#include #include #include "main.h" struct TwoValues search(int x, int level[16][16]) { // Search for x in a given matrix. // If x is found, return it coordinates struct TwoValues 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 coordinates.x = n * 12; coordinates.y = m * 12; return coordinates; } } } return coordinates; } int collide_pixel(int x, int y, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) { // Check if there's something in (x, y) if(obj == level[x][y]) { return 1; } else { return 0; } } int collide(int x, int y, int h, int obj, int level[LEVEL_SIZE][LEVEL_SIZE]) { // 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) ) { return 1; } return 0; } struct Player level_reset(struct Player player) { player.pos = player.spawn; return player; } 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]; int running = 1; // player struct Player player = { .pos = {0, 0}, .spawn = {0, 0} }; player.spawn = search(2, level); player = level_reset(player); // main loop while(running) { dclear(C_BLACK); // 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 dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall); break; case 3: // spikes dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike); break; } } } // drawing the player 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); 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(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)) { player = level_reset(player); } if(keydown(KEY_EXIT)) {running = 0;} } return 1; }