jtmm2/src/player.c

79 lines
2.5 KiB
C

#include <gint/display.h>
#include "player.h"
#include "vec.h"
#include "conf.h"
#include "camera.h"
#include "input.h"
#include "collide.h"
#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 and allow to snap for
* more than one tile. THIS CODE WILL BREAK IF THE PLAYER SPEED
* IS SUPERIOR THAN TILE_SIZE! */
//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;
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;
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) {
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); /* calculate speed */
vec_cpy(&player->spd, move);
player_move(player, level);
}
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));
}