Friction and ice (WIP room)
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After Width: | Height: | Size: 123 B |
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@ -3,6 +3,7 @@
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-- - placeholder tile
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-- v spike
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-- ^ elevator
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-- ~ ice
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-- j jump upgrade
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--
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-- level id format : YYXX with YY and XX being the Y and X position on the map
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@ -60,7 +61,7 @@ levels = {[5049] = [[
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-00.....0.0.0..0..0......00-
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-00......0.0..000.0....vv00-
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-00....................vv00-
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-00000000000000000000000000-
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-00~~~~~~~~~~~~~~~~~~~~~~00-
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-00000000000000000000000000-
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----------------------------
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]],
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BIN
platform.g3a
BIN
platform.g3a
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@ -4,17 +4,19 @@
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char collide(int x, int y, char level[], char tile)
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{
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if ((level[(int)(x/16) + (int)(y/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)(x/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)(y/16) * LEVEL_WIDTH] == tile) /*||
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(level[(int)(x/16) + (int)((y+PLAYER_SIDES/2)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES/2)/16) + (int)(y/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES/2)/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)((y+PLAYER_SIDES/2)/16) * LEVEL_WIDTH] == tile)*/) return 1;
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(level[(int)(x/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)(y/16) * LEVEL_WIDTH] == tile) /*||
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(level[(int)(x/16) + (int)((y+PLAYER_SIDES/2)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES/2)/16) + (int)(y/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES/2)/16) + (int)((y+PLAYER_SIDES)/16) * LEVEL_WIDTH] == tile) ||
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(level[(int)((x+PLAYER_SIDES)/16) + (int)((y+PLAYER_SIDES/2)/16) * LEVEL_WIDTH] == tile)*/) return 1;
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return 0;
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}
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char collide_solid(int x, int y, char level[])
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{
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return (collide(x, y, level, '0') || collide(x, y, level, '^'));
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return (collide(x, y, level, '0') ||
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collide(x, y, level, '^') ||
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collide(x, y, level, '~'));
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}
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@ -25,6 +25,7 @@ void draw_level(char level[], char upgrades[])
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extern image_t img_ground; //ground texture, 16x16
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extern image_t img_spike; //spike texture, 16x16
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extern image_t img_elevator; //elevator texture, 16x16
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extern image_t img_ice; //ice texture, 16x4
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extern image_t img_jitem; //jump item texture, 16x16
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unsigned int i = 0;
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unsigned int x = 0;
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@ -42,10 +43,15 @@ void draw_level(char level[], char upgrades[])
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case '^':
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dimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, &img_elevator);
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break;
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case '~':
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dimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, &img_ground);
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dimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, &img_ice);
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break;
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case 'j':
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if (!upgrades[0])
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dimage(x + DRAW_OFFSET_X, y + DRAW_OFFSET_Y, &img_jitem);
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else level[i] = '.';
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break;
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}
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x += 16;
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if (x == 16*LEVEL_WIDTH)
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177
src/main.c
177
src/main.c
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@ -6,7 +6,9 @@
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#include "levels.h"
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#include "player.h"
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#define WALK_SPD 2
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#define MAX_HSPD 2.0
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#define ACCELERATION 1
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#define DECELERATION 0.5
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#define MIN_VSPD -12.0
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#define MAX_VSPD 12
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#define JUMP_SPD -4.2
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@ -22,59 +24,90 @@ int sgn(int number); //return the sign of input double
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int callback(volatile void *arg)
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{
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volatile int *has_ticked = arg;
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*has_ticked = 1;
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return 0;
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volatile int *has_ticked = arg;
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*has_ticked = 1;
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return 0;
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}
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int main(void)
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{
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volatile int has_ticked = 1; //fps cap
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char level[477];
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int level_id = 5050;
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volatile int has_ticked = 1; //fps cap
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char level[477];
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int level_id = 5050;
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//start upgrades (mostly bools)
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char upgrades[] = {
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0 //can jump
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};
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//end upgrades
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char jump_pressed = 1; //avoid holding jump
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char jump_buffer = 0; //jump buffer, last 3 frames
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unsigned int jump_hold = 0; //number of consecutive frames jump has been held
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double vspd = 0; //player vertical speed
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char hspd = 0; //player horizontal speed
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int on_ground = 6; //remember if player is on solid
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int player_x = 0;
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int player_y = 0;
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char jump_pressed = 1; //avoid holding jump
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char jump_buffer = 0; //jump buffer, last 3 frames
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unsigned int jump_hold = 0; //number of consecutive frames jump has been held
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double vspd = 0.0; //player vertical speed
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double hspd = 0; //player horizontal speed
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int move = 0;
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int direction = 0;
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int on_ground = 6; //remember if player is on solid
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int player_x = 0;
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int player_y = 0;
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int start_x = 18*16 + 2;
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int start_y = 9*16 + 4;
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int old_x, old_y;
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int old_x, old_y;
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char spawn_buffer = 0;
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set_level(level_id, level);
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draw_level(level, upgrades);
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set_level(level_id, level);
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draw_level(level, upgrades);
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player_x = start_x;
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player_y = start_y;
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old_x = player_x + 1; //offset to draw it on first cycle
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old_y = player_y;
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//fps cap timer
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timer_setup(0, timer_delay(0, 16667), 0, callback, &has_ticked);
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old_x = player_x + 1; //offset to draw it on first cycle
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old_y = player_y;
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//fps cap timer
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timer_setup(0, timer_delay(0, 16667), 0, callback, &has_ticked);
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timer_start(0);
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while (1) {
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while(!has_ticked) sleep();
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has_ticked = 0;
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draw_player(old_x, old_y, player_x, player_y);
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dupdate();
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old_x = player_x;
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old_y = player_y;
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clearevents();
