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#include <stdlib.h>
#include <stddef.h>
#include "../game/game.h"
#include "../score/score.h"
struct monster_data
{
double timer;
};
static void monster_spawn(struct entity *self, void *data)
{
(void) data;
self->meta = malloc(sizeof(struct monster_data));
((struct monster_data *) self->meta)->timer = 0.5;
}
static void monster_step(struct entity *self, struct entity_step_data stepdata)
{
struct monster_data *data = self->meta;
if (stepdata.visible && (data->timer -= stepdata.dtime) <= 0.0) {
data->timer = 0.5;
(stepdata.dx && move(self, stepdata.dx > 0 ? -1 : 1, 0)) || (stepdata.dy && move(self, 0, stepdata.dy > 0 ? -1 : 1));
}
}
static void monster_collide_with_entity(struct entity *self, struct entity *other)
{
if (other == &player)
add_health(other, -1);
}
static void monster_death(struct entity *self)
{
add_score(5);
self->remove = true;
}
static struct entity monster_entity = {
.name = "monster",
.x = 0,
.y = 0,
.color = {0},
.use_color = false,
.texture = "👾",
.remove = false,
.meta = NULL,
.health = 5,
.max_health = 5,
.collide_with_entities = true,
.on_step = &monster_step,
.on_collide = NULL,
.on_collide_with_entity = &monster_collide_with_entity,
.on_spawn = &monster_spawn,
.on_remove = NULL,
.on_death = &monster_death,
.on_damage = NULL,
};
static void spawn_monster(int x, int y)
{
spawn(monster_entity, x, y, NULL);
}
__attribute__((constructor)) static void init()
{
register_air_function((struct generator_function) {
.chance = 50,
.callback = &spawn_monster,
});
}
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