player/Astronaut/Astronaut_Death.png");
/* Idle: 6 frames, 24x24 */
build_strip_frames(s_idle_frames, 6, PLAYER_SPRITE_W, PLAYER_SPRITE_H, 0.15f);
s_anim_idle = (AnimDef){
.frames = s_idle_frames,
.frame_count = 6,
.looping = true,
.texture = tex_idle,
};
/* Run: 6 frames, 24x24 */
build_strip_frames(s_run_frames, 6, PLAYER_SPRITE_W, PLAYER_SPRITE_H, 0.1f);
s_anim_run = (AnimDef){
.frames = s_run_frames,
.frame_count = 6,
.looping = true,
.texture = tex_run,
};
/* Jump (ascending): first 3 frames from jump sheet */
for (int i = 0; i < 3; i++) {
s_jump_frames[i].src = (SDL_Rect){ i * PLAYER_SPRITE_W, 0,
PLAYER_SPRITE_W, PLAYER_SPRITE_H };
s_jump_frames[i].duration = 0.12f;
}
s_anim_jump = (AnimDef){
.frames = s_jump_frames,
.frame_count = 3,
.looping = false,
.texture = tex_jump,
};
/* Fall (descending): last 2 frames from jump sheet */
for (int i = 0; i < 2; i++) {
s_fall_frames[i].src = (SDL_Rect){ (3 + i) * PLAYER_SPRITE_W, 0,
PLAYER_SPRITE_W, PLAYER_SPRITE_H };
s_fall_frames[i].duration = 0.15f;
}
s_anim_fall = (AnimDef){
.frames = s_fall_frames,
.frame_count = 2,
.looping = false,
.texture = tex_jump, /* same texture, different frames */
};
/* Death: 4 frames, 32x32 */
build_strip_frames(s_death_frames, 4, PLAYER_DEATH_SPRITE_W, PLAYER_DEATH_SPRITE_H, 0.2f);
s_anim_death = (AnimDef){
.frames = s_death_frames,
.frame_count = 4,
.looping = false,
.texture = tex_death,
};
s_anims_loaded = true;
/* Load weapon sprite (mac) */
if (!s_weapon_tex) {
s_weapon_tex = assets_get_texture("assets/sprites/weapons/mac.png");
if (s_weapon_tex) {
/* Crop to actual gun pixels within the 128x128 canvas */
s_weapon_src = (SDL_Rect){ 52, 51, 30, 17 };
/* Scale to fit the 24x24 character — gun ~12x7 game pixels */
s_weapon_render_w = 12.0f;
s_weapon_render_h = 7.0f;
}
}
/* Load player sound effects */
if (!s_sfx_loaded) {
s_sfx_jump = audio_load_sound("assets/sounds/jump.wav");
s_sfx_shoot = audio_load_sound("assets/sounds/laserShoot.wav");
s_sfx_dash = audio_load_sound("assets/sounds/dash.wav");
s_sfx_loaded = true;
}
}
/* ── Entity manager ref ──────────────────────────── */
void player_set_entity_manager(EntityManager *em) {
s_em = em;
}
void player_register(EntityManager *em) {
entity_register(em, ENT_PLAYER, player_update, player_render, player_destroy);
}
/* ── Update ──────────────────────────────────────── */
void player_update(Entity *self, float dt, const Tilemap *map) {
PlayerData *pd = (PlayerData *)self->data;
if (!pd) return;
/* Handle death */
if (self->flags & ENTITY_DEAD) {
animation_set(&self->anim, &s_anim_death);
animation_update(&self->anim, dt);
/* After death animation finishes, count down to respawn */
if (self->anim.finished) {
pd->respawn_timer -= dt;
}
return;
}
/* Fall off bottom of level = instant death */
float level_bottom = (float)(map->height * TILE_SIZE) + 64.0f;
if (self->body.pos.y > level_bottom) {
self->health = 0;
self->flags |= ENTITY_DEAD;
pd->respawn_timer = 0.3f; /* shorter delay for pit death */
return;
}
/* Update invincibility */
if (pd->inv_timer > 0) {
pd->inv_timer -= dt;
if (pd->inv_timer <= 0) {
pd->inv_timer = 0;
self->flags &= ~ENTITY_INVINCIBLE;
}
}
Body *body = &self->body;
/* ── Read directional input ──────────────── */
bool hold_left = input_held(ACTION_LEFT);
bool hold_right = input_held(ACTION_RIGHT);
bool hold_up = input_held(ACTION_UP);
bool hold_down = input_held(ACTION_DOWN);
/* ── Determine aim direction ─────────────── */
if (hold_up && (hold_left || hold_right)) {
pd->aim_dir = AIM_DIAG_UP;
} else if (hold_up) {
pd->aim_dir = AIM_UP;
} else {
pd->aim_dir = AIM_FORWARD;
}
/* ── Look up tracking ────────────────────── */
bool standing_still = body->on_ground && fabsf(body->vel.x) < 10.0f;
if (hold_up && standing_still && !hold_left && !hold_right) {
pd->look_up_timer += dt;
pd->looking_up = (pd->look_up_timer > LOOK_UP_DELAY);
} else {
pd->look_up_timer = 0;
pd->looking_up = false;
}
/* ── Dash / Jetpack ─────────────────────── */
/* Recharge jetpack charges over time */
if (pd->dash_charges < pd->dash_max_charges) {
pd->dash_recharge_timer -= dt;
if (pd->dash_recharge_timer <= 0) {
pd->dash_charges++;
/* Reset timer for next charge (if still not full) */
if (pd->dash_charges < pd->dash_max_charges) {
pd->dash_recharge_timer = PLAYER_DASH_RECHARGE;
} else {
pd->dash_recharge_timer = 0;
}
}
}
if (pd->dash_timer > 0) {
/* Currently dashing */
pd->dash_timer -= dt;
body->vel.x = pd->dash_dir.x * PLAYER_DASH_SPEED;
body->vel.y = pd->dash_dir.y * PLAYER_DASH_SPEED;
/* Jetpack trail particles every frame */
Vec2 exhaust_pos = vec2(
body->pos.x + body->size.x * 0.5f,
body->pos.y + body->size.y * 0.5f
);
particle_emit_jetpack_trail(exhaust_pos, pd->dash_dir);
/* Skip normal movement during dash */
physics_update(body, dt, map);
animation_update(&self->anim, dt);
return;
}
if (input_pressed(ACTION_DASH) && pd->dash_charges > 0) {
pd->dash_charges--;
pd->dash_recharge_timer = PLAYER_DASH_RECHARGE;
pd->dash_timer = PLAYER_DASH_DURATION;
/* Determine dash direction from input */
Vec2 dash = vec2_zero();
if (hold_left) dash.x = -1.0f;
if (hold_right) dash.x = 1.0f;
if (hold_up) dash.y = -1.0f;
if (hold_down && !body->on_ground) dash.y = 1.0f;
/* Default: dash in facing direction */
if (dash.x == 0.0f && dash.y == 0.0f) {
dash.x = (self->flags & ENTITY_FACING_LEFT) ? -1.0f : 1.0f;
}
pd->dash_dir = vec2_norm(dash);
/* Grant brief invincibility during dash */
pd->inv_timer = PLAYER_DASH_DURATION;
self->flags |= ENTITY_INVINCIBLE;
/* Cancel vertical velocity for upward/horizontal dashes */
if (pd->dash_dir.y <= 0) {
body->vel.y = 0;
}
/* Jetpack burst at dash start */
Vec2 exhaust_pos = vec2(
body->pos.x + body->size.x * 0.5f,
body->pos.y + body->size.y * 0.5f
);
particle_emit_jetpack_burst(exhaust_pos, pd->dash_dir);
audio_play_sound(s_sfx_dash, 96);
return;
}
/* ── Horizontal movement ─────────────────── */
float target_vx = 0.0f;
if (hold_left) target_vx -= PLAYER_SPEED;
if (hold_right) target_vx += PLAYER_SPEED;
/* Set facing direction */
if (target_vx < 0) self->flags |= ENTITY_FACING_LEFT;
if (target_vx > 0) self->flags &= ~ENTITY_FACING_LEFT;
/* Acceleration / deceleration */
float accel = body->on_ground ? PLAYER_ACCEL : PLAYER_AIR_ACCEL;
if (target_vx != 0.0f) {
if (body->vel.x < target_vx) {
body->vel.x += accel * dt;
if (body->vel.x > target_vx) body->vel.x = target_vx;
} else if (body->vel.x > target_vx) {
body->vel.x -= accel * dt;
if (body->vel.x < target_vx) body->vel.x = target_vx;
}
} else {
float decel = body->on_ground ? PLAYER_DECEL : PLAYER_AIR_ACCEL;
if (body->vel.x > 0) {
body->vel.x -= decel * dt;
if (body->vel.x < 0) body->vel.x = 0;
} else if (body->vel.x < 0) {
body->vel.x += decel * dt;
if (body->vel.x > 0) body->vel.x = 0;
}
}
/* ── Coyote time ─────────────────────────── */
if (body->on_ground) {
pd->coyote_timer = PLAYER_COYOTE_TIME;
} else {
pd->coyote_timer -= dt;
}
/* ── Jump buffer ─────────────────────────── */
if (input_pressed(ACTION_JUMP)) {
pd->jump_buffer_timer = PLAYER_JUMP_BUFFER;
} else {
pd->jump_buffer_timer -= dt;
}
/* ── Jump execution ──────────────────────── */
if (pd->jump_buffer_timer > 0 && pd->coyote_timer > 0) {
body->vel.y = -PLAYER_JUMP_FORCE;
pd->jumping = true;
pd->jump_buffer_timer = 0;
pd->coyote_timer = 0;
audio_play_sound(s_sfx_jump, 96);
