the end (nope)
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@ -27,6 +27,7 @@ set(ASSETS_cg
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assets-cg/img/player.png
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assets-cg/img/wall.png
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assets-cg/img/spike.png
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assets-cg/img/end.png
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# ...
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)
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After Width: | Height: | Size: 191 B |
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@ -8,4 +8,8 @@ wall.png:
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spike.png:
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type: bopti-image
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name: img_spike
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name: img_spike
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end.png:
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type: bopti-image
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name: img_end
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@ -3,32 +3,21 @@
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#define LEVEL_SIZE 16
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#define TILE_SIZE 12
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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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// struct for a pair of values
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typedef struct Vec2 {
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int x, y;
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} Vec2;
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/* we do da same with player cause laziness never killed nobody
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* wait */
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// struct for player's data
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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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/* 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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// used for tiles
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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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@ -1,12 +1,10 @@
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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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{1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 1, 1, 0, 0, 0, 0, 1, 0, 0, 4, 0, 0, 1},
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{1, 0, 0, 1, 3, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1},
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{1, 0, 0, 0, 0, 0, 0, 1, 1, 0, 0, 0, 1, 1, 1, 1},
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25
src/main.c
25
src/main.c
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@ -1,3 +1,6 @@
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// ZkwuL by Massena
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// Optimisation and rewrite thanks to KikooDX
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include "main.h"
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@ -21,7 +24,7 @@ Vec2 search(tile_t x, tile_t level[16][16]) {
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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[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) {
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if(obj == level[pos.y / TILE_SIZE][pos.x / TILE_SIZE]) {
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return 1;
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}
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else {
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@ -30,9 +33,8 @@ int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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}
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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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// tl = top left
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// br = bottom right
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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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@ -57,10 +59,12 @@ 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 bopti_image_t img_end;
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extern tile_t level[LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
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int timer = 0; // lol
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// player
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Player player = {
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@ -87,6 +91,11 @@ int main(void) {
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// spikes
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike);
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break;
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case 4:
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// end ring
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dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_end,
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((timer / 30) % 4) * 12, 0, 12, 12, 0);
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break;
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}
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}
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}
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@ -96,7 +105,7 @@ int main(void) {
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dupdate();
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/* if something has x and y, you probably want to use your Vec2 struct */
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//
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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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@ -117,7 +126,11 @@ int main(void) {
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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) || collide(player.pos, 0, 4, level)) {
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running = 0;
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}
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++timer; // lol^2
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}
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return 1;
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