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.gitmodules vendored
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[submodule "assets-cg"]
path = assets-cg
url = https://gitea.planet-casio.com/KikooDX/jtmm2-assets-cg
[submodule "assets-fx"]
path = assets-fx
url = https://gitea.planet-casio.com/KikooDX/jtmm2-assets-fx
[submodule "levels"]
path = levels
url = https://gitea.planet-casio.com/KikooDX/jtmm2-levels

674
COPYING
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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

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@ -65,7 +65,7 @@ BIN_CG := $(ELF_CG:.elf=.bin)
src := $(wildcard src/*.[csS] \
src/*/*.[csS] \
src/*/*/*.[csS] \
src/*/*/*/*.[csS] \)
src/*/*/*/*.[csS])
assets-fx := $(wildcard assets-fx/*/*)
assets-cg := $(wildcard assets-cg/*/*)
@ -92,9 +92,6 @@ endif
# Build rules
#
levels/level_%.lua: levels/level_%.tmx
tiled --export-map $< $@
all: $(all)
all-fx: $(TARGET_FX)
@ -160,15 +157,6 @@ build-cg/assets/bin/%.o: assets-cg/bin/%
@ mkdir -p $(dir $@)
fxconv -b $< -o $@ $(FXCONVCG) name:bin_$(basename $*) $(BIN.$*)
levels/level_%.lua: levels/level_%.tmx
tiled --export-map $< $@
levels_tmx := $(wildcard levels/level_*.tmx)
levels_lua := $(levels_tmx:tmx=lua)
src/gen_levels.c: $(levels_lua)
./make_levels.sh
#
# Cleaning and utilities
#

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@ -1,16 +1,13 @@
# Clone this repository
```sh
$ git clone --recursive https://gitea.planet-casio.com/KikooDX/jtmm2
```
# Build instructions
Using the `fxsdk` and latest version of `gint`. Requires `lua`.
Using the `fxsdk` and latest version of `gint`. Requires `luajit`.
For CG
```sh
```bash
$ ./make_levels.sh
$ fxsdk build-cg
```
For FX
```sh
```bash
$ ./make_levels.sh
$ fxsdk build-fx
```

@ -1 +0,0 @@
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@ -1 +0,0 @@
Subproject commit bc1e99c2db0a5c85f68b2be6c1638debb061b6ab

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@ -6,12 +6,10 @@
#include "conf.h"
#include "level.h"
#include "tiles.h"
/* Return tile flags at the given position.
* P_AIR is out of bound or empty. */
Tile collide_point(Vec point, const Level *level);
Tile_flags player_collide_or(Player *player, Vec position, const Level *level);
Tile_flags player_collide_and(Player *player, Vec position, const Level *level);
/* Return tile at the given position.
* 0 is out of bound or empty. */
uint8_t collide_point(Vec point, const Level *level, uint layer);
bool player_collide(Player *player, Vec position, const Level *level, uint layer_id);
#endif /* _DEF_PLAYER_COLLIDE */

View File

@ -1,4 +1,4 @@
#define VEC_PRECISION 16384
#define VEC_PRECISION 4096
#define UPS 256
#define PXS (VEC_PRECISION / UPS)
#define TILE_SIZE (8 * VEC_PRECISION)
@ -13,5 +13,4 @@
#define FPS 32
#endif /* FXCG50 */
#define TILE_PX_SIZE (8 * SCALE)
#define VEC_SCALED_DCENTER (Vec){DWIDTH / (2 * SCALE), DHEIGHT / (2 * SCALE)}

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@ -1 +1 @@
/* #define DEBUG */
//#define DEBUG

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@ -3,15 +3,10 @@
#include <gint/defs/types.h>
#include "tiles.h"
#include "vec.h"
typedef struct Level {
uint8_t width; /* in tiles */
uint8_t height; /* in tiles */
Vec start_pos; /* player starting position */
uint16_t bg_color; /* background color */
const Tile **layers; /* points toward the level content */
uint width; /* in tiles */
uint height; /* in tiles */
const uint8_t **layers; /* points toward the level content */
uint8_t layers_count;
uint8_t solid_layer; /* id of the solid layer */
} Level;

View File

@ -3,7 +3,6 @@
#include "camera.h"
#include "input.h"
/* returns true if player died */
int play_level(uint level_id);
/* callback used for UPS control */
int callback(volatile void *arg);