}
/* Variable jump height: cut velocity on release */
if (pd->jumping && input_released(ACTION_JUMP) && body->vel.y < 0) {
body->vel.y *= PLAYER_JUMP_CUT;
pd->jumping = false;
}
if (body->on_ground && body->vel.y >= 0) {
pd->jumping = false;
}
/* ── Shooting ────────────────────────────── */
pd->shoot_cooldown -= dt;
if (input_pressed(ACTION_SHOOT) && pd->shoot_cooldown <= 0 && s_em) {
pd->shoot_cooldown = PLAYER_SHOOT_COOLDOWN;
bool facing_left = (self->flags & ENTITY_FACING_LEFT) != 0;
float forward = facing_left ? -1.0f : 1.0f;
Vec2 shoot_dir;
Vec2 bullet_pos;
switch (pd->aim_dir) {
case AIM_UP:
shoot_dir = vec2(0, -1.0f);
bullet_pos = vec2(
body->pos.x + body->size.x * 0.5f - 4.0f,
body->pos.y - 8.0f
);
break;
case AIM_DIAG_UP:
shoot_dir = vec2(forward, -1.0f);
bullet_pos = vec2(
facing_left ? body->pos.x - 4.0f : body->pos.x + body->size.x - 4.0f,
body->pos.y - 4.0f
);
break;
case AIM_FORWARD:
default:
shoot_dir = vec2(forward, 0);
bullet_pos = vec2(
facing_left ? body->pos.x - 8.0f : body->pos.x + body->size.x,
body->pos.y + body->size.y * 0.15f
);
break;
}
projectile_spawn_dir(s_em, bullet_pos, shoot_dir, true);
/* Muzzle flash slightly ahead of bullet origin (at barrel tip) */
Vec2 flash_pos = vec2(
bullet_pos.x + shoot_dir.x * 4.0f,
bullet_pos.y + shoot_dir.y * 4.0f + 3.0f
);
particle_emit_muzzle_flash(flash_pos, shoot_dir);
audio_play_sound(s_sfx_shoot, 80);
}
/* ── Physics ─────────────────────────────── */
physics_update(body, dt, map);
/* ── Landing detection ───────────────────── */
if (body->on_ground && !pd->was_on_ground) {
/* Just landed — emit dust at feet */
Vec2 feet = vec2(
body->pos.x + body->size.x * 0.5f,
body->pos.y + body->size.y
);
particle_emit_landing_dust(feet);
}
pd->was_on_ground = body->on_ground;
/* ── Animation ───────────────────────────── */
if (!body->on_ground) {
if (body->vel.y < 0) {
animation_set(&self->anim, &s_anim_jump);
} else {
animation_set(&self->anim, &s_anim_fall);
}
} else if (fabsf(body->vel.x) > 10.0f) {
animation_set(&self->anim, &s_anim_run);
} else {
animation_set(&self->anim, &s_anim_idle);
}
animation_update(&self->anim, dt);
}
/* ── Render ──────────────────────────────────────── */
void player_render(Entity *self, const Camera *cam) {
if (self->flags & ENTITY_DEAD) {
/* Render death animation if available */
if (!self->anim.def) return;
if (self->anim.finished) return;
}
PlayerData *pd = (PlayerData *)self->data;
Body *body = &self->body;
/* Flash during invincibility (but not during dash) */
if (pd && pd->inv_timer > 0 && pd->dash_timer <= 0) {
int blink = (int)(pd->inv_timer / 0.1f);
if (blink % 2) return;
}
/* Get texture from animation (per-anim texture) or fall back to global */
SDL_Texture *tex = animation_texture(&self->anim);
if (!tex) tex = g_spritesheet;
if (tex && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
/* Determine sprite size for this frame */
float spr_w = (float)src.w;
float spr_h = (float)src.h;
/* Center the sprite on the hitbox, compensating for bottom padding
* in the astronaut spritesheets (4px transparent below feet) */
Vec2 render_pos = vec2(
body->pos.x + body->size.x * 0.5f - spr_w * 0.5f,
body->pos.y + body->size.y - spr_h + 4.0f
);
Sprite spr = {
.texture = tex,
.src = src,
.pos = render_pos,
.size = vec2(spr_w, spr_h),
.flip_x = (self->flags & ENTITY_FACING_LEFT) != 0,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
.rotation = 0.0,
};
renderer_submit(&spr);
/* ── Weapon overlay ─────────────────── */
if (s_weapon_tex && !(self->flags & ENTITY_DEAD) && pd) {
bool facing_left = (self->flags & ENTITY_FACING_LEFT) != 0;
/* Anchor gun to the player sprite position (not body pos)
* so it moves in exact lockstep — no sub-pixel jitter. */
float anchor_x = (float)(int)(render_pos.x + spr_w * 0.5f);
float anchor_y = (float)(int)(render_pos.y + spr_h * 0.5f);
/* Offset from sprite center to grip point */
float gun_offset_x = 6.0f; /* pixels in front of center */
float gun_offset_y = 1.0f; /* slightly below center */
/* Rotation angle based on aim direction */
double gun_rotation = 0.0;
switch (pd->aim_dir) {
case AIM_UP:
gun_rotation = -90.0;
gun_offset_x = 0.0f;
gun_offset_y = -4.0f;
break;
case AIM_DIAG_UP:
gun_rotation = -45.0;
gun_offset_x = 1.0f;
gun_offset_y = -3.0f;
break;
case AIM_FORWARD:
default:
gun_rotation = 0.0;
break;
}
/* Flip adjustments for facing left */
if (facing_left) {
gun_offset_x = -gun_offset_x;
gun_rotation = -gun_rotation;
}
/* Position gun relative to anchor, snapped to integer pixels */
Vec2 gun_pos = vec2(
(float)(int)(anchor_x + gun_offset_x - s_weapon_render_w * 0.5f),
(float)(int)(anchor_y + gun_offset_y - s_weapon_render_h * 0.5f)
);
Sprite gun = {
.texture = s_weapon_tex,
.src = s_weapon_src,
.pos = gun_pos,
.size = vec2(s_weapon_render_w, s_weapon_render_h),
.flip_x = facing_left,
.flip_y = false,
.layer = LAYER_ENTITIES,
.alpha = 255,
.rotation = gun_rotation,
};
renderer_submit(&gun);
}
} else {
/* Fallback: colored rectangle */
SDL_Color color;
if (body->on_ground) {
color = (SDL_Color){100, 200, 100, 255};
} else {
color = (SDL_Color){100, 150, 255, 255};
}
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
/* ── Lifecycle ───────────────────────────────────── */
void player_destroy(Entity *self) {
free(self->data);
self->data = NULL;
}
Entity *player_spawn(EntityManager *em, Vec2 pos) {
/* Ensure astronaut animations are loaded */
load_astronaut_anims();
Entity *e = entity_spawn(em, ENT_PLAYER, pos);
if (!e) return NULL;
e->body.size = vec2(PLAYER_WIDTH, PLAYER_HEIGHT);
e->body.gravity_scale = 1.0f;
e->health = 3;
e->max_health = 3;
PlayerData *pd = calloc(1, sizeof(PlayerData));
pd->dash_charges = PLAYER_DASH_MAX_CHARGES;
pd->dash_max_charges = PLAYER_DASH_MAX_CHARGES;
pd->respawn_timer = RESPAWN_DELAY;
pd->spawn_point = pos;
e->data = pd;
return e;
}
float player_get_look_up_offset(const Entity *self) {
if (!self || !self->data) return 0.0f;
const PlayerData *pd = (const PlayerData *)self->data;
if (!pd->looking_up) return 0.0f;
/* Smoothly ramp up the offset */
float t = (pd->look_up_timer - LOOK_UP_DELAY) * LOOK_UP_SPEED;
if (t > 1.0f) t = 1.0f;
return -LOOK_UP_OFFSET * t;
}
bool player_get_dash_charges(const Entity *self, int *charges, int *max_charges,
float *recharge_pct) {
if (!self || !self->data || self->type != ENT_PLAYER) return false;
const PlayerData *pd = (const PlayerData *)self->data;
if (charges) *charges = pd->dash_charges;
if (max_charges) *max_charges = pd->dash_max_charges;
if (recharge_pct) {
if (pd->dash_charges >= pd->dash_max_charges) {
*recharge_pct = 1.0f;
} else {
*recharge_pct = 1.0f - (pd->dash_recharge_timer / PLAYER_DASH_RECHARGE);
}
}
return true;
}
bool player_wants_respawn(const Entity *self) {
if (!self || !self->data || self->type != ENT_PLAYER) return false;
if (!(self->flags & ENTITY_DEAD)) return false;
const PlayerData *pd = (const PlayerData *)self->data;
return pd->respawn_timer <= 0;
}
void player_respawn(Entity *self, Vec2 pos) {
if (!self || !self->data) return;
PlayerData *pd = (PlayerData *)self->data;
/* Reset entity state */
self->health = self->max_health;
self->flags = 0; /* clear DEAD, INVINCIBLE, etc. */
self->body.pos = pos;
self->body.vel = vec2_zero();
/* Grant brief invincibility on respawn */
pd->inv_timer = PLAYER_INV_TIME;
