diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..ff228cf --- /dev/null +++ b/.gitignore @@ -0,0 +1,5 @@ +# build files are ): +build-cg + +# go away binary, everyone hates you >:( +*.g3a diff --git a/include/main.h b/include/main.h index 80b02d3..2bad117 100644 --- a/include/main.h +++ b/include/main.h @@ -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); \ No newline at end of file +/* 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); diff --git a/src/levels.c b/src/levels.c index 3d2ef9b..65e98dc 100644 --- a/src/levels.c +++ b/src/levels.c @@ -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} -}; \ No newline at end of file +}; diff --git a/src/main.c b/src/main.c index 6f9ede8..0133e20 100644 --- a/src/main.c +++ b/src/main.c @@ -2,10 +2,10 @@ #include #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;