226 lines
8.7 KiB
C
226 lines
8.7 KiB
C
#include <gint/display.h>
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#include <gint/keyboard.h>
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#include <gint/std/string.h>
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#include <stdlib.h>
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#include "input.h"
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#include "main.h"
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#include "player.h"
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int
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main(void)
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{
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extern bopti_image_t img_tileset;
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Level level = {
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.width = 50,
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.height = 28,
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};
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/* dynamic level size */
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level.data =
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(tile_t *)malloc(level.width * level.height * sizeof(tile_t));
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tile_t data[] = {
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
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14, 14, 14, 14, 50, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
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26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26, 26,
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26, 26, 26, 26, 26, 26, 26, 26, 26, 49, 14, 14, 14, 14, 14, 14, 14,
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14, 14, 14, 18, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 13, 14, 14, 14, 14, 14, 26, 26, 26,
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26, 26, 30, 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,
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0, 0, 0, 0, 0, 0, 0, 25, 26, 26, 26, 26, 26, 40, 41, 64, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 64, 39, 40, 14, 18, 65, 0, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 65, 0, 0, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 65, 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,
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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, 65, 13, 14, 14, 18, 65, 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,
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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, 65, 13, 14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 65, 13, 14, 14, 18, 65, 61, 62, 63, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 65, 13, 14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 0, 65, 13, 14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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0, 65, 13, 14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 0,
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65, 13, 14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65,
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13, 14, 14, 18, 65, 61, 62, 63, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13,
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14, 14, 18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14,
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14, 18, 65, 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, 61, 62, 63,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14,
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18, 65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18,
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65, 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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 65,
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61, 62, 63, 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,
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0, 61, 62, 63, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 65, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 65, 0, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 0, 65, 13, 14, 14, 18, 66, 0, 0, 0,
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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,
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0, 0, 0, 0, 0, 0, 0, 66, 13, 14, 14, 38, 2, 2, 2, 2, 2,
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6, 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,
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0, 1, 2, 2, 2, 2, 2, 37, 14, 14, 14, 14, 14, 14, 14, 14, 18,
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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,
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13, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 18, 1,
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2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
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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, 18, 13, 14,
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14,
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14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 14, 18, 13, 14,
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14, 14, 14, 14, 14, 14};
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memcpy(level.data, data, sizeof(data));
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input_init();
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Player player = {.pos = {50, 50}, .spawn = {0, 0}, .spd = {0, 0}};
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Vec2 camera = {0, 0};
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int running = 1;
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int jumping = 1;
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int airbreak = 1;
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int coyote = 0;
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while (running) {
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/* camera thing */
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dclear(C_WHITE);
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camera.x = player.pos.x - 190;
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if (camera.x < 2) {
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camera.x = 2;
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}
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if (camera.x > level.width * TILE_S - 398) {
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camera.x = level.width * TILE_S - 398;
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}
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camera.y = player.pos.y - 104;
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if (camera.y < 0) {
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camera.y = 0;
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}
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if (camera.y > level.height * TILE_S - 224) {
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camera.y = level.height * TILE_S - 224;
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}
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/* tiles */
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for (int m = 0; m < level.height; ++m) {
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for (int n = 0; n < level.width; ++n) {
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tile_t tile = level.data[n + m * level.width];
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dsubimage(n * TILE_S - camera.x,
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m * TILE_S - camera.y, &img_tileset,
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((tile - 1) % TILESET_W) * TILE_S,
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((tile - 1) / TILESET_W) * TILE_S,
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TILE_S, TILE_S, 0);
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/* dprint(n * TILE_S - camera.x, m * TILE_S -
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camera.y, C_BLACK, "%d", tile); */
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}
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}
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drect(player.pos.x - camera.x, player.pos.y - camera.y,
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player.pos.x + PLAYER_SIZE - camera.x - 1,
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player.pos.y + PLAYER_SIZE - camera.y - 1, C_BLACK);
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dprint(10, 10, C_BLACK, "%d", jumping);
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/* input */
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input_step();
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Vec2 mov = {
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.x = input_down(K_RIGHT) - input_down(K_LEFT),
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.y = 0,
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};
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/* on the ground */
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if (collide((Vec2){player.pos.x, player.pos.y + 1}, 0, 1,
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level)) {
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jumping = 0;
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airbreak = 0;
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coyote = COYOTE_TIME;
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} else {
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--coyote;
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}
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/* JUMP */
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if (input_pressed(K_A) && coyote > 0) {
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player.spd.y = -JUMP_H;
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jumping = 2;
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coyote = 0;
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airbreak = 0;
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}
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/* airbreak */
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if (!airbreak && (!input_down(K_A) || player.spd.y > 0)) {
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airbreak = 1;
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}
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/* moving */
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player.spd.x *= (1 - BASE_FRIC); /* friction */
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player.spd.x += mov.x * PLAYER_ACC; /* idem */
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player.spd.y += GRAVITY + (GRAVITY * airbreak); /* gravity */
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if (player.spd.x > -0.2 && player.spd.x < 0.2) {
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player.spd.x = 0;
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}
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if (player.spd.y > -0.2 && player.spd.y < 0.2) {
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player.spd.y = 0;
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}
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Res_Mov position = move(player, level); /* i'm crying rn */
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player = position.player;
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/* if the player collide with a wall */
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if (position.moved.x) {
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player.spd.x = 0;
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}
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if (position.moved.y) {
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player.spd.y = 0;
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}
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/* exit */
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if (input_pressed(K_EXIT)) {
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break;
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}
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dupdate();
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}
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return 1;
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}
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