hyperultra/src/player.c

85 lines
2.0 KiB
C

#include "player.h"
#include "entity.h"
#include "game.h"
#include "lzy.h"
#include "cfg.h"
#include "input.h"
#include <string.h>
#include <math.h>
static void
player_update(Entity *this, Game *g)
{
const int on_ground = entity_collide(this, g, 0, 1);
this->vel[0] = 2.0 * this->player.dirx;
this->vel[1] *= 0.99;
this->vel[1] += 0.2;
this->player.scale_x += 0.1 * (1.0 - this->player.scale_x);
this->player.scale_y += 0.1 * (1.0 - this->player.scale_y);
if (fabs(this->player.scale_x - 1.0) < 0.05) this->player.scale_x = 1.01;
if (fabs(this->player.scale_y - 1.0) < 0.05) this->player.scale_y = 1.01;
if (on_ground && input_pressed(K_O)) {
const int diry = input_down(K_UP) - input_down(K_DOWN);
switch (diry) {
case -1:
this->vel[1] = -2.8;
this->player.scale_x = 0.75;
this->player.scale_y = 1.25;
break;
default:
case 0:
this->vel[1] = -3.8;
this->player.scale_x = 0.66;
this->player.scale_y = 1.33;
break;
case 1:
this->vel[1] = -4.8;
this->player.scale_x = 0.5;
this->player.scale_y = 1.5;
break;
}
} else if (on_ground && input_down(K_X)) {
this->vel[0] *= 3;
this->player.scale_x *= 1.05;
}
entity_move(this, g);
if (this->vel[0] == 0.0 && this->vel[1] >= -0.0)
this->player.dirx *= -1;
}
static void
player_draw(Entity *this, Game *g)
{
(void)g;
LZY_DrawSetColor(BLACK);
int width = (int)(this->width / 2) * this->player.scale_x;
int height = (int)(this->height / 2) * this->player.scale_y;
width *= 2;
height *= 2;
LZY_DrawRect(this->pos[0] - width / 2,
this->pos[1] - height / 2,
width, height);
LZY_DrawRect(this->pos[0] - width / 2 + 1,
this->pos[1] - height / 2 + 1,
width - 2, height - 2);
}
void
player_init(Entity *this)
{
memset(this, 0, sizeof(*this));
this->pos[0] = 32;
this->pos[1] = 32;
this->type = ET_PLAYER;
this->update = player_update;
this->draw = player_draw;
this->width = 12;
this->height = 12;
this->player.scale_x = 1.0;
this->player.scale_y = 1.0;
this->player.dirx = 1;
}