46 lines
1.2 KiB
C
46 lines
1.2 KiB
C
#include <gint/display.h>
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#include "player.h"
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#include "conf.h"
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#include "camera.h"
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#include "input.h"
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#include "collide.h"
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void player_step(Player *player, Input *input)
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{
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Vec move = {
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(input_is_down(input, K_RIGHT) - input_is_down(input, K_LEFT)),
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(input_is_down(input, K_DOWN) - input_is_down(input, K_UP))
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};
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vec_mul(&move, 32 * PXS);
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vec_add(&player->pos, move);
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}
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void player_draw(Player *player, Camera *camera)
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{
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Vec tl;
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Vec br;
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vec_cpy(&tl, player->pos);
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vec_sub(&tl, player->origin);
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vec_cpy(&br, tl);
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vec_div(&tl, VEC_PRECISION);
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vec_div(&br, VEC_PRECISION);
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vec_add(&br, player->vbox);
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vec_sub(&tl, camera->offset);
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vec_sub(&br, camera->offset);
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vec_mul(&tl, SCALE);
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vec_mul(&br, SCALE);
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vec_drect(tl, br, C_BLACK);
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}
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void player_draw_debug(Player *player, uint step, const Level *level, uint layer_id)
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{
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dprint(0, 0, C_BLACK, "x: %d", player->pos.x);
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dprint(0, 10, C_BLACK, "y: %d", player->pos.y);
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dprint(0, 20, C_BLACK, "vp: %d", VEC_PRECISION);
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dprint(0, 30, C_BLACK, "st: %u", step);
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dprint(0, 40, C_BLACK, "cx: %d", player->pos.x / TILE_SIZE);
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dprint(0, 50, C_BLACK, "cy: %d", player->pos.y / TILE_SIZE);
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dprint(0, 60, C_BLACK, "cl: %d", collide_point(player->pos, level, layer_id));
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}
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