self->flags |= ENTITY_INVINCIBLE;
/* Reset player-specific state */
pd->coyote_timer = 0;
pd->jump_buffer_timer = 0;
pd->jumping = false;
pd->was_on_ground = false;
pd->shoot_cooldown = 0;
pd->dash_timer = 0;
pd->dash_charges = pd->dash_max_charges;
pd->dash_recharge_timer = 0;
pd->aim_dir = AIM_FORWARD;
pd->looking_up = false;
pd->look_up_timer = 0;
pd->respawn_timer = RESPAWN_DELAY;
/* Reset animation */
animation_set(&self->anim, &s_anim_idle);
}

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#ifndef JNR_PLAYER_H
#define JNR_PLAYER_H
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/tilemap.h"
/* Player physics tuning */
#define PLAYER_SPEED 150.0f /* horizontal speed (px/s) */
#define PLAYER_ACCEL 1200.0f /* ground acceleration */
#define PLAYER_DECEL 1600.0f /* ground deceleration (friction)*/
#define PLAYER_AIR_ACCEL 600.0f /* air acceleration */
#define PLAYER_JUMP_FORCE 320.0f /* initial jump velocity */
#define PLAYER_JUMP_CUT 0.4f /* multiplier when releasing jump*/
#define PLAYER_COYOTE_TIME 0.08f /* seconds after leaving edge */
#define PLAYER_JUMP_BUFFER 0.1f /* seconds before landing */
#define PLAYER_WIDTH 12
#define PLAYER_HEIGHT 16
/* Sprite dimensions (art is larger than hitbox) */
#define PLAYER_SPRITE_W 24
#define PLAYER_SPRITE_H 24
#define PLAYER_DEATH_SPRITE_W 32
#define PLAYER_DEATH_SPRITE_H 32
/* Shooting */
#define PLAYER_SHOOT_COOLDOWN 0.12f /* seconds between shots */
/* Dash / Jetpack */
#define PLAYER_DASH_SPEED 350.0f /* dash velocity (px/s) */
#define PLAYER_DASH_DURATION 0.15f /* seconds the dash lasts */
#define PLAYER_DASH_MAX_CHARGES 3 /* max jetpack charges */
#define PLAYER_DASH_RECHARGE 3.0f /* seconds to recharge one charge*/
/* Invincibility after taking damage */
#define PLAYER_INV_TIME 1.5f /* seconds of invincibility */
/* Aim direction (for shooting) */
typedef enum AimDir {
AIM_FORWARD, /* horizontal, based on facing */
AIM_UP, /* straight up */
AIM_DIAG_UP, /* 45 degrees up + forward */
} AimDir;
typedef struct PlayerData {
float coyote_timer;
float jump_buffer_timer;
bool jumping;
bool was_on_ground; /* on_ground last frame (landing detect) */
float shoot_cooldown;
float inv_timer; /* invincibility timer */
/* Dash / Jetpack */
float dash_timer; /* remaining dash time (0=not dashing) */
int dash_charges; /* available jetpack charges */
int dash_max_charges; /* max charges (for HUD) */
float dash_recharge_timer; /* time until next charge restored*/
Vec2 dash_dir; /* direction of current dash */
/* Aiming */
AimDir aim_dir; /* current aim direction */
bool looking_up; /* holding up without moving */
float look_up_timer; /* how long up has been held */
/* Death / Respawn */
float respawn_timer; /* countdown after death anim finishes */
Vec2 spawn_point; /* where to respawn */
} PlayerData;
/* Register player entity type with the entity manager */
void player_register(EntityManager *em);
/* Entity callbacks */
void player_update(Entity *self, float dt, const Tilemap *map);
void player_render(Entity *self, const Camera *cam);
void player_destroy(Entity *self);
/* Spawn a fully configured player entity */
Entity *player_spawn(EntityManager *em, Vec2 pos);
/* Set the entity manager the player lives in (for spawning projectiles) */
void player_set_entity_manager(EntityManager *em);
/* Get the player's current look-up offset for the camera */
float player_get_look_up_offset(const Entity *self);
/* Get jetpack dash charge info for HUD (returns false if entity is not player) */
bool player_get_dash_charges(const Entity *self, int *charges, int *max_charges,
float *recharge_pct);
/* Check if the player is requesting a respawn (death anim finished + timer expired).
* Returns true when respawn should occur. */
bool player_wants_respawn(const Entity *self);
/* Reset the player to alive state at the given position */
void player_respawn(Entity *self, Vec2 pos);
#endif /* JNR_PLAYER_H */

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#include "game/projectile.h"
#include "game/sprites.h"
#include "engine/physics.h"
#include "engine/renderer.h"
#include "engine/particle.h"
#include <stdlib.h>
#include <math.h>
static EntityManager *s_proj_em = NULL;
/* ════════════════════════════════════════════════════
* Built-in weapon definitions
* ════════════════════════════════════════════════════ */
const ProjectileDef WEAPON_PLASMA = {
.name = "plasma",
.speed = 400.0f,
.damage = 1,
.lifetime = 2.0f,
.gravity_scale = 0.0f,
.pierce_count = 0,
.bounce_count = 0,
.homing_strength = 0.0f,
.hitbox_w = 8.0f,
.hitbox_h = 8.0f,
.flags = 0,
.anim_fly = NULL, /* set in projectile_register after sprites_init_anims */
.anim_impact = NULL,
};
const ProjectileDef WEAPON_SPREAD = {
.name = "spread",
.speed = 350.0f,
.damage = 1,
.lifetime = 0.8f, /* short range */
.gravity_scale = 0.0f,
.pierce_count = 0,
.bounce_count = 0,
.homing_strength = 0.0f,
.hitbox_w = 6.0f,
.hitbox_h = 6.0f,
.flags = 0,
.anim_fly = NULL,
.anim_impact = NULL,
};
const ProjectileDef WEAPON_LASER = {
.name = "laser",
.speed = 600.0f,
.damage = 1,
.lifetime = 1.5f,
.gravity_scale = 0.0f,
.pierce_count = 3, /* passes through 3 enemies */
.bounce_count = 0,
.homing_strength = 0.0f,
.hitbox_w = 10.0f,
.hitbox_h = 4.0f,
.flags = PROJ_PIERCING,
.anim_fly = NULL,
.anim_impact = NULL,
};
const ProjectileDef WEAPON_ROCKET = {
.name = "rocket",
.speed = 200.0f,
.damage = 3,
.lifetime = 3.0f,
.gravity_scale = 0.1f, /* slight drop */
.pierce_count = 0,
.bounce_count = 0,
.homing_strength = 0.0f,
.hitbox_w = 10.0f,
.hitbox_h = 6.0f,
.flags = PROJ_GRAVITY,
.anim_fly = NULL,
.anim_impact = NULL,
};
const ProjectileDef WEAPON_BOUNCE = {
.name = "bounce",
.speed = 300.0f,
.damage = 1,
.lifetime = 4.0f,
.gravity_scale = 0.5f,
.pierce_count = 0,
.bounce_count = 3, /* bounces off 3 walls */
.homing_strength = 0.0f,
.hitbox_w = 6.0f,
.hitbox_h = 6.0f,
.flags = PROJ_BOUNCY | PROJ_GRAVITY,
.anim_fly = NULL,
.anim_impact = NULL,
};
const ProjectileDef WEAPON_ENEMY_FIRE = {
.name = "enemy_fire",
.speed = 180.0f,
.damage = 1,
.lifetime = 3.0f,
.gravity_scale = 0.0f,
.pierce_count = 0,
.bounce_count = 0,
.homing_strength = 0.0f,
.hitbox_w = 8.0f,
.hitbox_h = 8.0f,
.flags = 0,
.anim_fly = NULL,
.anim_impact = NULL,
};
/* ── Mutable copies with animation pointers ────────── */
/* We need mutable copies because the AnimDef pointers */
/* aren't available at compile time (set after init). */
static ProjectileDef s_weapon_plasma;
static ProjectileDef s_weapon_spread;
static ProjectileDef s_weapon_laser;
static ProjectileDef s_weapon_rocket;
static ProjectileDef s_weapon_bounce;
static ProjectileDef s_weapon_enemy_fire;
static void init_weapon_defs(void) {
s_weapon_plasma = WEAPON_PLASMA;
s_weapon_plasma.anim_fly = &anim_bullet;
s_weapon_plasma.anim_impact = &anim_bullet_impact;
s_weapon_spread = WEAPON_SPREAD;
s_weapon_spread.anim_fly = &anim_bullet;
s_weapon_spread.anim_impact = &anim_bullet_impact;
s_weapon_laser = WEAPON_LASER;
s_weapon_laser.anim_fly = &anim_bullet;
s_weapon_laser.anim_impact = &anim_bullet_impact;
s_weapon_rocket = WEAPON_ROCKET;
s_weapon_rocket.anim_fly = &anim_bullet;
s_weapon_rocket.anim_impact = &anim_bullet_impact;
s_weapon_bounce = WEAPON_BOUNCE;
s_weapon_bounce.anim_fly = &anim_bullet;
s_weapon_bounce.anim_impact = &anim_bullet_impact;
