keys and door - wip, currently don't 100% work

This commit is contained in:
Masséna Fezard | Nounouille 2021-04-19 20:02:47 +02:00
parent e6b6e43d27
commit eba4eda34a
11 changed files with 95 additions and 27 deletions

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@ -28,13 +28,15 @@ set(ASSETS_cg
assets-cg/img/wall.png
assets-cg/img/spike.png
assets-cg/img/end.png
assets-cg/img/door.png
assets-cg/img/key.png
# ...
)
fxconv_declare_assets(${ASSETS} ${ASSETS_fx} ${ASSETS_cg} WITH_METADATA)
add_executable(myaddin ${SOURCES} ${ASSETS} ${ASSETS_${FXSDK_PLATFORM}})
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os)
target_compile_options(myaddin PRIVATE -Wall -Wextra -Os -Wno-missing-braces)
target_link_libraries(myaddin Gint::Gint)
if("${FXSDK_PLATFORM_LONG}" STREQUAL fx9860G)

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@ -12,4 +12,12 @@ spike.png:
end.png:
type: bopti-image
name: img_end
name: img_end
door.png:
type: bopti-image
name: img_door
key.png:
type: bopti-image
name: img_key

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@ -3,6 +3,7 @@
#define LEVEL_NB 2
#define LEVEL_SIZE 16
#define TILE_SIZE 12
#define PLAYER_SIZE 10
/* struct for a pair of values */
typedef struct Vec2 {
@ -21,4 +22,5 @@ typedef int tile_t;
Vec2 search(tile_t x, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
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]);
Player level_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
int object_delete(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);
Player player_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]);

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levels/level3.kble Normal file

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@ -22,20 +22,20 @@ const tile_t level[LEVEL_NB][LEVEL_SIZE][LEVEL_SIZE] = {
{
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2,
2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2,
2, 0, 6, 0, 0, 4, 0, 0, 0, 0, 4, 0, 0, 6, 0, 2,
2, 0, 0, 0, 4, 2, 0, 0, 0, 0, 2, 4, 0, 0, 0, 2,
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
2, 0, 2, 2, 2, 0, 3, 0, 0, 0, 0, 0, 2, 0, 0, 2,
2, 0, 2, 0, 0, 0, 0, 0, 2, 2, 2, 0, 2, 2, 0, 2,
2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 2,
2, 0, 2, 2, 2, 0, 2, 0, 2, 0, 2, 0, 2, 0, 0, 2,
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
2, 0, 0, 0, 0, 0, 2, 2, 0, 2, 0, 0, 2, 2, 0, 2,
2, 0, 4, 0, 4, 0, 2, 0, 0, 2, 0, 0, 2, 0, 0, 2,
2, 0, 0, 4, 0, 0, 2, 2, 0, 2, 0, 0, 2, 2, 0, 2,
2, 0, 4, 0, 4, 0, 0, 2, 0, 2, 0, 0, 2, 0, 0, 2,
2, 0, 0, 0, 0, 0, 2, 2, 0, 2, 2, 0, 2, 2, 0, 2,
2, 2, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2,
2, 0, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 5, 0, 3, 2,
2, 1, 0, 0, 0, 0, 2, 2, 2, 2, 0, 0, 5, 0, 0, 2,
2, 2, 2, 2, 0, 0, 0, 2, 2, 0, 0, 0, 2, 2, 2, 2,
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
2, 0, 1, 0, 0, 4, 0, 0, 0, 0, 0, 0, 0, 4, 0, 2,
2, 0, 0, 0, 0, 0, 0, 4, 0, 4, 0, 4, 0, 0, 0, 2,
2, 2, 2, 2, 2, 2, 2, 2, 4, 2, 4, 2, 2, 2, 2, 2
}
2, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 2,
2, 0, 0, 0, 4, 2, 0, 0, 0, 0, 2, 4, 0, 0, 0, 2,
2, 0, 6, 0, 0, 4, 0, 0, 0, 0, 4, 0, 0, 6, 0, 2,
2, 4, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 2,
2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2, 2
}
};

