138 lines
3.0 KiB
C
138 lines
3.0 KiB
C
// ZkwuL by Massena
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// Optimisation and rewrite thanks to KikooDX
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#include <gint/display.h>
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#include <gint/keyboard.h>
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#include "main.h"
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Vec2 search(tile_t x, tile_t level[16][16]) {
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// Search for x in a given matrix.
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// If x is found, return it coordinates
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Vec2 coordinates = {0, 0};
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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if(level[m][n] == x) {
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// idk why m and n are inversed but it works kek
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coordinates.x = n * 12;
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coordinates.y = m * 12;
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return coordinates;
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}
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}
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}
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return coordinates;
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}
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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// Check if there's something in (x, y)
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if(obj == level[pos.y / TILE_SIZE][pos.x / TILE_SIZE]) {
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return 1;
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}
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else {
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return 0;
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}
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}
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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// tl = top left
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// br = bottom right
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const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h};
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const Vec2 pos_br = (Vec2){pos.x + TILE_SIZE - h - 1, pos.y + TILE_SIZE - h - 1};
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// Check if there's something in
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// the square (x + 1, y + 1, x + 11, y + 11)
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// The size of the hitbox changes with h
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if(collide_pixel(pos_tl, obj, level) ||
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collide_pixel(pos_br, obj, level) ||
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collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level) ||
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collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level))
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{
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return 1;
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}
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return 0;
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}
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Player level_reset(Player player) {
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player.pos = player.spawn;
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return player;
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}
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int main(void) {
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extern bopti_image_t img_player;
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extern bopti_image_t img_wall;
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extern bopti_image_t img_spike;
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extern bopti_image_t img_end;
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extern tile_t level[LEVEL_SIZE][LEVEL_SIZE];
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int running = 1;
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int timer = 0; // lol
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// player
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Player player = {
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.pos = {0, 0},
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.spawn = {0, 0}
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};
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player.spawn = search(2, level);
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player = level_reset(player);
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// main loop
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while(running) {
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dclear(C_BLACK);
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// drawing the level
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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switch(level[n][m]) {
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case 1:
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// walls
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_wall);
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break;
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case 3:
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// spikes
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dimage(m * TILE_SIZE, n * TILE_SIZE, &img_spike);
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break;
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case 4:
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// end ring
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dsubimage(m * TILE_SIZE, n * TILE_SIZE, &img_end,
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((timer / 30) % 4) * 12, 0, 12, 12, 0);
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break;
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}
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}
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}
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// drawing the player
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dimage(player.pos.x, player.pos.y, &img_player);
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dupdate();
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//
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Vec2 mov = {
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.x = keydown(KEY_RIGHT) - keydown(KEY_LEFT),
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.y = keydown(KEY_DOWN) - keydown(KEY_UP)
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};
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clearevents();
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// trying to move the player >w<
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if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) {
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player.pos.x += mov.x;
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}
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 1, level)) {
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player.pos.y += mov.y;
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}
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// d i e
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if(collide(player.pos, 2, 3, level)) {
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player = level_reset(player);
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}
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if(keydown(KEY_EXIT) || collide(player.pos, 0, 4, level)) {
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running = 0;
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}
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++timer; // lol^2
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}
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return 1;
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}
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