s_weapon_enemy_fire = WEAPON_ENEMY_FIRE;
s_weapon_enemy_fire.anim_fly = &anim_enemy_bullet;
s_weapon_enemy_fire.anim_impact = &anim_bullet_impact;
}
/* ════════════════════════════════════════════════════
* Projectile entity callbacks
* ════════════════════════════════════════════════════ */
static void resolve_wall_bounce(Body *body, const Tilemap *map, int *bounces_left) {
/* Check if the center of the projectile is inside a solid tile */
int cx = world_to_tile(body->pos.x + body->size.x * 0.5f);
int cy = world_to_tile(body->pos.y + body->size.y * 0.5f);
if (!tilemap_is_solid(map, cx, cy)) return;
if (*bounces_left <= 0) return;
(*bounces_left)--;
/* Determine bounce axis by checking neighboring tiles */
int left_tile = world_to_tile(body->pos.x);
int right_tile = world_to_tile(body->pos.x + body->size.x);
int top_tile = world_to_tile(body->pos.y);
int bot_tile = world_to_tile(body->pos.y + body->size.y);
bool hit_h = tilemap_is_solid(map, cx, top_tile - 1) == false &&
tilemap_is_solid(map, cx, bot_tile + 1) == false;
bool hit_v = tilemap_is_solid(map, left_tile - 1, cy) == false &&
tilemap_is_solid(map, right_tile + 1, cy) == false;
if (hit_h || (!hit_h && !hit_v)) {
body->vel.y = -body->vel.y;
}
if (hit_v || (!hit_h && !hit_v)) {
body->vel.x = -body->vel.x;
}
/* Push out of solid tile */
body->pos.x += body->vel.x * DT;
body->pos.y += body->vel.y * DT;
}
static void projectile_update(Entity *self, float dt, const Tilemap *map) {
ProjectileData *pd = (ProjectileData *)self->data;
if (!pd || !pd->def) return;
const ProjectileDef *def = pd->def;
Body *body = &self->body;
/* ── Impact animation phase ──────────────── */
if (pd->proj_flags & PROJ_IMPACT) {
animation_update(&self->anim, dt);
if (self->anim.finished) {
entity_destroy(s_proj_em, self);
}
return;
}
/* ── Apply gravity if flagged ────────────── */
if (def->flags & PROJ_GRAVITY) {
body->vel.y += physics_get_gravity() * def->gravity_scale * dt;
if (body->vel.y > MAX_FALL_SPEED) body->vel.y = MAX_FALL_SPEED;
}
/* ── Move ────────────────────────────────── */
body->pos.x += body->vel.x * dt;
body->pos.y += body->vel.y * dt;
/* ── Tilemap collision ───────────────────── */
int cx = world_to_tile(body->pos.x + body->size.x * 0.5f);
int cy = world_to_tile(body->pos.y + body->size.y * 0.5f);
if (tilemap_is_solid(map, cx, cy)) {
if ((def->flags & PROJ_BOUNCY) && pd->bounces_left > 0) {
resolve_wall_bounce(body, map, &pd->bounces_left);
} else {
projectile_hit(self);
return;
}
}
/* ── Lifetime ────────────────────────────── */
pd->lifetime -= dt;
if (pd->lifetime <= 0) {
entity_destroy(s_proj_em, self);
return;
}
/* ── Homing ──────────────────────────────── */
if ((def->flags & PROJ_HOMING) && def->homing_strength > 0 && s_proj_em) {
/* Find nearest valid target */
bool is_player_proj = (pd->proj_flags & PROJ_FROM_PLAYER) != 0;
Entity *best = NULL;
float best_dist = 99999.0f;
Vec2 proj_center = vec2(
body->pos.x + body->size.x * 0.5f,
body->pos.y + body->size.y * 0.5f
);
for (int i = 0; i < s_proj_em->count; i++) {
Entity *e = &s_proj_em->entities[i];
if (!e->active || (e->flags & ENTITY_DEAD)) continue;
/* Player bullets target enemies, enemy bullets target player */
if (is_player_proj) {
if (e->type != ENT_ENEMY_GRUNT && e->type != ENT_ENEMY_FLYER) continue;
} else {
if (e->type != ENT_PLAYER) continue;
}
Vec2 target_center = vec2(
e->body.pos.x + e->body.size.x * 0.5f,
e->body.pos.y + e->body.size.y * 0.5f
);
float d = vec2_dist(proj_center, target_center);
if (d < best_dist) {
best_dist = d;
best = e;
}
}
if (best) {
Vec2 target_center = vec2(
best->body.pos.x + best->body.size.x * 0.5f,
best->body.pos.y + best->body.size.y * 0.5f
);
Vec2 to_target = vec2_norm(vec2_sub(target_center, proj_center));
Vec2 cur_dir = vec2_norm(body->vel);
float spd = vec2_len(body->vel);
/* Steer toward target */
Vec2 new_dir = vec2_norm(vec2_lerp(cur_dir, to_target,
def->homing_strength * dt));
body->vel = vec2_scale(new_dir, spd);
}
}
/* ── Animation ───────────────────────────── */
animation_update(&self->anim, dt);
}
static void projectile_render(Entity *self, const Camera *cam) {
(void)cam;
Body *body = &self->body;
ProjectileData *pd = (ProjectileData *)self->data;
if (g_spritesheet && self->anim.def) {
SDL_Rect src = animation_current_rect(&self->anim);
/* Center the 16x16 sprite on the smaller hitbox */
Vec2 render_pos = vec2(
body->pos.x + body->size.x * 0.5f - SPRITE_CELL * 0.5f,
body->pos.y + body->size.y * 0.5f - SPRITE_CELL * 0.5f
);
bool flip_x = false;
bool flip_y = false;
if (pd && !(pd->proj_flags & PROJ_IMPACT)) {
flip_x = (body->vel.x < 0);
/* Flip vertically for downward-only projectiles */
flip_y = (body->vel.y > 0 && fabsf(body->vel.x) < 1.0f);
}
Sprite spr = {
.texture = g_spritesheet,
.src = src,
.pos = render_pos,
.size = vec2(SPRITE_CELL, SPRITE_CELL),
.flip_x = flip_x,
.flip_y = flip_y,
.layer = LAYER_ENTITIES,
.alpha = 255,
};
renderer_submit(&spr);
} else {
/* Fallback colored rectangle */
SDL_Color color = (pd && (pd->proj_flags & PROJ_FROM_PLAYER)) ?
(SDL_Color){100, 220, 255, 255} :
(SDL_Color){255, 180, 50, 255};
renderer_draw_rect(body->pos, body->size, color, LAYER_ENTITIES, cam);
}
}
static void projectile_destroy_fn(Entity *self) {
free(self->data);
self->data = NULL;
}
/* ════════════════════════════════════════════════════
* Public API
* ════════════════════════════════════════════════════ */
void projectile_register(EntityManager *em) {
entity_register(em, ENT_PROJECTILE, projectile_update,
projectile_render, projectile_destroy_fn);
s_proj_em = em;
init_weapon_defs();
}
Entity *projectile_spawn_def(EntityManager *em, const ProjectileDef *def,
Vec2 pos, Vec2 dir, bool from_player) {
Entity *e = entity_spawn(em, ENT_PROJECTILE, pos);
if (!e) return NULL;
e->body.size = vec2(def->hitbox_w, def->hitbox_h);
e->body.gravity_scale = 0.0f; /* gravity handled manually via def */
/* Normalize direction and scale to projectile speed */
Vec2 norm_dir = vec2_norm(dir);
e->body.vel = vec2_scale(norm_dir, def->speed);
e->health = 1;
e->damage = def->damage;
ProjectileData *pd = calloc(1, sizeof(ProjectileData));
pd->def = def;
pd->lifetime = def->lifetime;
pd->pierces_left = def->pierce_count;
pd->bounces_left = def->bounce_count;
if (from_player) {
pd->proj_flags |= PROJ_FROM_PLAYER;
}
if (def->anim_fly) {
animation_set(&e->anim, def->anim_fly);
}
e->data = pd;
return e;
}
Entity *projectile_spawn_dir(EntityManager *em, Vec2 pos, Vec2 dir, bool from_player) {
const ProjectileDef *def = from_player ? &s_weapon_plasma : &s_weapon_enemy_fire;
return projectile_spawn_def(em, def, pos, dir, from_player);
}
Entity *projectile_spawn(EntityManager *em, Vec2 pos, bool facing_left, bool from_player) {
Vec2 dir = facing_left ? vec2(-1, 0) : vec2(1, 0);
return projectile_spawn_dir(em, pos, dir, from_player);
}
void projectile_hit(Entity *proj) {
if (!proj || !proj->data) return;
ProjectileData *pd = (ProjectileData *)proj->data;
/* If piercing and has pierces left, don't destroy */
if ((pd->def->flags & PROJ_PIERCING) && pd->pierces_left > 0) {
pd->pierces_left--;
return;
}
/* Emit impact sparks */
Vec2 hit_center = vec2(
proj->body.pos.x + proj->body.size.x * 0.5f,
proj->body.pos.y + proj->body.size.y * 0.5f
);
SDL_Color spark_color = (pd->proj_flags & PROJ_FROM_PLAYER) ?
