zkwul/src/main.c

117 lines
2.7 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#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;
}