75 lines
1.7 KiB
C
75 lines
1.7 KiB
C
#include <gint/keyboard.h>
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#include <gint/timer.h>
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#include <gint/clock.h>
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#include "core.h"
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void analyze_input(struct game *game, const int last_key)
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{
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game->total_tick += ENGINE_TICK;
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switch (last_key)
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{
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case KEY_UP:
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if (is_walkable(*game, UP)) game->world_y -= 1;
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game->player.direction = UP;
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break;
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case KEY_RIGHT:
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if (is_walkable(*game, RIGHT)) game->world_x += 1;
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game->player.direction = RIGHT;
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break;
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case KEY_DOWN:
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if (is_walkable(*game, DOWN)) game->world_y += 1;
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game->player.direction = DOWN;
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break;
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case KEY_LEFT:
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if (is_walkable(*game, LEFT)) game->world_x -= 1;
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game->player.direction = LEFT;
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break;
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}
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}
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int rtc_key(void)
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{
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int opt = GETKEY_DEFAULT & ~GETKEY_MOD_SHIFT & ~GETKEY_MOD_ALPHA & ~GETKEY_REP_ARROWS;
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int timeout = 1;
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key_event_t ev = getkey_opt(opt, &timeout);
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if (ev.type == KEYEV_NONE) return 0;
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return ev.key;
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}
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int callback_tick(volatile int *tick)
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{
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*tick = 1;
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return TIMER_CONTINUE;
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}
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int is_walkable(const struct game game, const int direction)
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{
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switch (direction)
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{
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case UP:
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return game.map.collision[game.world_y + 4][game.world_x + 7];
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break;
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case RIGHT:
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return game.map.collision[game.world_y + 5][game.world_x + 8];
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break;
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case DOWN:
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return game.map.collision[game.world_y + 6][game.world_x + 7];
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break;
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case LEFT:
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return game.map.collision[game.world_y + 5][game.world_x + 6];
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break;
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}
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return 0;
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} |