AST3_C/src/main.c

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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);
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int player_x = 20, player_y = 20;
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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;
int start_x;
int start_y;
set_level(id_level, level, &start_x, &start_y, &gravity);
player_x = start_x;
player_y = start_y;
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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(320,120,C_GREEN,"%d",collide_solid(player_x+1, player_y, level, gravity));
dprint(320,140,C_GREEN,"%d",collide_solid(player_x-1, player_y, level, gravity));
dprint(320,160,C_GREEN,"%d",collide_solid(player_x, player_y+1, level, gravity));
dprint(320,180,C_GREEN,"%d",collide_solid(player_x, player_y-1, level, gravity));*/
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/*dprint(300,100,C_GREEN,"%d",collide_dead(player_x, player_y, level));
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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+1)/16)+(int)((player_y-1)/16*25)]); //top right
dprint(300,160,C_GREEN,"%c",level[(int)((player_x-1)/16)+(int)((player_y+PLAYER_HEIGHT+1)/16*25)]); //bottom left
dprint(300,180,C_GREEN,"%c",level[(int)((player_x+PLAYER_HEIGHT+1)/16)+(int)((player_y+PLAYER_HEIGHT+1)/16*25)]); //bottom right*/
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dupdate();
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pollevent();
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if(keydown(KEY_RIGHT))
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{
if(!collide_solid(player_x+PLAYER_SPEED, player_y, level, gravity)) player_x+=PLAYER_SPEED;
else if(!collide_solid(player_x+1, player_y, level, gravity)) player_x+=1;
if(player_x>=388) player_x=-4;
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}
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else if(keydown(KEY_LEFT))
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{
if(!collide_solid(player_x-PLAYER_SPEED, player_y, level, gravity)) player_x-=PLAYER_SPEED;
else if(!collide_solid(player_x-1, player_y, level, gravity)) player_x-=1;
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if(player_x<-9) player_x=384;
}
if(keydown(KEY_SHIFT) && !check && (collide_solid(player_x, player_y-1, level, gravity) || collide_solid(player_x, player_y+1, level, gravity)))
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{
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;
if(!gravity)
{
if(!collide_solid(player_x, player_y+PLAYER_GRAVITY, level, gravity)) player_y+=PLAYER_GRAVITY;
else if(!collide_solid(player_x, player_y+1, level, gravity)) player_y+=1;
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}
else
{
if(!collide_solid(player_x, player_y-PLAYER_GRAVITY, level, gravity)) player_y-=PLAYER_GRAVITY;
else if(!collide_solid(player_x, player_y-1, level, gravity)) player_y-=1;
}
if(collide_dead(player_x, player_y, level))
{
player_x = start_x;
player_y = start_y;
set_gravity(id_level, &gravity);
}
if(collide_end(player_x, player_y, level, gravity))
{
id_level++;
set_level(id_level, level, &start_x, &start_y, &gravity);
player_x = start_x;
player_y = start_y;
}
if(player_y>=212) player_y=-4;
if(player_y<-6) player_y=212;
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}
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return 0;
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}