jtmm2/src/player.c

45 lines
1.3 KiB
C

#include <gint/display.h>
#include "player.h"
#include "conf.h"
#include "camera.h"
#include "input.h"
void player_step(Player *player, Input *input)
{
Vec move = {
(input_is_down(input, K_RIGHT) - input_is_down(input, K_LEFT)),
(input_is_down(input, K_DOWN) - input_is_down(input, K_UP))
};
vec_mul(&move, 32 * PXS);
vec_add(&player->pos, move);
}
void player_draw(Player *player, Camera *camera)
{
Vec draw_pos_tl;
Vec draw_pos_br;
vec_cpy(&draw_pos_tl, player->pos);
vec_sub(&draw_pos_tl, player->origin);
vec_sub(&draw_pos_tl, camera->pos);
vec_cpy(&draw_pos_br, draw_pos_tl);
vec_add(&draw_pos_br, player->hbox);
vec_div(&draw_pos_tl, VEC_PRECISION);
vec_div(&draw_pos_br, VEC_PRECISION);
vec_mul(&draw_pos_tl, SCALE);
vec_mul(&draw_pos_br, SCALE);
vec_add(&draw_pos_tl, VEC_DCENTER);
vec_add(&draw_pos_br, VEC_DCENTER);
vec_drect(draw_pos_tl, draw_pos_br, C_BLACK);
}
void player_draw_debug(Player *player, uint step)
{
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, "dx: %d", player->pos.x / SCALE * VEC_PRECISION);
dprint(0, 30, C_BLACK, "dy: %d", player->pos.y / SCALE * VEC_PRECISION);
dprint(0, 40, C_BLACK, "vp: %d", VEC_PRECISION);
dprint(0, 50, C_BLACK, "st: %u", step);
}