interference/src/player.c

144 lines
2.9 KiB
C

#include <gint/display.h>
#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;
}