View File

@ -1,10 +1,7 @@
#ifndef _DEF_PLAYER
#define _DEF_PLAYER
#include <stdbool.h>
#include "vec.h"
#include "player_vars.h"
typedef struct Player {
Vec pos;
@ -12,21 +9,16 @@ typedef struct Player {
Vec hbox; /* the bottom left corner of the player's hitbox */
Vec vbox; /* the bottom left corner of the player's visual box */
Vec origin; /* the origin of the sprite (offset) */
unsigned int grace; /* coyot jump */
bool jump_held; /* used to control jump height */
bool dead; /* set to true the player will die */
Player_vars vars;
uint grace; /* coyot jump */
} Player;
#include "level.h"
#include "camera.h"
#include "input.h"
void player_init(Player *player, const Level *level);
void player_set_vars(Player *player, const Level *level);
void player_move(Player *player, const Level *level);
void player_step(Player *player, Input *input, const Level *level, uint step);
void player_draw(Player *player, Camera *camera);
void player_draw_debug(Player *player, uint step, const Level *level);
void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id);
#endif /* _DEF_PLAYER */

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@ -1,17 +0,0 @@
/* tile modifiers on player vars */
#ifndef _DEF_PLAYER_MODIFIERS
#define _DEF_PLAYER_MODIFIERS
#define D_LEFT 0b1
#define D_RIGHT 0b10
#define D_FLOOR 0b100
#define D_CEIL 0b1000
#define D_WALL (D_LEFT | D_RIGHT)
#define D_ANY (D_LEFT | D_RIGHT | D_FLOOR | D_CEIL)
#include "player.h"
void player_mod_water(Player *player, uint8_t sides);
void player_mod_ice(Player *player, uint8_t sides);
void player_mod_glue(Player *player, uint8_t sides);
#endif

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@ -1,12 +0,0 @@
#ifndef _DEF_PLAYER_VARS
#define _DEF_PLAYER_VARS
typedef struct Player_vars {
float friction;
int acceleration;
int jump_spd;
int gravity;
int gravity_scalar;
} Player_vars;
#endif /* _DEF_PLAYER_VARS */

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@ -1,62 +0,0 @@
#ifndef _DEF_TILES
#define _DEF_TILES
#define TILESET_WIDTH 16
#define TILE_AT(x, y) (x + y * TILESET_WIDTH)
typedef unsigned char Tile; /* the tile ID */
typedef unsigned char Tile_flags; /* the tile properties (bitmask) */
/* flags enum and defines */
enum {
I_SOLID,
I_SPIKY,
I_WATER,
I_ICE,
I_GLUE
};
#define F_SOLID (1 << I_SOLID)
#define F_SPIKY (1 << I_SPIKY)
#define F_WATER (1 << I_WATER)
#define F_ICE (1 << I_ICE)
#define F_GLUE (1 << I_GLUE)
/* define properties */
#define P_AIR (0)
#define P_BASE (F_SOLID)
#define P_SPIKE (F_SPIKY)
#define P_WATER (F_WATER)
#define P_ICE (F_SOLID | F_ICE)
#define P_GLUE (F_SOLID | F_GLUE)
#define P_UNKNOWN (0)
enum {
ID_AIR = TILE_AT(0, 0),
ID_SPIKE = TILE_AT(1, 0),
ID_ICE_0 = TILE_AT(0, 1),
ID_ICE_1 = TILE_AT(0, 2),
ID_ICE_2 = TILE_AT(1, 2),
ID_ICE_3 = TILE_AT(0, 3),
ID_ICE_4 = TILE_AT(1, 3),
ID_WATER = TILE_AT(2, 1),
ID_GLUE = TILE_AT(1, 1),
ID_SLIME = TILE_AT(3, 1),
ID_BASE_0 = TILE_AT(0, 12),
ID_BASE_1 = TILE_AT(1, 12),
ID_BASE_2 = TILE_AT(2, 12),
ID_BASE_3 = TILE_AT(3, 12),
ID_BASE_4 = TILE_AT(0, 13),
ID_BASE_5 = TILE_AT(1, 13),
ID_BASE_6 = TILE_AT(2, 13),
ID_BASE_7 = TILE_AT(3, 13),
ID_BASE_8 = TILE_AT(0, 14),
ID_BASE_9 = TILE_AT(1, 14),
ID_BASE_10 = TILE_AT(2, 14),
ID_BASE_11 = TILE_AT(3, 14),
ID_BASE_12 = TILE_AT(0, 15),
ID_BASE_13 = TILE_AT(1, 15),
ID_BASE_14 = TILE_AT(2, 15),
ID_BASE_15 = TILE_AT(3, 15),
};
Tile_flags tile_get_flags(Tile tile);
#endif /* _DEF_TILES */