(SDL_Color){100, 220, 255, 255} : /* cyan for player bullets */
(SDL_Color){255, 180, 50, 255}; /* orange for enemy bullets */
particle_emit_spark(hit_center, spark_color);
/* Switch to impact animation */
pd->proj_flags |= PROJ_IMPACT;
proj->body.vel = vec2(0, 0);
if (pd->def->anim_impact) {
animation_set(&proj->anim, pd->def->anim_impact);
proj->anim.current_frame = 0;
proj->anim.timer = 0;
proj->anim.finished = false;
} else {
/* No impact animation, destroy immediately */
entity_destroy(s_proj_em, proj);
}
}
bool projectile_is_impacting(const Entity *proj) {
if (!proj || !proj->data) return true;
const ProjectileData *pd = (const ProjectileData *)proj->data;
return (pd->proj_flags & PROJ_IMPACT) != 0;
}
bool projectile_is_from_player(const Entity *proj) {
if (!proj || !proj->data) return false;
const ProjectileData *pd = (const ProjectileData *)proj->data;
return (pd->proj_flags & PROJ_FROM_PLAYER) != 0;
}

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#ifndef JNR_PROJECTILE_H
#define JNR_PROJECTILE_H
#include "engine/entity.h"
#include "engine/camera.h"
#include "engine/tilemap.h"
#include "engine/animation.h"
/* ── Projectile behavior flags ─────────────────────── */
#define PROJ_FROM_PLAYER (1 << 0) /* owned by player (vs enemy) */
#define PROJ_IMPACT (1 << 1) /* currently playing impact anim */
#define PROJ_PIERCING (1 << 2) /* passes through enemies */
#define PROJ_BOUNCY (1 << 3) /* bounces off walls */
#define PROJ_GRAVITY (1 << 4) /* affected by gravity */
#define PROJ_HOMING (1 << 5) /* tracks nearest target */
/* ── Projectile definition (weapon type) ───────────── */
/* Describes how a class of projectile behaves. */
/* These are static data - shared by all instances. */
typedef struct ProjectileDef {
const char *name; /* e.g. "plasma", "rocket" */
float speed; /* travel speed (px/s) */
int damage; /* damage per hit */
float lifetime; /* seconds before auto-destroy */
float gravity_scale; /* 0 = no gravity, 1 = full */
int pierce_count; /* 0 = destroy on first hit */
int bounce_count; /* 0 = destroy on wall hit */
float homing_strength;/* 0 = none, higher = tighter turn */
float hitbox_w; /* collision box width */
float hitbox_h; /* collision box height */
uint32_t flags; /* PROJ_* behavior flags */
const AnimDef *anim_fly; /* animation while flying */
const AnimDef *anim_impact; /* animation on hit (NULL = instant) */
} ProjectileDef;
/* ── Per-instance data ─────────────────────────────── */
typedef struct ProjectileData {
const ProjectileDef *def; /* shared definition */
uint32_t proj_flags; /* runtime flags (PROJ_FROM_PLAYER, PROJ_IMPACT) */
float lifetime; /* remaining lifetime */
int pierces_left; /* remaining pierces */
int bounces_left; /* remaining bounces */
} ProjectileData;
/* ── Built-in weapon definitions ───────────────────── */
extern const ProjectileDef WEAPON_PLASMA; /* player default */
extern const ProjectileDef WEAPON_SPREAD; /* 3-way fan */
extern const ProjectileDef WEAPON_LASER; /* fast, piercing */
extern const ProjectileDef WEAPON_ROCKET; /* slow, high damage */
extern const ProjectileDef WEAPON_BOUNCE; /* ricochets off walls */
extern const ProjectileDef WEAPON_ENEMY_FIRE; /* enemy fireball */
/* ── API ───────────────────────────────────────────── */
void projectile_register(EntityManager *em);
/* Spawn a projectile from a definition + direction vector */
Entity *projectile_spawn_def(EntityManager *em, const ProjectileDef *def,
Vec2 pos, Vec2 dir, bool from_player);
/* Convenience: spawn with default player/enemy weapon */
Entity *projectile_spawn_dir(EntityManager *em, Vec2 pos, Vec2 dir, bool from_player);
/* Legacy convenience: horizontal shot */
Entity *projectile_spawn(EntityManager *em, Vec2 pos, bool facing_left, bool from_player);
/* Trigger impact on a projectile (used by collision system) */
void projectile_hit(Entity *proj);
/* Check if a projectile is currently impacting (not collidable) */
bool projectile_is_impacting(const Entity *proj);
/* Check if a projectile belongs to the player */
bool projectile_is_from_player(const Entity *proj);
#endif /* JNR_PROJECTILE_H */

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#include "game/sprites.h"
#include <string.h>
#include <stdio.h>
SDL_Texture *g_spritesheet = NULL;
/* ── Pixel art data ─────────────────────────────────
* Each sprite is defined as a 16x16 grid of hex color values.
* 0x00000000 = transparent
* Colors are RGBA packed as 0xRRGGBBAA
*/
#define T 0x00000000 /* transparent */
/* Color palette */
#define BLK 0x1a1a2eFF /* black/dark */
#define WHT 0xeeeeeaFF /* white */
#define SKN 0xe8b796FF /* skin tone */
#define SKD 0xc48e6aFF /* skin dark */
#define BLU 0x4a7cbdFF /* blue */
#define BLD 0x365e8fFF /* blue dark */
#define BLL 0x6fa8dcFF /* blue light */
#define RED 0xd94444FF /* red */
#define RDD 0xa83232FF /* red dark */
#define RDL 0xff6666FF /* red light */
#define GRN 0x4caf50FF /* green */
#define GRD 0x388e3cFF /* green dark */
#define YLW 0xffd54fFF /* yellow */
#define YLD 0xd4a017FF /* yellow dark */
#define ORG 0xff9800FF /* orange */
#define ORD 0xcc7a00FF /* orange dark */
#define PRP 0x9c27b0FF /* purple */
#define PRD 0x7b1fa2FF /* purple dark */
#define PRL 0xce93d8FF /* purple light */
#define GRY 0x888888FF /* grey */
#define GYD 0x555555FF /* grey dark */
#define GYL 0xbbbbbbFF /* grey light */
#define BRN 0x8d6e63FF /* brown */
#define BRD 0x5d4037FF /* brown dark */
#define CYN 0x4dd0e1FF /* cyan */
#define CYD 0x00acc1FF /* cyan dark */
/* ── Player sprites ────────────────────────────────── */
/* Player idle frame 1 - heroic adventurer */
static const uint32_t player_idle1[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, SKN, T, BLU, BLU, BLU, BLU, BLU, BLU, T, SKN, T, T, T, T,
T, T, T, T, BLD, BLD, BLU, BLU, BLD, BLD, T, T, T, T, T, T,
T, T, T, T, BLD, BLD, T, T, BLD, BLD, T, T, T, T, T, T,
T, T, T, T, BRN, BRN, T, T, BRN, BRN, T, T, T, T, T, T,
T, T, T, T, BRD, BRD, T, T, BRD, BRD, T, T, T, T, T, T,
};
/* Player idle frame 2 - slight bob */
static const uint32_t player_idle2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, T, T, BLD, BLD, BLU, BLU, BLD, BLD, T, T, T, T, T, T,
T, T, T, T, BLD, BLD, T, T, BLD, BLD, T, T, T, T, T, T,
T, T, T, T, BRN, BRN, T, T, BRN, BRN, T, T, T, T, T, T,
T, T, T, T, BRD, BRD, T, T, BRD, BRD, T, T, T, T, T, T,
};
/* Player run frame 1 */
static const uint32_t player_run1[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, T, SKN, T, T, T, T,
T, T, T, T, T, BLD, BLU, BLU, BLD, T, T, T, T, T, T, T,
T, T, T, T, T, BLD, T, T, T, BLD, T, T, T, T, T, T,
T, T, T, T, BRN, BRN, T, T, T, BRN, BRN, T, T, T, T, T,
T, T, T, BRD, BRD, T, T, T, T, T, BRD, T, T, T, T, T,
};
/* Player run frame 2 */
static const uint32_t player_run2[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, SKN, T, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLD, T, BLU, BLU, T, BLD, T, T, T, T, T, T,
T, T, T, T, BLD, T, T, T, BLD, T, T, T, T, T, T, T,
T, T, T, T, T, BRN, T, BRN, BRN, T, T, T, T, T, T, T,
T, T, T, T, T, BRD, T, BRD, T, T, T, T, T, T, T, T,
};
/* Player run frame 3 */
static const uint32_t player_run3[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, SKN, T, BLU, BLU, BLU, BLU, BLU, BLU, T, SKN, T, T, T, T,
T, T, T, T, BLD, BLD, BLU, BLU, BLD, BLD, T, T, T, T, T, T,
T, T, T, BLD, T, T, T, T, T, T, BLD, T, T, T, T, T,
