implement random walk for enemies

This commit is contained in:
2023-04-10 14:05:06 +02:00
parent 3424976d40
commit 53ba21084d

View File

@@ -89,7 +89,54 @@ export fn upd() void {
}
}
uw8.blitSprite(&redBallSprite, 16, 100, 100, 0x100);
uw8.blitSprite(&greenBallSprite, 16, 130, 100, 0x100);
uw8.blitSprite(&blueBallSprite, 16, 160, 100, 0x100);
updateEnemy(&enemies[0], &redBallSprite);
updateEnemy(&enemies[1], &greenBallSprite);
updateEnemy(&enemies[2], &blueBallSprite);
}
const EntityState = struct { x: i32, y: i32, dir: u2 };
var enemies: [3]EntityState = .{
.{ .x = 16, .y = 16, .dir = 1 },
.{ .x = 16 * 18, .y = 16, .dir = 3 },
.{ .x = 16, .y = 16 * 12, .dir = 1 },
};
fn updateEnemy(enemy: *EntityState, sprite: [*]u8) void {
switch (enemy.dir) {
0 => enemy.y -= 1,
1 => enemy.x += 1,
2 => enemy.y += 1,
3 => enemy.x -= 1,
}
if (((enemy.x | enemy.y) & 15) == 0) {
const tx = @intCast(usize, enemy.x) / 16;
const ty = @intCast(usize, enemy.y) / 16;
var dir = enemy.dir;
var count: u32 = 0;
if (enemy.dir != 2 and levelData[ty - 1][tx] == ' ') {
dir = 0;
count += 1;
}
if (enemy.dir != 3 and levelData[ty][tx + 1] == ' ') {
count += 1;
if (uw8.random() % count == 0) {
dir = 1;
}
}
if (enemy.dir != 0 and levelData[ty + 1][tx] == ' ') {
count += 1;
if (uw8.random() % count == 0) {
dir = 2;
}
}
if (enemy.dir != 1 and levelData[ty][tx - 1] == ' ') {
count += 1;
if (uw8.random() % count == 0) {
dir = 3;
}
}
enemy.dir = dir;
}
uw8.blitSprite(sprite, 16, 8 + enemy.x, enemy.y, 0x100);
}