/* ZkwuL by Massena */ /* Optimisation and rewrite thanks to KikooDX */ #include #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 + 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 */ 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; } 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; } 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 bopti_image_t img_door; extern bopti_image_t img_key; extern bopti_image_t img_conveyor_u; extern bopti_image_t img_conveyor_r; extern bopti_image_t img_conveyor_d; extern bopti_image_t img_conveyor_l; 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 = { .pos = {0, 0}, .spawn = {0, 0}, .frac = {0, 0} }; memcpy(curr_level, level[lvl], sizeof(level[lvl])); player = player_reset(player, curr_level); /* 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(curr_level[n][m]) { case 2: /* walls */ dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall); break; case 3: /* end ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_end, ((timer / 30) % 4) * 12, 0, 12, 12, 0); break; case 4: /* 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; case 7: /* key ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_conveyor_u, ((timer / 15) % 6) * 12, 0, 12, 12, 0); break; case 8: /* key ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_conveyor_r, ((timer / 15) % 6) * 12, 0, 12, 12, 0); break; case 9: /* key ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_conveyor_d, ((timer / 15) % 6) * 12, 0, 12, 12, 0); break; case 10: /* key ring */ dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_conveyor_l, ((timer / 15) % 6) * 12, 0, 12, 12, 0); break; } } } dprint(0, 0, C_BLACK, "%d", lvl); /* 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(); /* conveyors */ if(collide(player.pos, 0, 7, curr_level)) { player.frac.y -= 0.5; } if(collide(player.pos, 0, 8, curr_level)) { player.frac.x += 0.5; } if(collide(player.pos, 0, 9, curr_level)) { player.frac.y += 0.5; } if(collide(player.pos, 0, 10, curr_level)) { player.frac.x -= 0.5; } /* little accelerations (like conveyors) */ const int ifrac_x = player.frac.x; player.frac.x -= ifrac_x; mov.x += ifrac_x; const int ifrac_y = player.frac.y; player.frac.y -= ifrac_y; mov.y += ifrac_y; /* trying to move the player >w< */ 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; } else { player.frac = (FVec2){ 0, 0 }; } 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; } else { player.frac = (FVec2){ 0, 0 }; } /* d i e */ if(collide(player.pos, 2, 4, curr_level)) { 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, curr_level)) { if(lvl != LEVEL_NB - 1) { ++lvl; memcpy(curr_level, level[lvl], sizeof(level[lvl])); player = player_reset(player, curr_level); } else { running = 0; } } ++timer; /* lol^2 */ } return 1; }