AST3_C/src/main.c

75 lines
2.0 KiB
C

#include <gint/display.h>
#include <gint/keyboard.h>
#include "setlevel.h"
#include "drawlevel.h"
#include "collide.h"
#include "define.h"
int main(void)
{
dclear(C_WHITE);
int player_x=30, player_y=35;
char level[351];
char gravity = 0; //0 down 1 up
int id_level = 1;
set_level(id_level,level);
draw_level(level);
while(1)
{
dupdate();
pollevent();
if(keydown(KEY_RIGHT) && collide_solid(player_x, player_y, '1', level)!=1)
{
player_x+=PLAYER_SPEED;
if(player_x>390) player_x=0;
}
else if(keydown(KEY_LEFT) && collide_solid(player_x, player_y, '1', level)!=2)
{
player_x-=PLAYER_SPEED;
if(player_x<-9) player_x=386;
}
else if(keydown(KEY_SHIFT))
{
player_y-=PLAYER_SPEED;
}
else if(keydown(KEY_ALPHA))
{
player_y+=PLAYER_SPEED;
}
if(keydown(KEY_EXIT))
{
break;
}
if(keydown(KEY_OPTN)) gravity=1;
else if(keydown(KEY_VARS)) gravity=0;
switch (collide(player_x, player_y, '1', level, gravity))
{
case 0:
if(!gravity) player_y+=PLAYER_GRAVITY;
else player_y-=PLAYER_GRAVITY;
break;
case 1 || 2:
if((player_y-4)%16!=0 && !gravity) player_y--;
else if((player_y)%16!=0 && gravity) player_y++;
break;
}
draw_level(level);
draw_player(player_x,player_y);
int x = player_x;
int y = player_y;
dprint(150,100,C_BLACK,"%d",player_x);
dprint(150,150,C_BLACK,"%d",player_y);
dprint(100,180,C_BLACK,"%c",level[(int)((x+PLAYER_HEIGHT)/16)+(int)(y/16*25)]);
dprint(120,180,C_BLACK,"%c",level[(int)((x+PLAYER_HEIGHT)/16)+(int)((y+PLAYER_HEIGHT-1)/16*25)]);
dprint(100,120,C_BLACK,"%d",collide(player_x, player_y, '1', level, gravity));
dprint(100,140,C_BLACK,"%d",collide_solid(player_x, player_y, '1', level));
dprint(200,120,C_BLACK,"%c",level[(int)(x/16)+(int)(y/16*25)]);
dprint(200,140,C_BLACK,"%c",level[(int)(x/16)+(int)((y+12)/16*25)]);
dprint(200,160,C_BLACK,"%c",level[(int)((x+12)/16)+(int)((y+12)/16*25)]);
dprint(200,180,C_BLACK,"%c",level[(int)((x+12)/16)+(int)(y/16*25)]);
}
return 0;
}