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@ -1,5 +1,5 @@
#ifndef _DEF_TILE_PROPS
#define _DEF_TILE_PROPS
#ifndef _DEF_VEC
#define _DEF_VEC
typedef struct {
int x;
@ -33,4 +33,4 @@ void vec_clamp(Vec *to_limit, Vec min, Vec max);
/* Draw a rectangle using two Vec as coordinates */
void vec_drect(Vec top_left, Vec bottom_right, int color);
#endif /* _DEF_TILE_PROPS */
#endif /* _DEF_VEC */

1
levels

@ -1 +0,0 @@
Subproject commit 0e22bf97a652337dd18e5d71dd947d63baab4d30

18
levels/create_demo.lua Executable file
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@ -0,0 +1,18 @@
#!/usr/bin/env luajit
math.randomseed(os.time()) --set randomseed
local function create_random_level(width, height, layers)
io.write(width, "\n")
io.write(height, "\n")
for i = 1, layers, 1 do
for r = 1, width * height, 1 do
io.write(math.floor(math.random() * 1.5)) --random 0 (2/3) or 1 (1/3)
io.write("\n")
end
if i ~= layers then
io.write("n\n")
end
end
end
create_random_level(64, 64, 1)

84
levels/generate_c.lua Executable file
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@ -0,0 +1,84 @@
#!/usr/bin/env luajit
local function create_includes_c()
io.write[[#include "level.h"
]]
end
local function read_level(id)
local file = io.open(id..".jtmm2")
if not file then
return nil
else
local content = {width = nil, height = nil, layers = {{}}}
local line_nb = 0
local layer_nb = 1
for line in file:lines() do
line_nb = line_nb + 1
if line_nb < 3 then
if content.width then
content.height = tonumber(line)
else
content.width = tonumber(line)
end
else
if line == "n" then
layer_nb = layer_nb + 1
table.insert(content.layers, {})
else
table.insert(content.layers[layer_nb], line)
end
end
end
file:close()
return content
end
end
local function create_structure_c(id)
local content = read_level(id)
if content then
-- layers
for i, layer in ipairs(content.layers) do
io.write("const uint8_t tiles_", id, "_", i, "[] = {\n\t")
for i, v in ipairs(layer) do
io.write(v, ", ")
if i % 14 == 0 and i ~= #layer then
io.write("\n\t")
end
end
io.write("\n};\n");
end
-- array
io.write("const uint8_t *layers_", id, "[] = {")
for i = 1, #content.layers, 1 do
io.write("tiles_", id, "_", i, ", ")
end
io.write("};\n")
-- structure
io.write("const Level level_", id, " = {\n")
io.write("\t.width = ", content.width, ",\n")
io.write("\t.height = ", content.height, ",\n")
io.write("\t.layers = layers_", id, ",\n")
io.write("\t.layers_count = ", #content.layers, ",\n")
io.write("\t.solid_layer = 0\n")
io.write("};\n")
end
end
local function create_function_c(max)
io.write("void level_set(const Level **level, uint level_id)\n")
io.write("{\n")
io.write("\tswitch(level_id)\n")
io.write("\t{\n")
io.write()
for i = 0, max, 1 do
io.write("\t\tcase ", i, ": ")
io.write("*level = &level_", i, "; break;\n")
end
io.write("\t}\n}\n")
end
create_includes_c()
create_structure_c(0)
create_function_c(0)

View File

@ -1,3 +1,4 @@
#!/bin/sh
cd levels
lua build_levels.lua > ../src/gen_levels.c
./create_demo.lua > 0.jtmm2
./generate_c.lua > ../src/gen_levels.c

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@ -51,7 +51,7 @@ CFLAGS_FX := -D FX9860G -m3
CFLAGS_CG := -D FXCG50 -m4-nofpu
# Additional compiler flags, change to your own taste!
CFLAGS += -Wall -Wextra -Wno-missing-field-initializers -O3
CFLAGS += -Wall -Wextra -Wno-missing-field-initializers -Os
# Include paths. Add one -I option for each folder from which you want to
# be able to include files with #include<>.

View File

@ -19,10 +19,6 @@ void camera_step(Camera *camera) {
}
void camera_init(Camera *camera, Player *player, const Level *level) {
/* initialize struct */
camera->pos = (Vec){ DWIDTH * VEC_PRECISION, DHEIGHT * VEC_PRECISION };
camera->target = &player->pos;
camera->speed = 0.04;
/* NOTE: This system doesn't totally works, but it's good enough
* for now. TODO: Add informations about what isn't working
* correctly and/or fix the issues.