T, T, BRN, BRN, T, T, T, T, T, BRN, BRN, T, T, T, T, T,
T, T, T, BRD, T, T, T, T, BRD, BRD, T, T, T, T, T, T,
};
/* Player run frame 4 - same as run2 mirrored leg positions */
static const uint32_t player_run4[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T,
T, T, SKN, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, SKN, T, T, T, T,
T, T, SKN, T, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, T, BLD, BLU, BLU, BLD, T, T, T, T, T, T, T,
T, T, T, BLD, T, T, T, T, T, BLD, T, T, T, T, T, T,
T, T, BRN, BRN, T, T, T, T, BRN, BRN, T, T, T, T, T, T,
T, T, BRD, T, T, T, T, T, T, BRD, T, T, T, T, T, T,
};
/* Player jump */
static const uint32_t player_jump[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, SKN, T, SKN, SKN, SKD, SKD, SKN, SKN, T, SKN, T, T, T, T,
T, T, SKN, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, SKN, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLD, BLD, T, T, BLD, BLD, T, T, T, T, T, T,
T, T, T, BRN, BRN, T, T, T, BRN, BRN, T, T, T, T, T, T,
T, T, T, BRD, BRD, T, T, T, T, BRN, BRN, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, BRD, BRD, T, T, T, T, T,
};
/* Player fall */
static const uint32_t player_fall[16*16] = {
T, T, T, T, T, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLU, BLU, T, T, T, T, T,
T, T, T, T, BLU, BLL, BLL, BLL, BLL, BLL, BLU, T, T, T, T, T,
T, T, T, T, BLK, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T, T,
T, T, T, BLK, SKN, SKN, SKN, SKN, SKN, SKN, BLK, T, T, T, T, T,
T, T, T, BLK, SKN, BLK, SKN, SKN, BLK, SKN, BLK, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKN, SKD, SKN, SKN, T, T, T, T, T, T,
T, T, T, T, SKN, SKN, SKD, SKD, SKN, SKN, T, T, T, T, T, T,
T, SKN, SKN, BLU, BLU, BLU, BLU, BLU, BLU, BLU, BLU, SKN, SKN, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, T, BLD, BLU, BLU, BLU, BLU, BLU, BLU, BLD, T, T, T, T, T,
T, T, T, T, BLU, BLU, BLU, BLU, BLU, BLU, T, T, T, T, T, T,
T, T, T, T, BLD, BLD, T, T, BLD, BLD, T, T, T, T, T, T,
T, T, T, T, BRN, BRN, T, T, T, BRN, T, T, T, T, T, T,
T, T, T, BRN, BRD, T, T, T, T, BRN, T, T, T, T, T, T,
T, T, T, BRD, T, T, T, T, T, BRD, T, T, T, T, T, T,
};
/* ── Grunt enemy sprites ───────────────────────────── */
/* Grunt: Red spiky enemy that patrols back and forth */
static const uint32_t grunt_idle1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, RED, T, T, T, T, T, RED, T, T, T, T, T,
T, T, T, T, RED, RED, T, T, T, RED, RED, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, WHT, BLK, RED, WHT, BLK, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, BLK, BLK, BLK, RED, RED, RDD, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, T, RDD, RED, RED, RDD, T, T, T, T, T, T, T,
T, T, T, T, RDD, RDD, T, T, RDD, RDD, T, T, T, T, T, T,
T, T, T, T, RDD, RDD, T, T, RDD, RDD, T, T, T, T, T, T,
T, T, T, T, BLK, BLK, T, T, BLK, BLK, T, T, T, T, T, T,
};
static const uint32_t grunt_idle2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, RED, T, T, T, T, T, RED, T, T, T, T, T,
T, T, T, T, RED, RED, T, T, T, RED, RED, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, WHT, BLK, RED, WHT, BLK, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, BLK, BLK, BLK, RED, RED, RDD, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, T, RDD, RED, RED, RDD, T, T, T, T, T, T, T,
T, T, T, T, RDD, RDD, T, T, RDD, RDD, T, T, T, T, T, T,
T, T, T, T, RDD, RDD, T, T, RDD, RDD, T, T, T, T, T, T,
T, T, T, T, BLK, BLK, T, T, BLK, BLK, T, T, T, T, T, T,
};
/* Grunt walk frames (same body, different leg positions) */
static const uint32_t grunt_walk1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, RED, T, T, T, T, T, RED, T, T, T, T, T,
T, T, T, T, RED, RED, T, T, T, RED, RED, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, WHT, BLK, RED, WHT, BLK, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, BLK, BLK, BLK, RED, RED, RDD, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, T, RDD, RED, RED, RDD, T, T, T, T, T, T, T,
T, T, T, T, T, RDD, T, T, RDD, T, T, T, T, T, T, T,
T, T, T, T, RDD, T, T, T, T, RDD, T, T, T, T, T, T,
T, T, T, T, BLK, T, T, T, T, BLK, T, T, T, T, T, T,
};
static const uint32_t grunt_walk2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, RED, T, T, T, T, T, RED, T, T, T, T, T,
T, T, T, T, RED, RED, T, T, T, RED, RED, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, WHT, BLK, RED, WHT, BLK, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, RDD, RED, RED, BLK, BLK, BLK, RED, RED, RDD, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, RDD, RED, RED, RED, RED, RED, RDD, T, T, T, T, T,
T, T, T, T, T, RDD, RED, RED, RDD, T, T, T, T, T, T, T,
T, T, T, T, RDD, T, T, T, T, RDD, T, T, T, T, T, T,
T, T, T, T, T, RDD, T, T, RDD, T, T, T, T, T, T, T,
T, T, T, T, T, BLK, T, T, BLK, T, T, T, T, T, T, T,
};
/* Grunt death frame */
static const uint32_t grunt_death[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T,
T, T, RDD, RED, RED, BLK, BLK, RED, BLK, BLK, RED, RED, RDD, T, T, T,
T, T, RDD, RED, RED, RED, RED, BLK, RED, RED, RED, RED, RDD, T, T, T,
T, T, T, RDD, RED, RED, RED, RED, RED, RED, RED, RDD, T, T, T, T,
T, T, T, T, RDD, RDD, RDD, RDD, RDD, RDD, RDD, T, T, T, T, T,
};
/* ── Flyer enemy sprites ───────────────────────────── */
/* Flying enemy: Purple bat-like creature */
static const uint32_t flyer_idle1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T, T,
T, T, T, T, PRP, PRP, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T,
T, T, T, PRP, PRP, YLW, BLK, PRP, YLW, BLK, PRP, PRP, T, T, T, T,
T, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, T, PRD, PRP, PRP, BLK, BLK, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, PRL, PRD, PRP, PRP, PRP, PRP, PRP, PRP, PRP, PRD, PRL, T, T, T,
T, PRL, PRL, T, PRD, PRP, PRP, PRP, PRP, PRP, PRD, T, PRL, PRL, T, T,
PRL, PRL, T, T, T, PRD, PRP, PRP, PRD, T, T, T, T, PRL, PRL, T,
PRL, T, T, T, T, T, PRD, PRD, T, T, T, T, T, T, PRL, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
static const uint32_t flyer_idle2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T, T,
T, T, T, T, PRP, PRP, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T,
T, T, T, PRP, PRP, YLW, BLK, PRP, YLW, BLK, PRP, PRP, T, T, T, T,
T, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, T, PRD, PRP, PRP, BLK, BLK, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRP, PRP, PRD, T, T, T, T,
T, PRL, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRD, T, T, PRL, T, T,
PRL, PRL, PRL, T, T, PRD, PRP, PRP, PRD, T, T, T, PRL, PRL, PRL, T,
T, T, PRL, PRL, T, T, PRD, PRD, T, T, T, PRL, PRL, T, T, T,
T, T, T, PRL, PRL, T, T, T, T, T, PRL, PRL, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Flyer death */
static const uint32_t flyer_death[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T, T,
T, T, T, T, PRP, PRP, PRP, PRP, PRP, PRP, PRP, T, T, T, T, T,
T, T, T, PRP, PRP, BLK, BLK, PRP, BLK, BLK, PRP, PRP, T, T, T, T,
T, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, T, PRD, PRP, PRP, PRP, BLK, PRP, PRP, PRP, PRD, T, T, T, T,
T, T, T, T, PRD, PRP, PRP, PRP, PRP, PRP, PRD, T, T, T, T, T,
T, T, T, PRL, T, PRD, PRP, PRP, PRD, T, PRL, T, T, T, T, T,
T, T, PRL, T, T, T, PRD, PRD, T, T, T, PRL, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* ── Projectile sprites ────────────────────────────── */
/* Player bullet frame 1 */
static const uint32_t bullet1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, CYD, CYN, CYN, CYD, T, T, T, T, T, T,
