Improve enemy AI cliff detection, add level-bottom kill, and charger knockback
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Deploy / deploy (push) Failing after 1m14s
Some checks failed
Deploy / deploy (push) Failing after 1m14s
Enemies that fall past the bottom of the level are now instantly destroyed, preventing them from accumulating off-screen. Cliff detection uses a speed-scaled lookahead so faster enemies reverse earlier. Charger deals double damage during charge and knockback scales with the attacker's speed.
This commit was merged in pull request #23.
This commit is contained in:
@@ -5,9 +5,46 @@
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#include "engine/renderer.h"
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#include "engine/particle.h"
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#include "engine/audio.h"
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#include "config.h"
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#include <stdlib.h>
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#include <math.h>
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/* ── Shared helpers ───────────────────────────────── */
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/* Kill enemy if it fell past the bottom of the level. */
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static bool enemy_check_level_bottom(Entity *self, const Tilemap *map,
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EntityManager *em) {
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float level_bottom = (float)(map->height * TILE_SIZE);
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if (self->body.pos.y > level_bottom) {
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self->flags |= ENTITY_DEAD;
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self->health = 0;
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entity_destroy(em, self);
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return true;
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}
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return false;
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}
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/* Check for cliff ahead of a ground enemy. Returns true if cliff detected.
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* Uses a wider lookahead that scales with speed for fast-moving enemies. */
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static bool enemy_detect_cliff(const Body *body, float patrol_dir,
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float speed, const Tilemap *map) {
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if (!body->on_ground) return false;
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/* Scale lookahead with speed: at least 4px, up to speed/10 */
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float lookahead = speed * 0.1f;
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if (lookahead < 4.0f) lookahead = 4.0f;
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float check_x = (patrol_dir > 0) ?
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body->pos.x + body->size.x + lookahead :
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body->pos.x - lookahead;
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float check_y = body->pos.y + body->size.y + 4.0f;
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int tx = world_to_tile(check_x);
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int ty = world_to_tile(check_y);
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return !tilemap_is_solid(map, tx, ty);
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}
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/* ════════════════════════════════════════════════════
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* GRUNT - ground patrol enemy
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* ════════════════════════════════════════════════════ */
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@@ -20,6 +57,9 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
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Body *body = &self->body;
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/* Kill if fallen off bottom of level */
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if (enemy_check_level_bottom(self, map, s_grunt_em)) return;
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/* Death sequence */
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if (self->flags & ENTITY_DEAD) {
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animation_set(&self->anim, &anim_grunt_death);
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@@ -48,19 +88,10 @@ static void grunt_update(Entity *self, float dt, const Tilemap *map) {
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gd->patrol_dir = -gd->patrol_dir;
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}
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/* Turn around at ledge: check if there's ground ahead */
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if (body->on_ground) {
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float check_x = (gd->patrol_dir > 0) ?
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body->pos.x + body->size.x + 2.0f :
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body->pos.x - 2.0f;
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float check_y = body->pos.y + body->size.y + 4.0f;
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int tx = world_to_tile(check_x);
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int ty = world_to_tile(check_y);
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if (!tilemap_is_solid(map, tx, ty)) {
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gd->patrol_dir = -gd->patrol_dir;
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}
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/* Turn around at ledge */
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if (enemy_detect_cliff(body, gd->patrol_dir, GRUNT_SPEED, map)) {
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gd->patrol_dir = -gd->patrol_dir;
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body->vel.x = 0;
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}
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/* Animation */
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@@ -146,12 +177,14 @@ static Entity *find_player(EntityManager *em) {
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}
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static void flyer_update(Entity *self, float dt, const Tilemap *map) {
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(void)map; /* flyers don't collide with tiles */
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FlyerData *fd = (FlyerData *)self->data;
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if (!fd) return;
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Body *body = &self->body;
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/* Kill if fallen off bottom of level */
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if (enemy_check_level_bottom(self, map, s_flyer_em)) return;
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/* Death sequence */
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if (self->flags & ENTITY_DEAD) {
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animation_set(&self->anim, &anim_flyer_death);
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@@ -289,6 +322,9 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
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Body *body = &self->body;
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/* Kill if fallen off bottom of level */
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if (enemy_check_level_bottom(self, map, s_charger_em)) return;
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/* Death sequence */
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if (self->flags & ENTITY_DEAD) {
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animation_set(&self->anim, &anim_charger_death);
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@@ -319,14 +355,10 @@ static void charger_update(Entity *self, float dt, const Tilemap *map) {
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}
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/* Reverse at ledge */
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if (body->on_ground) {
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float cx = (cd->patrol_dir > 0) ?
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body->pos.x + body->size.x + 2.0f :
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body->pos.x - 2.0f;
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float cy = body->pos.y + body->size.y + 4.0f;
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if (!tilemap_is_solid(map, world_to_tile(cx), world_to_tile(cy))) {
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cd->patrol_dir = -cd->patrol_dir;
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}
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if (enemy_detect_cliff(body, cd->patrol_dir,
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CHARGER_PATROL_SPEED, map)) {
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cd->patrol_dir = -cd->patrol_dir;
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body->vel.x = 0;
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}
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/* Detect player — horizontal line-of-sight */
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@@ -510,10 +542,12 @@ static int count_alive_grunts(EntityManager *em) {
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}
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static void spawner_update(Entity *self, float dt, const Tilemap *map) {
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(void)map;
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SpawnerData *sd = (SpawnerData *)self->data;
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if (!sd) return;
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/* Kill if fallen off bottom of level */
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if (enemy_check_level_bottom(self, map, s_spawner_em)) return;
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/* Death sequence */
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if (self->flags & ENTITY_DEAD) {
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animation_set(&self->anim, &anim_spawner_death);
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@@ -228,11 +228,14 @@ static void damage_player(Entity *player, int damage, Entity *source) {
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ppd->inv_timer = PLAYER_INV_TIME;
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player->flags |= ENTITY_INVINCIBLE;
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/* Knockback away from source */
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/* Knockback away from source, scaled by source speed */
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if (source) {
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float knock_dir = (player->body.pos.x < source->body.pos.x) ?
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-1.0f : 1.0f;
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player->body.vel.x = knock_dir * 150.0f;
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float src_speed = fabsf(source->body.vel.x);
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float knock_str = 150.0f;
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if (src_speed > knock_str) knock_str = src_speed;
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player->body.vel.x = knock_dir * knock_str;
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player->body.vel.y = -150.0f;
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}
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}
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@@ -308,7 +311,15 @@ static void handle_collisions(EntityManager *em) {
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if (a->flags & ENTITY_DEAD) stats_record_kill();
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player->body.vel.y = -PLAYER_JUMP_FORCE * 0.7f;
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} else {
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damage_player(player, a->damage, a);
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/* Charger deals extra damage and knockback while charging */
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int dmg = a->damage;
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if (a->type == ENT_ENEMY_CHARGER) {
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ChargerData *cd = (ChargerData *)a->data;
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if (cd && cd->state == CHARGER_CHARGE) {
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dmg = 2;
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}
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}
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damage_player(player, dmg, a);
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}
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}
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}
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