#include #include #include "player.h" #include "vec.h" #include "conf.h" #include "camera.h" #include "input.h" #include "collide.h" /* TODO: Determine FRICTION and ACCELERATION from UPS. */ #define MAX_SPD (128 * PXS) #define FRICTION 0.99 #define ACCELERATION (int)(MAX_SPD * (1 - FRICTION)) #define GRAVITY PXS #define JUMP_SPD (-128 * PXS) #define GRACE_UNITS (int)(UPS / 5) #define SGN(x) ((x > 0) ? (1) : ((x < 0) ? (-1) : (0))) #define PLAYER_COLLIDE(pos) player_collide(player, pos, level, level->solid_layer) void player_move(Player *player, const Level *level) { /* TODO: Take into account player.origin. */ const int sgn_spd_x = SGN(player->spd.x); const int sgn_spd_y = SGN(player->spd.y); Vec destination; vec_cpy(&destination, player->pos); /* snap the player to the grid if they hit a wall */ destination.x += player->spd.x; if (PLAYER_COLLIDE(destination)) { destination.x = player->pos.x - player->pos.x % TILE_SIZE; /* Move the player tile per tile until it enters an * occuped tile. */ while (!PLAYER_COLLIDE(destination)) { destination.x += TILE_SIZE * sgn_spd_x; } /* then, move it back one tile */ destination.x -= TILE_SIZE * sgn_spd_x; player->spd.x = 0; } /* do the same for y */ destination.y += player->spd.y; if (PLAYER_COLLIDE(destination)) { destination.y = player->pos.y - player->pos.y % TILE_SIZE; while (!PLAYER_COLLIDE(destination)) { destination.y += TILE_SIZE * sgn_spd_y; } destination.y -= TILE_SIZE * sgn_spd_y; if (sgn_spd_y > 0) { /* the player was falling */ player->grace = GRACE_UNITS; } player->spd.y = 0; } /* move the player to their new position */ vec_cpy(&player->pos, destination); } void player_step(Player *player, Input *input, const Level *level) { /* Get directionnal input and assign it to move.x/move.y: * i.e., if the player hold left and down move will have * move.x = -1 and move.y = 1. */ Vec move = { (INPUT_DOWN(K_RIGHT) - INPUT_DOWN(K_LEFT)), (INPUT_DOWN(K_DOWN) - INPUT_DOWN(K_UP)) }; /* other keys */ bool kp_jump = INPUT_PRESSED(K_JUMP); int xacc = move.x * ACCELERATION; /* calculate horizontal acceleration */ player->spd.x *= FRICTION; /* apply horizontal friction */ player->spd.x += xacc; /* apply horizontal acceleration */ player->spd.y += GRAVITY; /* apply gravity */ /* Grace frames allow the player to jump a short * time after leaving a platform. */ if (player->grace) { player->grace -= 1; if (kp_jump) { /* If the player try to jump and can, prevent * them to do it again and assign them the * corresponding y speed. */ player->grace = 0; player->spd.y = JUMP_SPD; } } player_move(player, level); /* move the player according to their speed */ } void player_draw(Player *player, Camera *camera) { Vec tl; /* top left */ Vec br; /* bottom right */ /* The rest of this function calculates the player on screen * position and draw it. */ vec_cpy(&tl, player->pos); vec_sub(&tl, player->origin); vec_cpy(&br, tl); vec_div(&tl, VEC_PRECISION); vec_div(&br, VEC_PRECISION); vec_add(&br, player->vbox); vec_sub(&tl, camera->offset); vec_sub(&br, camera->offset); vec_mul(&tl, SCALE); vec_mul(&br, SCALE); vec_add(&br, (Vec){ SCALE - 1, SCALE - 1 }); /* draw code here */ vec_drect(tl, br, C_BLACK); } void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id) { /* This debug function displays more or less usefull * informations for debugging player movement. */ dprint(0, 0, C_BLACK, "x: %d", player->pos.x); dprint(0, 10, C_BLACK, "y: %d", player->pos.y); dprint(0, 20, C_BLACK, "vp: %d", VEC_PRECISION); dprint(0, 30, C_BLACK, "st: %u", step); dprint(0, 40, C_BLACK, "cx: %d", player->pos.x / TILE_SIZE); dprint(0, 50, C_BLACK, "cy: %d", player->pos.y / TILE_SIZE); dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level, layer_id)); }