View File

@ -4,54 +4,37 @@
#include "collide.h"
#include "conf.h"
#include "level.h"
#include "tiles.h"
Tile_flags collide_point(Vec point, const Level *level) {
uint8_t collide_point(Vec point, const Level *level, uint layer_id) {
Vec cursor; /* the final position to test */
vec_cpy(&cursor, point);
vec_div(&cursor, TILE_SIZE); /* get the expected tile ID */
if (point.x < 0 || point.y < 0 ||
cursor.x >= level->width || cursor.y >= level->height) {
return P_AIR; /* the point is out of bounds */
return 0; /* the point is out of bounds */
}
else {
const Tile tile_id = level->layers[level->solid_layer][cursor.x + cursor.y * level->width];
return tile_get_flags(tile_id);
return level->layers[layer_id][cursor.x + cursor.y * level->width];
}
}
Tile_flags player_collide_or(Player *player, Vec position, const Level *level) {
bool player_collide(Player *player, Vec position, const Level *level, uint layer_id) {
Vec pos;
vec_cpy(&pos, position);
Tile_flags flags = 0;
flags |= collide_point(pos, level);
pos.x += player->hbox.x;
flags |= collide_point(pos, level);
pos.y += player->hbox.y;
flags |= collide_point(pos, level);
pos.x -= player->hbox.x;
flags |= collide_point(pos, level);
return flags;
}
Tile_flags player_collide_and(Player *player, Vec position, const Level *level) {
/* DRY, get the collision flags and do &= on flags if there is
* any. */
void process_flags(Player *player, const Level *level, Vec pos, Tile_flags *flags) {
Tile tile_flags = collide_point(pos, level);
if (tile_flags) {
*flags &= tile_flags;
}
if (collide_point(pos, level, layer_id)) {
return true;
}
Vec pos;
vec_cpy(&pos, position);
Tile_flags flags = -1; /* since unsigned, max value */
process_flags(player, level, pos, &flags);
pos.x += player->hbox.x;
process_flags(player, level, pos, &flags);
if (collide_point(pos, level, layer_id)) {
return true;
}
pos.y += player->hbox.y;
process_flags(player, level, pos, &flags);
if (collide_point(pos, level, layer_id)) {
return true;
}
pos.x -= player->hbox.x;
process_flags(player, level, pos, &flags);
return flags;
if (collide_point(pos, level, layer_id)) {
return true;
}
return false;
}

File diff suppressed because one or more lines are too long

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@ -3,7 +3,6 @@
#include "conf.h"
#include "level.h"
#include "camera.h"
#include "tiles.h"
#define VEC_PRECISE_HALF_DISP (Vec){DWIDTH * VEC_PRECISION / (2 * SCALE), DHEIGHT * VEC_PRECISION / (2 * SCALE)}
@ -17,15 +16,7 @@ void level_draw(const Level *level, Camera *camera) {
}
void layer_draw(const Level *level, Camera *camera, uint layer_id) {
/* Include tileset. */
extern bopti_image_t img_tileset;
const Tile *layer = level->layers[layer_id];
#ifdef FX9860G
const int color = C_LIGHT;
#endif /* FX9860G */
#ifdef FXCG50
const int color = C_GREEN;
#endif /* FXCG50 */
const uint8_t *layer = level->layers[layer_id];
Vec display_tl, display_br;
vec_cpy(&display_tl, camera->pos);
vec_cpy(&display_br, display_tl);
@ -33,21 +24,30 @@ void layer_draw(const Level *level, Camera *camera, uint layer_id) {
vec_add(&display_br, VEC_PRECISE_HALF_DISP);
vec_div(&display_tl, TILE_SIZE);
vec_div(&display_br, TILE_SIZE);
int start_x = (display_tl.x > 0) ? (display_tl.x) : (0);
int start_y = (display_tl.y > 0) ? (display_tl.y) : (0);
int end_x = (display_br.x < level->width) ? (display_br.x + 1) : (level->width);
int end_y = (display_br.y < level->height) ? (display_br.y + 1) : (level->height);
int start_x = (display_tl.x > 0) ? display_tl.x : 0;
int start_y = (display_tl.y > 0) ? display_tl.y : 0;
int end_x = (display_br.x < level->width) ? display_br.x + 1 : level->width;
int end_y = (display_br.y < level->height) ? display_br.y + 1 : level->height;
for (int y = start_y; y < end_y; ++y) {
for (int x = start_x; x < end_x; ++x) {
const Tile tile = layer[x + y * level->width];
if (tile) {
const Vec tl = {
(x * TILE_SIZE / VEC_PRECISION - camera->offset.x) * SCALE,
(y * TILE_SIZE / VEC_PRECISION - camera->offset.y) * SCALE };
dsubimage(tl.x, tl.y, &img_tileset,
tile % TILESET_WIDTH * TILE_PX_SIZE,
tile / TILESET_WIDTH * TILE_PX_SIZE,
TILE_PX_SIZE, TILE_PX_SIZE, 0);
const uint8_t cell = layer[x + y * level->width];
#ifdef FX9860G
const int color = C_LIGHT;
#endif /* FX9860G */
#ifdef FXCG50
const int color = C_GREEN;
#endif /* FXCG50 */
if (cell == 1) {
Vec tl = {x, y};
Vec br;
vec_mul(&tl, TILE_SIZE);
vec_div(&tl, VEC_PRECISION);
vec_sub(&tl, camera->offset);
vec_mul(&tl, SCALE);
vec_cpy(&br, tl);
vec_add(&br, (Vec){TILE_SIZE / VEC_PRECISION * SCALE - 1,
TILE_SIZE / VEC_PRECISION * SCALE - 1});
vec_drect(tl, br, color);
}
}
}

