// 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 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 coordinates.x = n * 12; coordinates.y = m * 12; return coordinates; } } } return coordinates; } 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[pos.y / TILE_SIZE][pos.x / TILE_SIZE]) { return 1; } else { return 0; } } 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}; // 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) || collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level)) { return 1; } return 0; } Player level_reset(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 bopti_image_t img_end; extern tile_t level[LEVEL_SIZE][LEVEL_SIZE]; int running = 1; int timer = 0; // lol // player 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; case 4: // end ring dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_end, ((timer / 30) % 4) * 12, 0, 12, 12, 0); break; } } } // 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< if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) { player.pos.x += mov.x; } 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, 2, 3, level)) { player = level_reset(player); } if(keydown(KEY_EXIT) || collide(player.pos, 0, 4, level)) { running = 0; } ++timer; // lol^2 } return 1; }