From 5c60f8d65ccbdb51dd4fb645cb8289b7f627bbd2 Mon Sep 17 00:00:00 2001 From: KikooDX Date: Sun, 14 Mar 2021 00:40:14 +0100 Subject: [PATCH] Using more Vec2 to make lazy boi happy. --- .gitignore | 3 +++ src/main.c | 34 ++++++++++++++++++++-------------- 2 files changed, 23 insertions(+), 14 deletions(-) diff --git a/.gitignore b/.gitignore index 2b70265..ff228cf 100644 --- a/.gitignore +++ b/.gitignore @@ -1,2 +1,5 @@ # build files are ): build-cg + +# go away binary, everyone hates you >:( +*.g3a diff --git a/src/main.c b/src/main.c index 1fc8b31..0133e20 100644 --- a/src/main.c +++ b/src/main.c @@ -21,7 +21,7 @@ Vec2 search(tile_t x, tile_t level[16][16]) { int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) { // Check if there's something in (x, y) - if(obj == level[pos.x][pos.y]) { + if(obj == level[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) { return 1; } else { @@ -30,16 +30,18 @@ int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) { } int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) { - const int x = pos.x; - const int y = pos.y; + /* 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}; // Check if there's something in // the square (x + 1, y + 1, x + 11, y + 11) // The size of the hitbox changes with h - if( collide_pixel((Vec2){(x + h) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) || - collide_pixel((Vec2){(x + h) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, obj, level) || - collide_pixel((Vec2){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) || - collide_pixel((Vec2){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, 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; } @@ -93,17 +95,21 @@ int main(void) { dimage(player.pos.x, player.pos.y, &img_player); dupdate(); - int mov_x = keydown(KEY_RIGHT) - keydown(KEY_LEFT); - int mov_y = keydown(KEY_DOWN) - keydown(KEY_UP); + + /* 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(); // 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; + if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) { + player.pos.x += mov.x; } - if(!collide((Vec2){player.pos.x, player.pos.y + mov_y}, 0, 1, level)) { - player.pos.y += mov_y; + if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 1, level)) { + player.pos.y += mov.y; } // d i e