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//horizontal movement
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hspd = 0;
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if (keydown(KEY_LEFT)) hspd -= WALK_SPD;
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if (keydown(KEY_RIGHT)) hspd += WALK_SPD;
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if (!collide_solid(player_x + hspd, player_y, level))
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{
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player_x += hspd;
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}
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//ground detection
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while (1) {
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while(!has_ticked) sleep();
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has_ticked = 0;
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draw_player(old_x, old_y, player_x, player_y);
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dupdate();
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old_x = player_x;
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old_y = player_y;
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clearevents();
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//horizontal movement & collision
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{
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move = 0;
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double friction = 1;
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int trunc_hspd;
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//ice
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if (collide(player_x, player_y + 1, level, '~')) friction = 0.2;
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move = keydown(KEY_RIGHT) + 0 - keydown(KEY_LEFT);
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if (move) {
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if (hspd < MAX_HSPD)
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{
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hspd += ACCELERATION * friction;
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if (hspd > MAX_HSPD) hspd = MAX_HSPD;
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}
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direction = move;
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}
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else if (hspd > 0)
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{
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if (friction != 0.2) hspd -= DECELERATION * friction;
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else hspd -= DECELERATION / 4 * friction;
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if (hspd < 0) hspd = 0;
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}
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trunc_hspd = hspd * direction;
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if (!collide_solid(player_x + trunc_hspd, player_y, level))
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{
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player_x += trunc_hspd;
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}
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else
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{
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int sign_hspd = sgn(trunc_hspd);
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while (!collide_solid(player_x + sign_hspd, player_y, level))
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{
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player_x += sign_hspd;
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}
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hspd = 0;
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}
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}
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//ground detection
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if (vspd >= 0 && collide_solid(player_x, player_y + 1, level))
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{
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on_ground = 6;
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set_start_pos(&start_x, &start_y, player_x, player_y);
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}
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}
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else
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{
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if (on_ground != 6 && vspd < MAX_VSPD) vspd += GRAV;
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if (on_ground) on_ground--;
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}
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//vertical movement
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if (UG_CAN_JUMP) jump_test(&jump_pressed, &jump_buffer, &jump_hold);
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//jump
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if (jump_buffer && on_ground) {
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vspd = JUMP_SPD;
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on_ground = 0;
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else
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{
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if (on_ground != 6 && vspd < MAX_VSPD) vspd += GRAV;
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if (on_ground) on_ground--;
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}
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//vertical movement
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if (UG_CAN_JUMP) jump_test(&jump_pressed, &jump_buffer, &jump_hold);
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//jump
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if (jump_buffer && on_ground) {
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vspd = JUMP_SPD;
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on_ground = 0;
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jump_hold = JUMP_SCALE;
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}
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}
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else if (jump_hold && keydown(KEY_SHIFT))
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{
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jump_hold--;
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@ -114,27 +147,27 @@ int main(void)
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}
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vspd -= GRAV;
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}
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//vertical collision
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{
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int trunc_vspd = vspd; //truncate vspd
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//vertical collision
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{
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int trunc_vspd = vspd; //truncate vspd
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if (trunc_vspd)
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{
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if (!collide_solid(player_x, player_y + trunc_vspd, level))
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{
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player_y += trunc_vspd;
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}
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{
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player_y += trunc_vspd;
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}
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else
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{
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int sign_vspd = sgn(trunc_vspd);
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while (!collide_solid(player_x, player_y + sign_vspd, level))
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{
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player_y += sign_vspd;
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}
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vspd = 0;
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int sign_vspd = sgn(trunc_vspd);
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while (!collide_solid(player_x, player_y + sign_vspd, level))
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{
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player_y += sign_vspd;
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}
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vspd = 0;
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jump_hold = 0;
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}
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}
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}
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}
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}
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//spike collision and death
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if (collide(player_x, player_y, level, 'v'))
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{
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@ -146,7 +179,7 @@ int main(void)
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if (player_x <= 22)
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{
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level_id -= 1;
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player_x = 416 + hspd;
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player_x = 416 + (move * (int) hspd);
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set_start_pos(&start_x, &start_y, player_x, player_y);
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set_level(level_id, level);
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draw_level(level, upgrades);
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@ -155,7 +188,7 @@ int main(void)
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else if (player_x >= 416)
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{
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level_id += 1;
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player_x = 22 + hspd;
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player_x = 22 + (move * (int) hspd);
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set_start_pos(&start_x, &start_y, player_x, player_y);
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set_level(level_id, level);
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draw_level(level, upgrades);
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erase_tile(player_x, player_y, level);
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draw_upgrade_message('j');
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}
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//exit
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if (keydown(KEY_EXIT)) return 0;
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}
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//exit
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if (keydown(KEY_EXIT)) return 0;
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}
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}
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int sgn(int number)
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{
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if (number < 0) return -1;
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else return 1;
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if (number < 0) return -1;
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else return 1;
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}
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