T, T, T, T, T, CYD, CYN, WHT, WHT, CYN, CYD, T, T, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, WHT, CYN, T, T, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, WHT, CYN, T, T, T, T, T,
T, T, T, T, T, CYD, CYN, WHT, WHT, CYN, CYD, T, T, T, T, T,
T, T, T, T, T, T, CYD, CYN, CYN, CYD, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Player bullet frame 2 - glow variation */
static const uint32_t bullet2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYD, CYD, T, T, T, T, T, T, T,
T, T, T, T, T, T, CYN, WHT, WHT, CYN, T, T, T, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, WHT, CYN, T, T, T, T, T,
T, T, T, T, CYD, WHT, WHT, WHT, WHT, WHT, WHT, CYD, T, T, T, T,
T, T, T, T, CYD, WHT, WHT, WHT, WHT, WHT, WHT, CYD, T, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, WHT, CYN, T, T, T, T, T,
T, T, T, T, T, T, CYN, WHT, WHT, CYN, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYD, CYD, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Impact effect frame 1 */
static const uint32_t impact1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, WHT, T, T, T, T, T, T, T, T,
T, T, T, T, T, WHT, T, T, T, WHT, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYN, T, T, T, T, T, T, T, T,
T, T, T, T, T, CYN, CYN, WHT, CYN, CYN, T, T, T, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, CYN, T, T, T, T, T, T,
T, T, WHT, T, CYN, WHT, WHT, WHT, WHT, WHT, CYN, T, WHT, T, T, T,
T, T, T, T, T, CYN, WHT, WHT, WHT, CYN, T, T, T, T, T, T,
T, T, T, T, T, CYN, CYN, WHT, CYN, CYN, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYN, T, T, T, T, T, T, T, T,
T, T, T, T, T, WHT, T, T, T, WHT, T, T, T, T, T, T,
T, T, T, T, T, T, T, WHT, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Impact effect frame 2 - expanding */
static const uint32_t impact2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, CYD, T, T, T, T, T, CYD, T, T, T, T, T,
T, T, T, T, T, T, CYN, T, CYN, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYN, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, CYN, WHT, CYN, T, T, T, T, T, T, T,
T, T, T, CYN, T, CYN, T, WHT, T, CYN, T, CYN, T, T, T, T,
T, T, T, T, CYN, WHT, WHT, WHT, WHT, WHT, CYN, T, T, T, T, T,
T, T, T, CYN, T, CYN, T, WHT, T, CYN, T, CYN, T, T, T, T,
T, T, T, T, T, T, CYN, WHT, CYN, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYN, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, CYN, T, CYN, T, T, T, T, T, T, T,
T, T, T, T, CYD, T, T, T, T, T, CYD, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Impact effect frame 3 - fading */
static const uint32_t impact3[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, CYD, T, T, T, T, T, T, T, CYD, T, T, T, T,
T, T, T, T, T, T, T, CYD, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, CYD, T, CYD, T, T, T, T, T, T, T,
T, T, T, T, T, CYD, T, T, T, CYD, T, T, T, T, T, T,
T, T, T, T, T, T, CYD, T, CYD, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, CYD, T, T, T, T, T, T, T, T,
T, T, T, CYD, T, T, T, T, T, T, T, CYD, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* Enemy bullet */
static const uint32_t enemy_bullet1[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, ORD, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, ORG, YLW, ORG, T, T, T, T, T, T, T,
T, T, T, T, T, ORD, YLW, WHT, YLW, ORD, T, T, T, T, T, T,
T, T, T, T, T, ORD, YLW, WHT, YLW, ORD, T, T, T, T, T, T,
T, T, T, T, T, T, ORG, YLW, ORG, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, ORD, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
static const uint32_t enemy_bullet2[16*16] = {
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, ORD, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, ORG, YLW, ORG, T, T, T, T, T, T, T,
T, T, T, T, T, ORG, YLW, WHT, YLW, ORG, T, T, T, T, T, T,
T, T, T, T, ORD, YLW, WHT, WHT, WHT, YLW, ORD, T, T, T, T, T,
T, T, T, T, ORD, YLW, WHT, WHT, WHT, YLW, ORD, T, T, T, T, T,
T, T, T, T, T, ORG, YLW, WHT, YLW, ORG, T, T, T, T, T, T,
T, T, T, T, T, T, ORG, YLW, ORG, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, ORD, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
T, T, T, T, T, T, T, T, T, T, T, T, T, T, T, T,
};
/* ── Spritesheet generation ────────────────────────── */
/* All sprite definitions for the sheet - row, column, pixel data */
typedef struct SpriteDef {
int row;
int col;
const uint32_t *pixels;
} SpriteDef;
static const SpriteDef s_sprite_defs[] = {
/* Row 0: Player */
{0, 0, player_idle1},
{0, 1, player_idle2},
{0, 2, player_run1},
{0, 3, player_run2},
{0, 4, player_run3},
{0, 5, player_run4},
{0, 6, player_jump},
{0, 7, player_fall},
/* Row 1: Grunt */
{1, 0, grunt_idle1},
{1, 1, grunt_idle2},
{1, 2, grunt_walk1},
{1, 3, grunt_walk2},
{1, 4, grunt_walk1}, /* reuse frame */
{1, 5, grunt_walk2}, /* reuse frame */
{1, 6, grunt_death},
/* Row 2: Flyer */
{2, 0, flyer_idle1},
{2, 1, flyer_idle2},
{2, 2, flyer_idle1}, /* reuse for fly anim */
{2, 3, flyer_idle2},
{2, 4, flyer_idle1},
{2, 5, flyer_idle2},
{2, 6, flyer_death},
/* Row 3: Projectiles */
{3, 0, bullet1},
{3, 1, bullet2},
{3, 2, impact1},
{3, 3, impact2},
{3, 4, impact3},
{3, 5, enemy_bullet1},
{3, 6, enemy_bullet2},
};
#define SHEET_COLS 8
#define SHEET_ROWS 4
SDL_Texture *sprites_generate(SDL_Renderer *renderer) {
int w = SHEET_COLS * SPRITE_CELL;
int h = SHEET_ROWS * SPRITE_CELL;
SDL_Surface *surface = SDL_CreateRGBSurfaceWithFormat(
0, w, h, 32, SDL_PIXELFORMAT_RGBA8888);
if (!surface) {
fprintf(stderr, "Failed to create sprite surface: %s\n", SDL_GetError());
return NULL;
}
/* Clear to transparent */
SDL_FillRect(surface, NULL, 0);
/* Blit each sprite definition */
int count = sizeof(s_sprite_defs) / sizeof(s_sprite_defs[0]);
for (int i = 0; i < count; i++) {
const SpriteDef *def = &s_sprite_defs[i];
int ox = def->col * SPRITE_CELL;
int oy = def->row * SPRITE_CELL;
uint32_t *pixels = (uint32_t *)surface->pixels;
int pitch = surface->pitch / 4; /* pitch in uint32_t */
for (int y = 0; y < SPRITE_CELL; y++) {
for (int x = 0; x < SPRITE_CELL; x++) {
uint32_t rgba = def->pixels[y * SPRITE_CELL + x];
if (rgba == 0) continue; /* transparent */
/* Convert from our RRGGBBAA to surface format */
uint8_t r = (rgba >> 24) & 0xFF;
uint8_t g = (rgba >> 16) & 0xFF;
uint8_t b = (rgba >> 8) & 0xFF;
uint8_t a = (rgba) & 0xFF;
pixels[(oy + y) * pitch + (ox + x)] =
SDL_MapRGBA(surface->format, r, g, b, a);
}
}
}
SDL_Texture *tex = SDL_CreateTextureFromSurface(renderer, surface);
SDL_FreeSurface(surface);
if (!tex) {
fprintf(stderr, "Failed to create sprite texture: %s\n", SDL_GetError());
return NULL;
}
SDL_SetTextureBlendMode(tex, SDL_BLENDMODE_BLEND);
g_spritesheet = tex;
printf("Generated spritesheet: %dx%d (%d sprites)\n", w, h, count);
return tex;
}
/* ── Animation definitions ─────────────────────────── */
#define FRAME(col, row, dur) \
{ .src = {(col)*SPRITE_CELL, (row)*SPRITE_CELL, SPRITE_CELL, SPRITE_CELL}, .duration = (dur) }
/* Player */
static AnimFrame s_player_idle_frames[] = {
FRAME(0, 0, 0.6f),
FRAME(1, 0, 0.6f),
};
static AnimFrame s_player_run_frames[] = {
FRAME(2, 0, 0.1f),
FRAME(3, 0, 0.1f),
FRAME(4, 0, 0.1f),
FRAME(5, 0, 0.1f),
};
static AnimFrame s_player_jump_frames[] = {
FRAME(6, 0, 1.0f),
};
static AnimFrame s_player_fall_frames[] = {
FRAME(7, 0, 1.0f),
};
/* Grunt */
static AnimFrame s_grunt_idle_frames[] = {
FRAME(0, 1, 0.5f),
FRAME(1, 1, 0.5f),
};
static AnimFrame s_grunt_walk_frames[] = {
