diff --git a/CMakeLists.txt b/CMakeLists.txt index 8895fd4..32b98dc 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -13,6 +13,7 @@ find_package(Gint 2.1 REQUIRED) set(SOURCES src/main.c src/input.c + src/player.c # ... ) diff --git a/assets-cg/test.lua b/assets-cg/test.lua index 0f98924..34903cc 100644 --- a/assets-cg/test.lua +++ b/assets-cg/test.lua @@ -4,16 +4,16 @@ return { tiledversion = "1.7.2", orientation = "orthogonal", renderorder = "right-down", - width = 30, - height = 30, - tilewidth = 16, - tileheight = 16, + width = 50, + height = 28, + tilewidth = 8, + tileheight = 8, nextlayerid = 2, nextobjectid = 1, properties = {}, tilesets = { { - name = "test", + name = "tileset", firstgid = 1, filename = "test.tsx" } @@ -23,8 +23,8 @@ return { type = "tilelayer", x = 0, y = 0, - width = 30, - height = 30, + width = 50, + height = 28, id = 1, name = "Calque de Tuiles 1", visible = true, @@ -36,36 +36,34 @@ return { properties = {}, encoding = "lua", data = { - 1, 1, 1, 1, 1, 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b/assets-cg/tileset.png differ diff --git a/include/main.h b/include/main.h index a5cceb5..250a369 100644 --- a/include/main.h +++ b/include/main.h @@ -2,16 +2,15 @@ #define PLAYER_SIZE 16 -#define LEVEL_W 25 -#define LEVEL_H 14 -#define LEVEL_S LEVEL_W * LEVEL_H - -#define TILE_S 16 -#define TILESET_W 1 -#define TILESET_H 1 +#define TILE_S 8 +#define TILESET_W 12 +#define TILESET_H 6 /* Yup, it's exactly the code from frozen frenzy™. */ +/* used for tiles */ +typedef int tile_t; + /* struct for a pair of int values */ typedef struct Vec2 { int x, y; @@ -32,8 +31,13 @@ typedef struct Player { /* dynamic level data */ typedef struct Level { int width, height; - int data[]; + tile_t data[]; } Level; -/* used for tiles */ -typedef int tile_t; +/* struct for rem movement and collision check */ +typedef struct Res_Mov { + Player player; + Vec2 moved; +} Res_Mov; + + diff --git a/include/player.h b/include/player.h new file mode 100644 index 0000000..67c1883 --- /dev/null +++ b/include/player.h @@ -0,0 +1,15 @@ +#pragma once +#include "main.h" + +#define PLAYER_ACC 0.8 +#define BASE_FRIC 0.2 +#define GRAVITY 0.4 +#define JUMP_H 6 + +Player player_reset(Player player, Level level); +Vec2 search(tile_t x, Level level); +int convert_all(tile_t x, tile_t y, Level level); +int collide_pixel(Vec2 pos, tile_t obj, Level level); +int collide(Vec2 pos, int h, tile_t obj, Level level); +Res_Mov move(Player player, Level level); +Player player_reset(Player player, Level level); diff --git a/src/main.c b/src/main.c index d45df2f..5f9610d 100644 --- a/src/main.c +++ b/src/main.c @@ -4,58 +4,55 @@ #include "main.h" #include "input.h" +#include "player.h" int main(void) { extern bopti_image_t img_tileset; Level level = { - .width = 30, - .height = 30, + .width = 50, + .height = 28, }; - int data[] = { - 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, - 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 61, 62, 63, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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0, 0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 65, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, + 14, 18, 66, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 66, 13, 14, + 14, 38, 2, 2, 2, 2, 2, 6, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 2, 2, 2, 2, 2, 37, 14, + 14, 14, 14, 14, 14, 14, 14, 18, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 13, 14, 14, 14, 14, 14, 14, 14, + 14, 14, 14, 14, 14, 14, 14, 18, 1, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 6, 13, 14, 14, 14, 14, 14, 14, 14, + 14, 14, 14, 14, 14, 14, 14, 18, 13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 18, 13, 14, 14, 14, 14, 14, 14, 14 }; memcpy(level.data, data, sizeof(data)); - - input_init(); Player player = { - .pos = {0, 0}, + .pos = {50, 50}, .spawn = {0, 0}, .spd = {0, 0} }; @@ -71,22 +68,17 @@ int main(void) dclear(C_WHITE); camera.x = player.pos.x - 190; - dprint(0, 20, C_BLACK, "%d", camera.x); if(camera.x < 2) {camera.x = 2;} - if(camera.x > level.width * 16 - 398) {camera.x = level.width * 16 - 398;} + if(camera.x > level.width * TILE_S - 398) {camera.x = level.width * TILE_S - 398;} camera.y = player.pos.y - 104; - dprint(50, 0, C_BLACK, "%d", camera.y); - if(camera.y < 0) {camera.y = 0;} - if(camera.y > level.height * 16 - 224) {camera.y = level.height * 16 - 224;} - - dprint(0, 0, C_BLACK, "%d", camera.x); - dprint(50, 20, C_BLACK, "%d", camera.y); - - + if(camera.y > level.height * TILE_S - 224) {camera.y = level.height * TILE_S - 224;} + /* debug */ + Vec2 camera = {0, 0}; + /* tiles */ for(int m = 0; m < level.height; ++m) { for(int n = 0; n < level.width; ++n) { @@ -95,13 +87,20 @@ int main(void) ((tile - 1) % TILESET_W) * TILE_S, ((tile - 1) / TILESET_W) * TILE_S, TILE_S, TILE_S, 0); + /* dprint(n * TILE_S - camera.x, m * TILE_S - camera.y, + C_BLACK, "%d", tile); */ + } } + drect(player.pos.x - camera.x, player.pos.y - camera.y, player.pos.x + PLAYER_SIZE - camera.x, player.pos.y + PLAYER_SIZE - camera.y, C_BLACK); - dupdate(); + + + dprint(10, 10, C_BLACK, "%d", player.pos.x); + dprint(10, 30, C_BLACK, "%d", player.pos.y); /* input */ @@ -112,11 +111,26 @@ int main(void) .y = input_down(K_DOWN) - input_down(K_UP), }; - player.pos.x += mov.x; - player.pos.y += mov.y; + player.spd.x *= (1 - BASE_FRIC); /* friction */ + player.spd.y *= (1 - BASE_FRIC); /* friction */ + player.spd.x += mov.x * PLAYER_ACC; /* idem */ + player.spd.y += mov.y * PLAYER_ACC; /* idem */ + + if(player.spd.x > -0.2 && player.spd.x < 0.2) {player.spd.x = 0;} + if(player.spd.y > -0.2 && player.spd.y < 0.2) {player.spd.y = 0;} + + Res_Mov position = move(player, level); /* i'm crying rn */ + player = position.player; + + if(position.moved.x) {player.spd.x = 0;} + if(position.moved.y) {player.spd.y = 0;} + /* exit */ if(input_pressed(K_EXIT)) {break;} + + dupdate(); + } return 1; } diff --git a/src/player.c b/src/player.c new file mode 100644 index 0000000..c39d725 --- /dev/null +++ b/src/player.c @@ -0,0 +1,114 @@ +#include + +#include "player.h" + +int sign(int n) { + /* I do not know well C lmao */ + + if(n > 0) {return 1;} + else {return -1;} +} + +Vec2 search(tile_t x, Level level) { + /* Search for x in a given matrix. */ + /* If x is found, return it coordinates */ + Vec2 coordinates = {0, 0}; + for(int m = 0; m < level.width; ++m) { + for(int n = 0; n < level.height; ++n) { + if(level.data[m + n * level.width] == x) { + coordinates.x = m * TILE_S; + coordinates.y = n * TILE_S; + return coordinates; + } + } + } + return coordinates; +} + +int convert_all(tile_t x, tile_t y, Level level) { + /* convert all instance of a tile */ + for(int i = 0; i < level.width * level.height; ++i) { + if(level.data[i] == x) {level.data[i] = y;} + } + return 1; +} + +int collide_pixel(Vec2 pos, tile_t obj, Level level) { + /* Check if there's something in (x, y) */ + const int position = pos.x / TILE_S + pos.y / TILE_S * level.width; + const int uwu = level.data[position]; + + /* debug */ + drect(pos.x / TILE_S * 8, pos.y / TILE_S * 8, + pos.x / TILE_S * 8 + 8, pos.y / TILE_S * 8 + 8, C_BLUE); + + if(position < 0 || position > level.width * level.height || uwu == 0) {return 0;} + + /* others */ + if(obj != 1) { + if(uwu == obj) {return position;} + else {return 0;} + } + + /* solids */ + if((uwu - 1 ) % TILESET_W <= 6) {return 1;} + else {return 0;} +} + +int collide(Vec2 pos, int h, tile_t obj, Level level) { + /* tl = top left */ + /* br = bottom right */ + const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h}; + const Vec2 pos_br = (Vec2){pos.x + PLAYER_SIZE - h - 1, pos.y + PLAYER_SIZE - h - 1}; + /* Check if there's something in */ + /* the square (x, y, x + 15, y + 15) */ + /* The size of the hitbox changes with h */ + + /* debug */ + drect(pos_tl.x, pos_tl.y, pos_br.x, pos_br.y, C_RED); + + if(collide_pixel(pos_tl, obj, level) || + collide_pixel(pos_br, obj, level) || + collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level) || + collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level)) + { + return 1; + } + return 0; +} + +Res_Mov move(Player player, Level level) { + /* move the player */ + Vec2 moved = {0, 0}; + + if(player.spd.x == 0 && player.spd.y == 0) {return (Res_Mov){player, moved};} + + int Ispd_x = player.spd.x; + player.pos.x += Ispd_x; + if(collide(player.pos, 0, 1, level)) { + float sign_x = sign(player.spd.x); + while(collide(player.pos, 0, 1, level) == 1) { + player.pos.x -= sign_x; + } + moved.x = 1; + } + + int Ispd_y = player.spd.y; + player.pos.y += Ispd_y; + if(collide(player.pos, 0, 1, level)) { + float sign_y = sign(player.spd.y); + while(collide(player.pos, 0, 1, level) == 1) { + player.pos.y -= sign_y; + } + moved.y = 1; + } + return (Res_Mov){player, moved}; +} + +Player player_reset(Player player, Level level) { + /* reset the level */ + player.spawn = search(52, level); + player.pos = player.spawn; + player.spd = (FVec2){0, 0}; + return player; +}