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@ -20,23 +20,34 @@ int main(void) {
init(); /* initialize gint */
/* main game loop */
while (play_level(1)) {};
play_level(0);
/* return to menu */
return 1;
}
int play_level(uint level_id) {
/* create player */
Player player = {
//.pos = {TILE_SIZE, TILE_SIZE},
.spd = {0, 0},
.hbox = {TILE_SIZE - 1, TILE_SIZE - 1},
.vbox = {7, 7},
.origin = {0 * VEC_PRECISION, 0 * VEC_PRECISION},
.grace = 0
};
vec_cpy(&player.pos, (Vec){0, 0}); /* place the player at "0/0"*/
/* set level */
const Level *level;
level_set(&level, level_id);
/* create player */
Player player;
player_init(&player, level);
/* create camera */
Camera camera;
Camera camera = {
.pos = {DWIDTH * VEC_PRECISION, DHEIGHT * VEC_PRECISION},
.target = &player.pos,
.speed = 0.02
};
camera_init(&camera, &player, level);
/* create input manager */
@ -45,8 +56,7 @@ int play_level(uint level_id) {
/* UPS control */
volatile int has_ticked = 1;
int timer = timer_setup(TIMER_ANY, 1000000/UPS, callback, &has_ticked);
timer_start(timer);
timer_start(timer_setup(TIMER_ANY, 1000000/UPS, callback, &has_ticked));
uint step = 0;
@ -59,17 +69,11 @@ int play_level(uint level_id) {
/* step event is where all the logic happens */
step += 1;
step_event(&player, level, &camera, &input, step);
/* player death check */
if(player.dead) {
timer_stop(timer);
return 1;
}
}
/* draw event just draws stuff */
draw_event(&player, level, &camera, &input, step);
}
timer_stop(timer);
return 0;
return 1;
}
int callback(volatile void *arg) {
@ -79,6 +83,7 @@ int callback(volatile void *arg) {
}
void step_event(Player *player, const Level *level, Camera *camera, Input *input, uint step) {
//getkey();
input_step(input, step);
player_step(player, input, level, step);
level_step(level);
@ -86,11 +91,13 @@ void step_event(Player *player, const Level *level, Camera *camera, Input *input
}
void draw_event(Player *player, const Level *level, Camera *camera, Input *input, uint step) {
dclear(level->bg_color);
dclear(C_WHITE);
level_draw(level, camera);
player_draw(player, camera);
#ifdef DEBUG
/* put your debug code here */
//camera_draw_debug(camera);
//input_draw_debug(input);
//player_draw_debug(player, step, level, 0);
#endif
dupdate();
}