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@ -3,6 +3,7 @@
#include <gint/display.h>
#include <gint/keyboard.h>
#include <gint/std/string.h>
#include "main.h"
Vec2 search(tile_t x, tile_t level[16][16]) {
@ -36,7 +37,7 @@ int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
/* 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};
const Vec2 pos_br = (Vec2){pos.x + PLAYER_SIZE - h - 1, pos.y + PLAYER_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 */
@ -50,7 +51,28 @@ int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
return 0;
}
Player level_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
int object_delete(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
/* delete the object if it touches the player */
const Vec2 pos_tl = (Vec2){pos.x, pos.y};
const Vec2 pos_br = (Vec2){pos.x + PLAYER_SIZE - 1, pos.y + PLAYER_SIZE - 1};
if(collide_pixel(pos_tl, obj, level)) {
level[pos_tl.y / TILE_SIZE][pos_tl.x / TILE_SIZE] = 0;
}
if(collide_pixel(pos_br, obj, level)) {
level[pos_br.y / TILE_SIZE][pos_br.x / TILE_SIZE] = 0;
}
if(collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level)) {
level[pos_br.y / TILE_SIZE][pos_tl.x / TILE_SIZE] = 0;
}
if(collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level)) {
level[pos_tl.y / TILE_SIZE][pos_br.x / TILE_SIZE] = 0;
}
return 1;
}
Player player_reset(Player player, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
/* reset the level */
player.spawn = search(1, level);
player.pos = player.spawn;
return player;
@ -61,12 +83,15 @@ int main(void) {
extern bopti_image_t img_wall;
extern bopti_image_t img_spike;
extern bopti_image_t img_end;
extern bopti_image_t img_door;
extern bopti_image_t img_key;
extern tile_t level[LEVEL_NB][LEVEL_SIZE][LEVEL_SIZE];
int running = 1;
int timer = 0; /* lol */
int lvl = 0;
tile_t curr_level[LEVEL_SIZE][LEVEL_SIZE];
/* player */
Player player = {
@ -74,7 +99,8 @@ int main(void) {
.spawn = {0, 0}
};
player = level_reset(player, level[lvl]);
memcpy(curr_level, level[lvl], sizeof(level[lvl]));
player = player_reset(player, curr_level);
/* main loop */
while(running) {
@ -84,7 +110,7 @@ int main(void) {
/* drawing the level */
for(int m = 0; m < LEVEL_SIZE; ++m) {
for(int n = 0; n < LEVEL_SIZE; ++n) {
switch(level[lvl][n][m]) {
switch(curr_level[n][m]) {
case 2:
/* walls */
dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall);
@ -98,7 +124,15 @@ int main(void) {
/* spikes */
dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike);
break;
case 5:
/* door */
dimage(m * TILE_SIZE, n * TILE_SIZE, &img_door);
break;
case 6:
/* key ring */
dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_key,
((timer / 30) % 4) * 12, 0, 12, 12, 0);
break;
}
}
}
@ -115,27 +149,49 @@ int main(void) {
clearevents();
/* trying to move the player >w< */
if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 1, 2, level[lvl])) {
if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 2, curr_level) &&
!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 1, 5, curr_level)) {
player.pos.x += mov.x;
}
if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 1, 2, level[lvl])) {
if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 2, curr_level) &&
!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 1, 5, curr_level)) {
player.pos.y += mov.y;
}
/* d i e */
if(collide(player.pos, 2, 4, level[lvl])) {
player = level_reset(player, level[lvl]);
if(collide(player.pos, 2, 4, curr_level)) {
tile_t curr_level[LEVEL_SIZE][LEVEL_SIZE];
memcpy(curr_level, level[lvl], sizeof(level[lvl]));
player = player_reset(player, curr_level);
}
/* keys */
if(collide(player.pos, 0, 6, curr_level)) {
object_delete(player.pos, 6, curr_level);
/* check if there is any key */
Vec2 key_pos = search(6, curr_level);
if(key_pos.x == 0 && key_pos.y == 0) {
for(int m = 0; m < LEVEL_SIZE; ++m) {
for(int n = 0; n < LEVEL_SIZE; ++n) {
if(curr_level[m][n] == 5) {
curr_level[m][n] = 0;
}
}
}
}
}
/* end */
if(keydown(KEY_EXIT)) {
running = 0;
}
if(collide(player.pos, 0, 3, level[lvl])) {
if(collide(player.pos, 0, 3, curr_level)) {
if(lvl != LEVEL_NB - 1) {
player = level_reset(player, level[lvl]);
++lvl;
memcpy(curr_level, level[lvl], sizeof(level[lvl]));
player = player_reset(player, curr_level);
}
else {
running = 0;