FRAME(2, 1, 0.15f),
FRAME(3, 1, 0.15f),
FRAME(4, 1, 0.15f),
FRAME(5, 1, 0.15f),
};
static AnimFrame s_grunt_death_frames[] = {
FRAME(6, 1, 0.3f),
};
/* Flyer */
static AnimFrame s_flyer_idle_frames[] = {
FRAME(0, 2, 0.3f),
FRAME(1, 2, 0.3f),
};
static AnimFrame s_flyer_fly_frames[] = {
FRAME(2, 2, 0.12f),
FRAME(3, 2, 0.12f),
FRAME(4, 2, 0.12f),
FRAME(5, 2, 0.12f),
};
static AnimFrame s_flyer_death_frames[] = {
FRAME(6, 2, 0.3f),
};
/* Projectiles */
static AnimFrame s_bullet_frames[] = {
FRAME(0, 3, 0.08f),
FRAME(1, 3, 0.08f),
};
static AnimFrame s_impact_frames[] = {
FRAME(2, 3, 0.05f),
FRAME(3, 3, 0.05f),
FRAME(4, 3, 0.08f),
};
static AnimFrame s_enemy_bullet_frames[] = {
FRAME(5, 3, 0.1f),
FRAME(6, 3, 0.1f),
};
/* Exported animation definitions */
AnimDef anim_player_idle;
AnimDef anim_player_run;
AnimDef anim_player_jump;
AnimDef anim_player_fall;
AnimDef anim_grunt_idle;
AnimDef anim_grunt_walk;
AnimDef anim_grunt_death;
AnimDef anim_flyer_idle;
AnimDef anim_flyer_fly;
AnimDef anim_flyer_death;
AnimDef anim_bullet;
AnimDef anim_bullet_impact;
AnimDef anim_enemy_bullet;
void sprites_init_anims(void) {
anim_player_idle = (AnimDef){s_player_idle_frames, 2, true, NULL};
anim_player_run = (AnimDef){s_player_run_frames, 4, true, NULL};
anim_player_jump = (AnimDef){s_player_jump_frames, 1, false, NULL};
anim_player_fall = (AnimDef){s_player_fall_frames, 1, false, NULL};
anim_grunt_idle = (AnimDef){s_grunt_idle_frames, 2, true, NULL};
anim_grunt_walk = (AnimDef){s_grunt_walk_frames, 4, true, NULL};
anim_grunt_death = (AnimDef){s_grunt_death_frames, 1, false, NULL};
anim_flyer_idle = (AnimDef){s_flyer_idle_frames, 2, true, NULL};
anim_flyer_fly = (AnimDef){s_flyer_fly_frames, 4, true, NULL};
anim_flyer_death = (AnimDef){s_flyer_death_frames, 1, false, NULL};
anim_bullet = (AnimDef){s_bullet_frames, 2, true, NULL};
anim_bullet_impact = (AnimDef){s_impact_frames, 3, false, NULL};
anim_enemy_bullet = (AnimDef){s_enemy_bullet_frames, 2, true, NULL};
}

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#ifndef JNR_SPRITES_H
#define JNR_SPRITES_H
#include <SDL2/SDL.h>
#include "engine/animation.h"
/* Sprite sheet layout:
* Each sprite cell is 16x16 pixels.
* The sheet is organized in rows:
*
* Row 0: Player idle (2 frames), run (4 frames), jump (1), fall (1)
* Row 1: Grunt idle (2 frames), walk (4 frames), death (2 frames)
* Row 2: Flyer idle (2 frames), fly (4 frames), death (2 frames)
* Row 3: Projectiles: bullet (2 frames), impact (3 frames), enemy bullet (2)
*/
#define SPRITE_CELL 16
/* Generate the spritesheet texture (call after renderer is ready) */
SDL_Texture *sprites_generate(SDL_Renderer *renderer);
/* ── Player animations ─────────────────────────── */
extern AnimDef anim_player_idle;
extern AnimDef anim_player_run;
extern AnimDef anim_player_jump;
extern AnimDef anim_player_fall;
/* ── Grunt animations ──────────────────────────── */
extern AnimDef anim_grunt_idle;
extern AnimDef anim_grunt_walk;
extern AnimDef anim_grunt_death;
/* ── Flyer animations ──────────────────────────── */
extern AnimDef anim_flyer_idle;
extern AnimDef anim_flyer_fly;
extern AnimDef anim_flyer_death;
/* ── Projectile animations ─────────────────────── */
extern AnimDef anim_bullet;
extern AnimDef anim_bullet_impact;
extern AnimDef anim_enemy_bullet;
/* Initialize all animation definitions */
void sprites_init_anims(void);
/* The global spritesheet texture */
extern SDL_Texture *g_spritesheet;
#endif /* JNR_SPRITES_H */

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#include "engine/core.h"
#include "engine/input.h"
#include "game/level.h"
#include <stdio.h>
static Level s_level;
static void game_init(void) {
if (!level_load(&s_level, "assets/levels/level01.lvl")) {
fprintf(stderr, "Failed to load level!\n");
g_engine.running = false;
}
}
static void game_update(float dt) {
/* Quit on escape */
if (input_pressed(ACTION_PAUSE)) {
g_engine.running = false;
return;
}
level_update(&s_level, dt);
}
static void game_render(float interpolation) {
level_render(&s_level, interpolation);
}
static void game_shutdown(void) {
level_free(&s_level);
}
int main(int argc, char *argv[]) {
(void)argc;
(void)argv;
if (!engine_init()) {
return 1;
}
engine_set_callbacks((GameCallbacks){
.init = game_init,
.update = game_update,
.render = game_render,
.shutdown = game_shutdown,
});
engine_run();
engine_shutdown();
return 0;
}

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#ifndef JNR_DARRAY_H
#define JNR_DARRAY_H
/*
* Simple type-safe dynamic array using macros.
*
* Usage:
* DArray(int) nums = {0};
* da_push(&nums, 42);
* da_push(&nums, 99);
* for (int i = 0; i < nums.count; i++) printf("%d\n", nums.items[i]);
* da_free(&nums);
*/
#include <stdlib.h>
#include <string.h>
#define DArray(T) struct { T *items; int count; int capacity; }
#define da_push(arr, val) do { \
if ((arr)->count >= (arr)->capacity) { \
(arr)->capacity = (arr)->capacity ? (arr)->capacity * 2 : 8; \
(arr)->items = realloc((arr)->items, \
(arr)->capacity * sizeof(*(arr)->items)); \
} \
(arr)->items[(arr)->count++] = (val); \
} while (0)
#define da_pop(arr) ((arr)->items[--(arr)->count])
#define da_clear(arr) ((arr)->count = 0)
#define da_free(arr) do { \
free((arr)->items); \
(arr)->items = NULL; \
(arr)->count = 0; \
(arr)->capacity = 0; \
} while (0)
#define da_remove(arr, idx) do { \
if ((idx) < (arr)->count - 1) { \
memmove(&(arr)->items[(idx)], &(arr)->items[(idx) + 1], \
((arr)->count - (idx) - 1) * sizeof(*(arr)->items)); \
} \
(arr)->count--; \
} while (0)
/* Swap-remove: O(1) but doesn't preserve order */
#define da_remove_fast(arr, idx) do { \
(arr)->items[(idx)] = (arr)->items[--(arr)->count]; \
} while (0)
#endif /* JNR_DARRAY_H */

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#ifndef JNR_VEC2_H
#define JNR_VEC2_H
#include <math.h>
typedef struct Vec2 {
float x, y;
} Vec2;
static inline Vec2 vec2(float x, float y) {
return (Vec2){ x, y };
}
static inline Vec2 vec2_zero(void) {
return (Vec2){ 0.0f, 0.0f };
}
static inline Vec2 vec2_add(Vec2 a, Vec2 b) {
return (Vec2){ a.x + b.x, a.y + b.y };
}
static inline Vec2 vec2_sub(Vec2 a, Vec2 b) {
return (Vec2){ a.x - b.x, a.y - b.y };
}
static inline Vec2 vec2_scale(Vec2 v, float s) {
return (Vec2){ v.x * s, v.y * s };
}
static inline float vec2_dot(Vec2 a, Vec2 b) {
return a.x * b.x + a.y * b.y;
}
static inline float vec2_len(Vec2 v) {
return sqrtf(v.x * v.x + v.y * v.y);
}
static inline float vec2_len_sq(Vec2 v) {
return v.x * v.x + v.y * v.y;
}
static inline Vec2 vec2_norm(Vec2 v) {
float len = vec2_len(v);
if (len < 0.0001f) return vec2_zero();
return vec2_scale(v, 1.0f / len);
}
static inline Vec2 vec2_lerp(Vec2 a, Vec2 b, float t) {
return (Vec2){
a.x + (b.x - a.x) * t,
a.y + (b.y - a.y) * t
};
}
static inline float vec2_dist(Vec2 a, Vec2 b) {
return vec2_len(vec2_sub(a, b));
}
static inline Vec2 vec2_clamp(Vec2 v, Vec2 min, Vec2 max) {
Vec2 r;
r.x = v.x < min.x ? min.x : (v.x > max.x ? max.x : v.x);
r.y = v.y < min.y ? min.y : (v.y > max.y ? max.y : v.y);
return r;
}
static inline float clampf(float v, float min, float max) {
return v < min ? min : (v > max ? max : v);
}
static inline float lerpf(float a, float b, float t) {
return a + (b - a) * t;
}
static inline float signf(float v) {
return (v > 0.0f) - (v < 0.0f);
}
static inline float absf(float v) {
return v < 0.0f ? -v : v;
}
#endif /* JNR_VEC2_H */