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@ -2,123 +2,47 @@
#include <stdbool.h>
#include "player.h"
#include "player_vars.h"
#include "player_modifiers.h"
#include "vec.h"
#include "conf.h"
#include "camera.h"
#include "input.h"
#include "collide.h"
#include "tiles.h"
/* TODO: Determine FRICTION and ACCELERATION from UPS. */
#define MAX_SPD (128 * PXS)
#define FRICTION 0.01
#define ACCELERATION (int)(MAX_SPD * FRICTION)
#define GRAVITY_SCALAR 16
#define GRAVITY (PXS / GRAVITY_SCALAR)
#define FAST_FALL_FACTOR 3
#define FRICTION 0.99
#define ACCELERATION (int)(MAX_SPD * (1 - FRICTION))
#define GRAVITY PXS
#define JUMP_SPD (-128 * PXS)
#define GRACE_UNITS (int)(UPS / 10)
#define GRACE_UNITS (int)(UPS / 5)
#define EARLY_UNITS (int)(UPS / 5)
#define H_CLIP_MARGIN (TILE_SIZE / 4)
#define V_CLIP_MARGIN (TILE_SIZE / 3)
#define SGN(x) (((x) > 0) ? (1) : (((x) < 0) ? (-1) : (0)))
#define PLAYER_COLLIDE_SOLID(pos) (player_collide_or(player, pos, level) & F_SOLID)
void player_init(Player *player, const Level *level) {
vec_cpy(&player->pos, level->start_pos);
player->spd.x = 0;
player->spd.y = 0;
player->hbox.x = TILE_SIZE - 1;
player->hbox.y = TILE_SIZE - 1;
player->vbox.x = 7;
player->vbox.y = 7;
player->origin.x = 0;
player->origin.y = 0;
player->grace = 0;
player->jump_held = false;
player->dead = false;
}
void player_set_vars(Player *player, const Level *level) {
player->vars.friction = FRICTION;
player->vars.acceleration = ACCELERATION;
player->vars.jump_spd = JUMP_SPD;
player->vars.gravity = GRAVITY;
player->vars.gravity_scalar = GRAVITY_SCALAR;
/* collide on all sides */
Vec pos = { player->pos.x - 1, player->pos.y };
Tile_flags flags_left;
Tile_flags flags_right;
Tile_flags flags_floor;
Tile_flags flags_ceil;
flags_left = player_collide_or(player, pos, level);
pos.x += 2;
flags_right = player_collide_or(player, pos, level);
pos.x -= 1;
pos.y += 1;
flags_floor = player_collide_or(player, pos, level);
pos.y -= 2;
flags_ceil = player_collide_or(player, pos, level);
uint8_t side_flags[sizeof(Tile_flags) * 8];
/* make sum for each flag */
for (uint i = 0; i < sizeof(Tile_flags) * 8; i++) {
Tile_flags cur_flag = 1 << i;
side_flags[i] = 0;
if (flags_left & cur_flag)
side_flags[i] |= D_LEFT;
if (flags_right & cur_flag)
side_flags[i] |= D_RIGHT;
if (flags_floor & cur_flag)
side_flags[i] |= D_FLOOR;
if (flags_ceil & cur_flag)
side_flags[i] |= D_CEIL;
}
/* apply modifiers */
player_mod_water(player, side_flags[I_WATER]);
player_mod_ice(player, side_flags[I_ICE]);
player_mod_glue(player, side_flags[I_GLUE]);
/* fix wrong values */
if (player->vars.friction > 1)
player->vars.friction = 1;
}
#define SGN(x) ((x > 0) ? (1) : ((x < 0) ? (-1) : (0)))
#define PLAYER_COLLIDE(pos) player_collide(player, pos, level, level->solid_layer)
void player_move(Player *player, const Level *level) {
/* TODO: Take into account player's hitbox */
/* TODO: Take into account player's hitbox */
const int sgn_spd_x = SGN(player->spd.x);
const int sgn_spd_y = SGN(player->spd.y);
Vec destination;
vec_cpy(&destination, player->pos);
/* snap the player to the grid if they hit a wall */
destination.x += player->spd.x;
if (PLAYER_COLLIDE_SOLID(destination)) {
/* Used for clipping and positionning. */
int offset = destination.y % TILE_SIZE;
/* If player is rising or offset is too high then don't clip. */
if (player->spd.y < 0 || offset > H_CLIP_MARGIN) {
offset = 0;
}
destination.y -= offset;
if (PLAYER_COLLIDE_SOLID(destination))
{
destination.y += offset;
destination.x = player->pos.x - player->pos.x % TILE_SIZE;
/* Move the player tile per tile until it enters an
* occupied tile. */
while (!PLAYER_COLLIDE_SOLID(destination)) {
