zkwul/src/main.c

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C
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#include <gint/display.h>
#include <gint/keyboard.h>
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#include "main.h"
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int collide_pixel(int x, int y, int level[LEVEL_SIZE][LEVEL_SIZE]) {
// Check if there's something in (x, y)
return level[x][y];
}
int collide(int x, int y, int level[LEVEL_SIZE][LEVEL_SIZE]) {
// Check if there's something in
// the square (x + 1, y + 1, x + 11, y + 11)
if( collide_pixel(x / TILE_SIZE, y / TILE_SIZE, level) ||
collide_pixel(x / TILE_SIZE, (y + TILE_SIZE - 1) / TILE_SIZE, level) ||
collide_pixel((x + TILE_SIZE - 1) / TILE_SIZE, y / TILE_SIZE, level) ||
collide_pixel((x + TILE_SIZE - 1) / TILE_SIZE, (y + TILE_SIZE - 1) / TILE_SIZE, level)
) {
return 1;
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}
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return 0;
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}
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int main(void)
{
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extern bopti_image_t img_player;
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extern bopti_image_t img_wall;
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extern int level[LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
// player (i don't know how to use struct sorry)
int player_x = 50;
int player_y = 50;
// main loop
while(running) {
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dclear(C_BLACK);
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// drawing the player
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dimage(player_x, player_y, &img_player);
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// drawing the level
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for(int m = 0; m < LEVEL_SIZE; ++m) {
for(int n = 0; n < LEVEL_SIZE; ++n) {
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if(level[m][n]) {
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall);
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}
}
}
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dupdate();
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int mov_x = keydown(KEY_RIGHT) - keydown(KEY_LEFT);
int mov_y = keydown(KEY_DOWN) - keydown(KEY_UP);
clearevents();
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// trying to move the player >w<
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if(!collide(player_x + mov_x, player_y, level)) {
player_x += mov_x;
}
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if(!collide(player_x, player_y + mov_y, level)) {
player_y += mov_y;
}
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if(keydown(KEY_EXIT)) {running = 0;}
}
return 1;
}