zkwul/src/main.c

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#include <gint/display.h>
#include <gint/keyboard.h>
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#include "main.h"
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Vec2 search(tile_t x, tile_t level[16][16]) {
// Search for x in a given matrix.
// If x is found, return it coordinates
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Vec2 coordinates = {0, 0};
for(int m = 0; m < LEVEL_SIZE; ++m) {
for(int n = 0; n < LEVEL_SIZE; ++n) {
if(level[m][n] == x) {
// idk why m and n are inversed but it works kek
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coordinates.x = n * 12;
coordinates.y = m * 12;
return coordinates;
}
}
}
return coordinates;
}
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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// Check if there's something in (x, y)
if(obj == level[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) {
return 1;
}
else {
return 0;
}
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}
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
/* tl = top left
* br = bottom right
* avoid repetition later on ezier to work on */
const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h};
const Vec2 pos_br = (Vec2){pos.x + TILE_SIZE - h - 1, pos.y + TILE_SIZE - h - 1};
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// Check if there's something in
// the square (x + 1, y + 1, x + 11, y + 11)
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// The size of the hitbox changes with h
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))
{
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return 1;
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}
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return 0;
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}
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Player level_reset(Player player) {
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player.pos = player.spawn;
return player;
}
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 bopti_image_t img_spike;
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extern tile_t level[LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
// player
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Player player = {
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.pos = {0, 0},
.spawn = {0, 0}
};
player.spawn = search(2, level);
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player = level_reset(player);
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// main loop
while(running) {
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dclear(C_BLACK);
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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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switch(level[n][m]) {
case 1:
// walls
dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall);
break;
case 3:
// spikes
dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike);
break;
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}
}
}
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// drawing the player
dimage(player.pos.x, player.pos.y, &img_player);
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dupdate();
/* if something has x and y, you probably want to use your Vec2 struct */
Vec2 mov = {
.x = keydown(KEY_RIGHT) - keydown(KEY_LEFT),
.y = keydown(KEY_DOWN) - keydown(KEY_UP)
};
clearevents();
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// trying to move the player >w<
if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) {
player.pos.x += mov.x;
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}
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 1, level)) {
player.pos.y += mov.y;
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}
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// d i e
if(collide(player.pos, 2, 3, level)) {
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player = level_reset(player);
}
if(keydown(KEY_EXIT)) running = 0;
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}
return 1;
}