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:
Masséna Fezard | Nounouille 2021-03-14 09:29:58 +01:00
commit 6c37e1270c
4 changed files with 68 additions and 35 deletions

5
.gitignore vendored Normal file
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@ -0,0 +1,5 @@
# build files are ):
build-cg
# go away binary, everyone hates you >:(
*.g3a

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@ -3,16 +3,32 @@
#define LEVEL_SIZE 16
#define TILE_SIZE 12
struct TwoValues {
/* see we use a typedef like bellow
* its lazy and allow you to type
* Vec2 instead of struct TwoValues */
typedef struct Vec2 {
int x, y;
};
} Vec2;
struct Player {
struct TwoValues pos;
struct TwoValues spawn;
};
/* we do da same with player cause laziness never killed nobody
* wait */
typedef struct Player {
Vec2 pos;
Vec2 spawn;
} Player;
struct TwoValues search(int x, int level[16][16]);
int collide_pixel(int x, int y, int obj, int level[16][16]);
int collide(int x, int y, int h, int obj, int level[16][16]);
struct Player level_reset(struct Player player);
/* using a typedef is what cool kids do at least i think
* you might no remember what `int x` is :(
* if x is declared with `tile_t x` you know x is some tile :)
* knowledge is power and cool
* as bonus it looks cool in function declaration
* cool stuff told u :D */
typedef int tile_t;
Vec2 search(tile_t x, tile_t level[16][16]);
/* here u can see i replaced x and y arguments with your twovalues struct
* u made smthing use it
* it will be handy in the future and makes better looking code */
int collide_pixel(Vec2 pos, tile_t obj, tile_t level[16][16]);
int collide(Vec2 pos, int h, tile_t obj, tile_t level[16][16]);
Player level_reset(Player player);

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@ -1,4 +1,8 @@
const int level[16][16] = {
#include "main.h"
/* see use tile_t cause these stuff are tiles
* would you believe it? */
const tile_t level[16][16] = {
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1},
{1, 3, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 3, 1},
{1, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
@ -15,4 +19,4 @@ const int level[16][16] = {
{1, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 1},
{1, 3, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 3, 1},
{1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1}
};
};

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@ -2,10 +2,10 @@
#include <gint/keyboard.h>
#include "main.h"
struct TwoValues search(int x, int level[16][16]) {
Vec2 search(tile_t x, tile_t level[16][16]) {
// Search for x in a given matrix.
// If x is found, return it coordinates
struct TwoValues coordinates = {0, 0};
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) {
@ -19,9 +19,9 @@ struct TwoValues search(int x, int level[16][16]) {
return coordinates;
}
int collide_pixel(int x, int y, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
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[x][y]) {
if(obj == level[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) {
return 1;
}
else {
@ -29,37 +29,41 @@ int collide_pixel(int x, int y, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
}
}
int collide(int x, int y, int h, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) {
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};
// 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((x + h) / TILE_SIZE, (y + h) / TILE_SIZE, obj, level) ||
collide_pixel((x + h) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE, obj, level) ||
collide_pixel((x + TILE_SIZE - h - 1) / TILE_SIZE, (y + h) / TILE_SIZE, obj, level) ||
collide_pixel((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;
}
return 0;
}
struct Player level_reset(struct Player player) {
Player level_reset(Player player) {
player.pos = player.spawn;
return player;
}
int main(void)
{
int main(void) {
extern bopti_image_t img_player;
extern bopti_image_t img_wall;
extern bopti_image_t img_spike;
extern int level[LEVEL_SIZE][LEVEL_SIZE];
extern tile_t level[LEVEL_SIZE][LEVEL_SIZE];
int running = 1;
// player
struct Player player = {
Player player = {
.pos = {0, 0},
.spawn = {0, 0}
};
@ -91,25 +95,29 @@ 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(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(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
if(collide(player.pos.x + mov_x, player.pos.y + mov_y, 2, 3, level)) {
if(collide(player.pos, 2, 3, level)) {
player = level_reset(player);
}
if(keydown(KEY_EXIT)) {running = 0;}
if(keydown(KEY_EXIT)) running = 0;
}
return 1;