destination.x += TILE_SIZE * sgn_spd_x;
}
/* then, move it back one tile */
destination.x -= TILE_SIZE * sgn_spd_x;
player->spd.x = 0;
if (PLAYER_COLLIDE(destination)) {
destination.x = player->pos.x - player->pos.x % TILE_SIZE;
/* Move the player tile per tile until it enters an
* occuped tile. */
while (!PLAYER_COLLIDE(destination)) {
destination.x += TILE_SIZE * sgn_spd_x;
}
/* then, move it back one tile */
destination.x -= TILE_SIZE * sgn_spd_x;
player->spd.x = 0;
}
/* do the same for y */
destination.y += player->spd.y;
if (PLAYER_COLLIDE_SOLID(destination)) {
if (PLAYER_COLLIDE(destination)) {
destination.y = player->pos.y - player->pos.y % TILE_SIZE;
while (!PLAYER_COLLIDE_SOLID(destination)) {
while (!PLAYER_COLLIDE(destination)) {
destination.y += TILE_SIZE * sgn_spd_y;
}
destination.y -= TILE_SIZE * sgn_spd_y;
@ -132,7 +56,6 @@ void player_move(Player *player, const Level *level) {
}
void player_step(Player *player, Input *input, const Level *level, uint step) {
player_set_vars(player, level);
/* Get directionnal input and assign it to move.x/move.y:
* i.e., if the player hold left and down move will have
* move.x = -1 and move.y = 1. */
@ -142,18 +65,10 @@ void player_step(Player *player, Input *input, const Level *level, uint step) {
};
/* other keys */
bool k_jump = INPUT_DOWN(K_JUMP);
int xacc = move.x * player->vars.acceleration; /* calculate horizontal acceleration */
player->spd.x *= 1 - player->vars.friction; /* apply horizontal friction */
int xacc = move.x * ACCELERATION; /* calculate horizontal acceleration */
player->spd.x *= FRICTION; /* apply horizontal friction */
player->spd.x += xacc; /* apply horizontal acceleration */
/* apply gravity */
if (player->spd.y < 0 && !player->jump_held) {
/* The player is rising and let go the jump key,
* accelerate gravity until they reach 0. */
player->spd.y += player->vars.gravity * FAST_FALL_FACTOR *
player->vars.gravity_scalar;
} else {
player->spd.y += player->vars.gravity * player->vars.gravity_scalar;
}
player->spd.y += GRAVITY; /* apply gravity */
/* Grace frames allow the player to jump a short
* time after leaving a platform. */
if (player->grace) {
@ -163,21 +78,10 @@ void player_step(Player *player, Input *input, const Level *level, uint step) {
* them to do it again and assign them the
* corresponding y speed. */
player->grace = 0;
player->spd.y = player->vars.jump_spd;
player->jump_held = true;
input->last_press[K_JUMP] = 0;
player->spd.y = JUMP_SPD;
}
}
/* See if the player is still holding their jump button, this is
* usefull for jump height and gravity manipulation. */
if (player->jump_held && !k_jump) {
player->jump_held = false;
}
player_move(player, level); /* move the player according to their speed */
/* player death */
if (player_collide_or(player, player->pos, level) & F_SPIKY) {
player->dead = true;
}
}
void player_draw(Player *player, Camera *camera) {
@ -200,7 +104,7 @@ void player_draw(Player *player, Camera *camera) {
vec_drect(tl, br, C_BLACK);
}
void player_draw_debug(Player *player, uint step, const Level *level) {
void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id) {
/* This debug function displays more or less usefull
* informations for debugging player movement. */
dprint(0, 0, C_BLACK, "x: %d", player->pos.x);
@ -209,6 +113,6 @@ void player_draw_debug(Player *player, uint step, const Level *level) {
dprint(0, 30, C_BLACK, "st: %u", step);
dprint(0, 40, C_BLACK, "cx: %d", player->pos.x / TILE_SIZE);
dprint(0, 50, C_BLACK, "cy: %d", player->pos.y / TILE_SIZE);
dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level));
dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level, layer_id));
}

