AST3_C/src/main.c

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#include <gint/display.h>
#include <gint/keyboard.h>
#include "setlevel.h"
#include "drawlevel.h"
#include "collide.h"
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#include "define.h"
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int main(void)
{
dclear(C_WHITE);
int player_x=30, player_y=35;
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char level[351];
char gravity = 0; //0 down 1 up
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char check = 0;
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int id_level = 1;
set_level(id_level,level);
draw_level(level);
while(1)
{
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draw_level(level);
draw_player(player_x,player_y);
dprint(150,100,C_GREEN,"%d",player_x);
dprint(150,120,C_GREEN,"%d",player_y);
dprint(300,120,C_GREEN,"%c",level[(int)((player_x-1)/16)+(int)((player_y-1)/16*25)]); //top left
dprint(300,140,C_GREEN,"%c",level[(int)((player_x+PLAYER_HEIGHT)/16)+(int)((player_y-1)/16*25)]); //top right
dprint(300,160,C_GREEN,"%c",level[(int)(player_x/16)+(int)((player_y+PLAYER_HEIGHT)/16*25)]); //bottom left
dprint(300,180,C_GREEN,"%c",level[(int)((player_x+PLAYER_HEIGHT)/16)+(int)((player_y+PLAYER_HEIGHT)/16*25)]); //bottom right
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dupdate();
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pollevent();
if(keydown(KEY_RIGHT) && collide_hor(player_x, player_y, level)!=1)
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{
player_x+=PLAYER_SPEED;
if(player_x>=388) player_x=-4;
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}
else if(keydown(KEY_LEFT) && collide_hor(player_x, player_y, level)!=2)
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{
player_x-=PLAYER_SPEED;
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if(player_x<-9) player_x=384;
}
if(keydown(KEY_SHIFT) && !check && collide_vert(player_x, player_y, level, gravity))
{
if(!gravity) gravity=1;
else gravity=0;
check=1;
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}
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else if(!keydown(KEY_SHIFT) && check) check=0;
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if(keydown(KEY_EXIT))
{
break;
}
switch (collide_vert(player_x, player_y, level, gravity))
{
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case 0:
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if(!gravity) player_y+=PLAYER_GRAVITY;
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else player_y-=PLAYER_GRAVITY;
if(player_y>=212) player_y=-4;
if(player_y<-6) player_y=212;
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break;
case 1:
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if((player_y-4)%16!=0 && !gravity) player_y--;
else if((player_y)%16!=0 && gravity) player_y++;
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break;
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}
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}
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return 0;
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}