This commit is contained in:
Masséna Fezard | Nounouille 2021-12-20 15:44:38 +01:00
parent af0f0c64c9
commit ca44cc84f5
6 changed files with 244 additions and 134 deletions

9
.clang-format Normal file
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@ -0,0 +1,9 @@
BasedOnStyle: LLVM
IndentWidth: 8
UseTab: AlignWithSpaces
BreakBeforeBraces: Linux
AllowShortIfStatementsOnASingleLine: true
IndentCaseLabels: false
ColumnLimit: 80
AlignConsecutiveMacros: true
AlwaysBreakAfterReturnType: TopLevelDefinitions

11
Makefile Normal file
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@ -0,0 +1,11 @@
all: format
fxsdk build-cg
format:
/usr/bin/clang-format -style=file -i src/**.c include/**.h
clean:
rm -Rf build-cg/
rm -f *.g3a
.PHONY: format clean

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@ -2,7 +2,7 @@
#define PLAYER_SIZE 16
#define TILE_S 8
#define TILE_S 8
#define TILESET_W 12
#define TILESET_H 6
@ -39,5 +39,3 @@ typedef struct Res_Mov {
Player player;
Vec2 moved;
} Res_Mov;

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@ -2,14 +2,14 @@
#include "main.h"
#define PLAYER_ACC 0.8
#define BASE_FRIC 0.2
#define GRAVITY 0.4
#define JUMP_H 6
#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);
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);

View File

@ -2,135 +2,198 @@
#include <gint/keyboard.h>
#include <gint/std/string.h>
#include "main.h"
#include "input.h"
#include "main.h"
#include "player.h"
int main(void)
int
main(void)
{
extern bopti_image_t img_tileset;
Level level = {
.width = 50,
.height = 28,
};
.width = 50,
.height = 28,
};
tile_t data[] = {
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, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
14, 14, 14, 14, 14, 50, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 49, 14, 14, 14, 14, 14,
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26, 26, 26, 26, 26, 30, 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, 25, 26, 26, 26, 26, 26,
40, 41, 64, 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, 64, 39, 40,
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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
};
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, 14, 14,
14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
14, 14, 14, 14, 50, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
26, 26, 26, 26, 26, 26, 26, 26, 26, 49, 14, 14, 14, 14, 14, 14, 14,
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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,
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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 = {50, 50},
.spawn = {0, 0},
.spd = {0, 0}
};
Player player = {.pos = {50, 50}, .spawn = {0, 0}, .spd = {0, 0}};
Vec2 camera = {0, 0};
int running = 1;
while(running) {
while (running) {
/* camera thing */
dclear(C_WHITE);
camera.x = player.pos.x - 190;
if(camera.x < 2) {camera.x = 2;}
if(camera.x > level.width * TILE_S - 398) {camera.x = level.width * TILE_S - 398;}
if (camera.x < 2) {
camera.x = 2;
}
if (camera.x > level.width * TILE_S - 398) {
camera.x = level.width * TILE_S - 398;
}
camera.y = player.pos.y - 104;
if(camera.y < 0) {camera.y = 0;}
if(camera.y > level.height * TILE_S - 224) {camera.y = level.height * TILE_S - 224;}
if (camera.y < 0) {
camera.y = 0;
}
if (camera.y > level.height * TILE_S - 224) {
camera.y = level.height * TILE_S - 224;
}
/* debug */
Vec2 camera = {0, 0};
/* debug */
Vec2 camera = {0, 0};
/* tiles */
for(int m = 0; m < level.height; ++m) {
for(int n = 0; n < level.width; ++n) {
for (int m = 0; m < level.height; ++m) {
for (int n = 0; n < level.width; ++n) {
tile_t tile = level.data[n + m * level.width];
dsubimage(n * TILE_S - camera.x, m * TILE_S - camera.y, &img_tileset,
((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); */
dsubimage(n * TILE_S - camera.x,
m * TILE_S - camera.y, &img_tileset,
((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);
player.pos.x + PLAYER_SIZE - camera.x,
player.pos.y + PLAYER_SIZE - camera.y, C_BLACK);
dprint(10, 10, C_BLACK, "%d", player.pos.x);
dprint(10, 30, C_BLACK, "%d", player.pos.y);
/* input */
input_step();
Vec2 mov = {
.x = input_down(K_RIGHT) - input_down(K_LEFT),
.y = input_down(K_DOWN) - input_down(K_UP),
.x = input_down(K_RIGHT) - input_down(K_LEFT),
.y = input_down(K_DOWN) - input_down(K_UP),
};
player.spd.x *= (1 - BASE_FRIC); /* friction */
player.spd.y *= (1 - BASE_FRIC); /* friction */
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;}
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;}
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;}
if (input_pressed(K_EXIT)) {
break;
}
dupdate();
}
return 1;
}

View File

@ -2,92 +2,119 @@
#include "player.h"
int sign(int n) {
int
sign(int n)
{
/* I do not know well C lmao */
if(n > 0) {return 1;}
else {return -1;}
if (n > 0) {
return 1;
} else {
return -1;
}
}
Vec2 search(tile_t x, Level level) {
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;
}
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) {
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;}
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) {
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;}
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;}
if (obj != 1) {
if (uwu == obj) {
return position;
} else {
return 0;
}
}
/* solids */
if((uwu - 1 ) % TILESET_W <= 6) {return 1;}
else {return 0;}
if ((uwu - 1) % TILESET_W <= 6) {
return 1;
} else {
return 0;
}
}
int collide(Vec2 pos, int h, tile_t obj, Level level) {
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};
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))
{
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) {
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};}
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)) {
if (collide(player.pos, 0, 1, level)) {
float sign_x = sign(player.spd.x);
while(collide(player.pos, 0, 1, level) == 1) {
while (collide(player.pos, 0, 1, level) == 1) {
player.pos.x -= sign_x;
}
moved.x = 1;
@ -95,9 +122,9 @@ Res_Mov move(Player player, Level level) {
int Ispd_y = player.spd.y;
player.pos.y += Ispd_y;
if(collide(player.pos, 0, 1, level)) {
if (collide(player.pos, 0, 1, level)) {
float sign_y = sign(player.spd.y);
while(collide(player.pos, 0, 1, level) == 1) {
while (collide(player.pos, 0, 1, level) == 1) {
player.pos.y -= sign_y;
}
moved.y = 1;
@ -105,7 +132,9 @@ Res_Mov move(Player player, Level level) {
return (Res_Mov){player, moved};
}
Player player_reset(Player player, Level level) {
Player
player_reset(Player player, Level level)
{
/* reset the level */
player.spawn = search(52, level);
player.pos = player.spawn;