View File

@ -1,45 +0,0 @@
#include "player_modifiers.h"
#include "player.h"
#include "conf.h"
void player_mod_water(Player *player, uint8_t sides) {
if (sides & D_ANY & ~(D_FLOOR)) {
/* precise and slow movement */
player->vars.acceleration *= 4;
player->vars.friction *= 16;
/* low jump and super slow fall */
player->vars.jump_spd /= 4;
player->vars.gravity_scalar /= 8;
/* allow the player to jump midair */
player->grace = 1;
}
}
void player_mod_ice(Player *player, uint8_t sides) {
if (sides & D_FLOOR) {
player->vars.acceleration /= 4;
player->vars.friction /= 4;
}
}
void player_mod_glue(Player *player, uint8_t sides) {
if (sides & D_FLOOR) {
player->vars.acceleration = 1;
player->vars.friction = 1;
}
if (sides & D_CEIL) {
player->spd.y = 0;
player->vars.gravity = 0;
player->vars.friction *= 2;
/* jump to drop of the ceiling */
player->vars.jump_spd = 1;
player->grace = 1;
}
if (sides & (D_LEFT | D_RIGHT)) {
player->spd.y = 0;
player->vars.gravity = 0;
/* wall jump */
player->grace = UPS / 5;
}
}

View File

@ -1,45 +0,0 @@
#include "tiles.h"
Tile_flags tile_get_flags(Tile tile) {
switch (tile) {
case ID_AIR:
return P_AIR;
break;
case ID_SPIKE:
return P_SPIKE;
break;
case ID_WATER:
return P_WATER;
break;
case ID_ICE_0:
case ID_ICE_1:
case ID_ICE_2:
case ID_ICE_3:
case ID_ICE_4:
return P_ICE;
break;
case ID_GLUE:
return P_GLUE;
break;
case ID_SLIME:
case ID_BASE_0:
case ID_BASE_1:
case ID_BASE_2:
case ID_BASE_3:
case ID_BASE_4:
case ID_BASE_5:
case ID_BASE_6:
case ID_BASE_7:
case ID_BASE_8:
case ID_BASE_9:
case ID_BASE_10:
case ID_BASE_11:
case ID_BASE_12:
case ID_BASE_13:
case ID_BASE_14:
case ID_BASE_15:
return P_BASE;
break;
default: return P_UNKNOWN; break;
}
}

View File

@ -2,57 +2,65 @@
#include "vec.h"
extern inline void vec_cpy(Vec *destination, Vec source) {
void vec_cpy(Vec *destination, Vec source) {
/* memcpy for vectors */
destination->x = source.x;
destination->y = source.y;
}
extern inline void vec_add(Vec *vector, Vec force) {
void vec_add(Vec *vector, Vec force) {
/* addition */
vector->x += force.x;
vector->y += force.y;
}
extern inline void vec_sub(Vec *vector, Vec force) {
void vec_sub(Vec *vector, Vec force) {
/* substraction */
vector->x -= force.x;
vector->y -= force.y;
}
extern inline void vec_mul(Vec *vector, int scale) {
void vec_mul(Vec *vector, int scale) {
/* multiplication */
vector->x *= scale;
vector->y *= scale;
}
extern inline void vec_mulf(Vec *vector, float scale) {
void vec_mulf(Vec *vector, float scale) {
/* floating point multiplication */
vector->x *= scale;
vector->y *= scale;
}
extern inline void vec_div(Vec *vector, int scale) {
void vec_div(Vec *vector, int scale) {
/* division */
vector->x /= scale;
vector->y /= scale;
}
extern inline void vec_divf(Vec *vector, float scale) {
void vec_divf(Vec *vector, float scale) {
/* floating point division */
vector->x /= scale;
vector->y /= scale;
}
extern inline void vec_lerp(Vec *from, Vec to, float scale) {
void vec_lerp(Vec *from, Vec to, float scale) {
/* A linear interpolation function, can be used for camera and
* animations. 'scale' is the transformation speed, 1 being
* instant. */
from->x = from->x * (1 - scale) + to.x * scale;
from->y = from->y * (1 - scale) + to.y * scale;
* instant.
*/
/* from * (1 - scale) + temp * scale */
Vec temp;
vec_cpy(&temp, to);
/* from * (1 - scale) */
vec_mulf(from, 1 - scale);
/* temp * scale */
vec_mulf(&temp, scale);
/* add */
vec_add(from, temp);
}
extern inline void vec_clamp(Vec *to_limit, Vec min, Vec max) {
void vec_clamp(Vec *to_limit, Vec min, Vec max) {
/* clamp a vector between two points */
if (to_limit->x < min.x) to_limit->x = min.x;
if (to_limit->y < min.y) to_limit->y = min.y;
@ -60,7 +68,7 @@ extern inline void vec_clamp(Vec *to_limit, Vec min, Vec max) {
if (to_limit->y > max.y) to_limit->y = max.y;
}
extern inline void vec_drect(Vec top_left, Vec bottom_right, int color) {
void vec_drect(Vec top_left, Vec bottom_right, int color) {
/* Draw a rectangle corresponding to two vectors position with
* given 'color'.
*/