Merge pull request 'Tried to help you but not to much' (#1) from KikooDX/zkwul:master into master
Reviewed-on: https://gitea.planet-casio.com/Massena/zkwul/pulls/1
This commit is contained in:
commit
6c37e1270c
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@ -0,0 +1,5 @@
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# build files are ):
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build-cg
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# go away binary, everyone hates you >:(
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*.g3a
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@ -3,16 +3,32 @@
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#define LEVEL_SIZE 16
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#define TILE_SIZE 12
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struct TwoValues {
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/* see we use a typedef like bellow
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* its lazy and allow you to type
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* Vec2 instead of struct TwoValues */
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typedef struct Vec2 {
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int x, y;
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};
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} Vec2;
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struct Player {
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struct TwoValues pos;
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struct TwoValues spawn;
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};
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/* we do da same with player cause laziness never killed nobody
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* wait */
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typedef struct Player {
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Vec2 pos;
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Vec2 spawn;
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} Player;
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struct TwoValues search(int x, int level[16][16]);
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int collide_pixel(int x, int y, int obj, int level[16][16]);
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int collide(int x, int y, int h, int obj, int level[16][16]);
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struct Player level_reset(struct Player player);
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/* using a typedef is what cool kids do at least i think
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* you might no remember what `int x` is :(
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* if x is declared with `tile_t x` you know x is some tile :)
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* knowledge is power and cool
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* as bonus it looks cool in function declaration
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* cool stuff told u :D */
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typedef int tile_t;
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Vec2 search(tile_t x, tile_t level[16][16]);
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/* here u can see i replaced x and y arguments with your twovalues struct
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* u made smthing use it
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* it will be handy in the future and makes better looking code */
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[16][16]);
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[16][16]);
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Player level_reset(Player player);
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@ -1,4 +1,8 @@
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const int level[16][16] = {
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#include "main.h"
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/* see use tile_t cause these stuff are tiles
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* would you believe it? */
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const tile_t level[16][16] = {
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
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{1, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 3, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
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@ -15,4 +19,4 @@ const int level[16][16] = {
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{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 3, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 1},
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{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
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};
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};
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54
src/main.c
54
src/main.c
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@ -2,10 +2,10 @@
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#include <gint/keyboard.h>
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#include "main.h"
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struct TwoValues search(int x, int level[16][16]) {
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Vec2 search(tile_t x, tile_t level[16][16]) {
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// Search for x in a given matrix.
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// If x is found, return it coordinates
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struct TwoValues coordinates = {0, 0};
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Vec2 coordinates = {0, 0};
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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if(level[m][n] == x) {
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@ -19,9 +19,9 @@ struct TwoValues search(int x, int level[16][16]) {
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return coordinates;
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}
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int collide_pixel(int x, int y, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
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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)
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if(obj == level[x][y]) {
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if(obj == level[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) {
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return 1;
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}
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else {
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@ -29,37 +29,41 @@ int collide_pixel(int x, int y, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
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}
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}
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int collide(int x, int y, int h, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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/* tl = top left
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* br = bottom right
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* avoid repetition later on ezier to work on */
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const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h};
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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
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// the square (x + 1, y + 1, x + 11, y + 11)
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// The size of the hitbox changes with h
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if( collide_pixel((x + h) / TILE_SIZE, (y + h) / TILE_SIZE, obj, level) ||
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collide_pixel((x + h) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE, obj, level) ||
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collide_pixel((x + TILE_SIZE - h - 1) / TILE_SIZE, (y + h) / TILE_SIZE, obj, level) ||
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collide_pixel((x + TILE_SIZE - h - 1) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE, obj, level)
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) {
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if(collide_pixel(pos_tl, obj, level) ||
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collide_pixel(pos_br, obj, level) ||
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collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level) ||
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collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level))
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{
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return 1;
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}
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return 0;
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}
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struct Player level_reset(struct Player player) {
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Player level_reset(Player player) {
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player.pos = player.spawn;
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return player;
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}
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int main(void)
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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 bopti_image_t img_spike;
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extern int level[LEVEL_SIZE][LEVEL_SIZE];
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extern tile_t level[LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
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// player
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struct Player player = {
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Player player = {
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.pos = {0, 0},
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.spawn = {0, 0}
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};
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@ -91,25 +95,29 @@ int main(void)
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dimage(player.pos.x, player.pos.y, &img_player);
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dupdate();
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int mov_x = keydown(KEY_RIGHT) - keydown(KEY_LEFT);
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int mov_y = keydown(KEY_DOWN) - keydown(KEY_UP);
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/* if something has x and y, you probably want to use your Vec2 struct */
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Vec2 mov = {
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.x = keydown(KEY_RIGHT) - keydown(KEY_LEFT),
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.y = keydown(KEY_DOWN) - keydown(KEY_UP)
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};
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clearevents();
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// trying to move the player >w<
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if(!collide(player.pos.x + mov_x, player.pos.y, 0, 1, level)) {
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player.pos.x += mov_x;
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if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) {
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player.pos.x += mov.x;
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}
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if(!collide(player.pos.x, player.pos.y + mov_y, 0, 1, level)) {
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player.pos.y += mov_y;
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 1, level)) {
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player.pos.y += mov.y;
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}
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// d i e
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if(collide(player.pos.x + mov_x, player.pos.y + mov_y, 2, 3, level)) {
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if(collide(player.pos, 2, 3, level)) {
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player = level_reset(player);
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}
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if(keydown(KEY_EXIT)) {running = 0;}
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if(keydown(KEY_EXIT)) running = 0;
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}
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return 1;
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