diff --git a/include/main.h b/include/main.h index 152261d..3999155 100644 --- a/include/main.h +++ b/include/main.h @@ -3,18 +3,18 @@ #define LEVEL_SIZE 16 #define TILE_SIZE 12 -// struct for a pair of values +/* struct for a pair of values */ typedef struct Vec2 { int x, y; } Vec2; -// struct for player's data +/* struct for player's data */ typedef struct Player { Vec2 pos; Vec2 spawn; } Player; -// used for tiles +/* used for tiles */ typedef int tile_t; Vec2 search(tile_t x, tile_t level[16][16]); diff --git a/src/main.c b/src/main.c index 21cbdb2..d2f596f 100644 --- a/src/main.c +++ b/src/main.c @@ -1,18 +1,18 @@ -// ZkwuL by Massena -// Optimisation and rewrite thanks to KikooDX +/* ZkwuL by Massena */ +/* Optimisation and rewrite thanks to KikooDX */ #include #include #include "main.h" Vec2 search(tile_t x, tile_t level[16][16]) { - // Search for x in a given matrix. - // If x is found, return it coordinates + /* Search for x in a given matrix. */ + /* If x is found, return it coordinates */ 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) { - // idk why m and n are inversed but it works kek + /* idk why m and n are inversed but it works kek */ coordinates.x = n * 12; coordinates.y = m * 12; return coordinates; @@ -23,7 +23,7 @@ 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) + /* Check if there's something in (x, y) */ if(obj == level[pos.y / TILE_SIZE][pos.x / TILE_SIZE]) { return 1; } @@ -33,13 +33,13 @@ 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]) { - // tl = top left - // br = bottom right + /* tl = top left */ + /* br = bottom right */ 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 + /* 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(pos_tl, obj, level) || collide_pixel(pos_br, obj, level) || collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level) || @@ -64,9 +64,9 @@ int main(void) { extern tile_t level[LEVEL_SIZE][LEVEL_SIZE]; int running = 1; - int timer = 0; // lol + int timer = 0; /* lol */ - // player + /* player */ Player player = { .pos = {0, 0}, .spawn = {0, 0} @@ -74,25 +74,25 @@ int main(void) { player.spawn = search(2, level); player = level_reset(player); - // main loop + /* main loop */ while(running) { dclear(C_BLACK); - // drawing the level + /* drawing the level */ for(int m = 0; m < LEVEL_SIZE; ++m) { for(int n = 0; n < LEVEL_SIZE; ++n) { switch(level[n][m]) { case 1: - // walls + /* walls */ dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall); break; case 3: - // spikes + /* spikes */ dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike); break; case 4: - // end ring + /* end ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_end, ((timer / 30) % 4) * 12, 0, 12, 12, 0); break; @@ -100,19 +100,18 @@ int main(void) { } } - // drawing the player + /* drawing the player */ dimage(player.pos.x, player.pos.y, &img_player); dupdate(); - // Vec2 mov = { .x = keydown(KEY_RIGHT) - keydown(KEY_LEFT), .y = keydown(KEY_DOWN) - keydown(KEY_UP) }; clearevents(); - // trying to move the player >w< + /* 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; } @@ -121,7 +120,7 @@ int main(void) { player.pos.y += mov.y; } - // d i e + /* d i e */ if(collide(player.pos, 2, 3, level)) { player = level_reset(player); } @@ -130,7 +129,7 @@ int main(void) { running = 0; } - ++timer; // lol^2 + ++timer; /* lol^2 */ } return 1;