unnamed-platformer/src/main.c

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#include <gint/keyboard.h>
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#include <gint/timer.h>
#include <gint/clock.h>
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#include "draw.h"
#include "collide.h"
#include "levels.h"
#include "player.h"
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#define WALK_SPD 1
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#define MIN_VSPD -6.0
#define MAX_VSPD 6
#define JUMP_SPD -3.2
#define GRAV 0.2
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#define JUMP_SCALE 12
#define JUMP_REDUCTION -0.1
#define UG_CAN_JUMP upgrades[0]
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void dupdate(); //gint function
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void jump_test(char *jump_pressed, char *jump_buffer, unsigned int *jump_hold); //test if jump pressed
int sgn(int number); //return the sign of input double
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int callback(volatile void *arg)
{
volatile int *has_ticked = arg;
*has_ticked = 1;
return 0;
}
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int main(void)
{
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volatile int has_ticked = 1; //fps cap
char level[477];
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int level_id = 5050;
//start upgrades (mostly bools)
char upgrades[] = {
0 //can jump
};
//end upgrades
char jump_pressed = 1; //avoid holding jump
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char jump_buffer = 0; //jump buffer, last 3 frames
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unsigned int jump_hold = 0; //number of consecutive frames jump has been held
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double vspd = 0; //player vertical speed
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char hspd = 0; //player horizontal speed
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int on_ground = 6; //remember if player is on solid
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int player_x = 0;
int player_y = 0;
int start_x = 18*8 + 1;
int start_y = 9*8 + 2;
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int old_x, old_y;
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char spawn_buffer = 0;
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set_level(level_id, level);
draw_level(level, upgrades);
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player_x = start_x;
player_y = start_y;
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old_x = player_x + 1; //offset to draw it on first cycle
old_y = player_y;
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//fps cap timer
timer_setup(0, timer_delay(0, 16667), 0, callback, &has_ticked);
timer_start(0);
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while (1) {
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while(!has_ticked) sleep();
has_ticked = 0;
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draw_player(old_x, old_y, player_x, player_y);
dupdate();
old_x = player_x;
old_y = player_y;
clearevents();
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//horizontal movement
hspd = 0;
if (keydown(KEY_LEFT)) hspd -= WALK_SPD;
if (keydown(KEY_RIGHT)) hspd += WALK_SPD;
if (!collide_solid(player_x + hspd, player_y, level))
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{
player_x += hspd;
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}
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//ground detection
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if (vspd >= 0 && collide_solid(player_x, player_y + 1, level))
{
on_ground = 6;
if (spawn_buffer)
{
spawn_buffer = 0;
set_start_pos(&start_x, &start_y, player_x, player_y);
}
}
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else
{
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if (on_ground != 6 && vspd < MAX_VSPD) vspd += GRAV;
if (on_ground) on_ground--;
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}
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//vertical movement
if (UG_CAN_JUMP) jump_test(&jump_pressed, &jump_buffer, &jump_hold);
//jump
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if (jump_buffer && on_ground) {
vspd = JUMP_SPD;
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on_ground = 0;
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jump_hold = JUMP_SCALE;
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}
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else if (jump_hold && keydown(KEY_SHIFT))
{
jump_hold--;
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vspd += JUMP_REDUCTION;
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}
else jump_hold = 0;
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//elevator collision and raise
if ((collide(player_x - 1, player_y, level, '^') ||
collide(player_x + 1, player_y, level, '^')) && vspd > MIN_VSPD)
{
if (vspd > -1)
{
vspd -= GRAV;
}
vspd -= GRAV;
}
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//vertical collision
{
int trunc_vspd = vspd; //truncate vspd
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if (trunc_vspd)
{
if (!collide_solid(player_x, player_y + trunc_vspd, level))
{
player_y += trunc_vspd;
}
else
{
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int sign_vspd = sgn(trunc_vspd);
while (!collide_solid(player_x, player_y + sign_vspd, level))
{
player_y += sign_vspd;
}
vspd = 0;
jump_hold = 0;
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}
}
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}
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//spike collision and death
if (collide(player_x, player_y, level, 'v'))
{
player_x = start_x;
player_y = start_y;
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vspd = 0;
}
//borders collision
if (player_x <= 11)
{
level_id -= 1;
player_x = 207;
set_start_pos(&start_x, &start_y, player_x, player_y);
set_level(level_id, level);
draw_level(level, upgrades);
reset_old_pos(&old_x, &old_y);
}
else if (player_x >= 208)
{
level_id += 1;
player_x = 12;
set_start_pos(&start_x, &start_y, player_x, player_y);
set_level(level_id, level);
draw_level(level, upgrades);
reset_old_pos(&old_x, &old_y);
}
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else if (player_y <= 4)
{
level_id -= 100;
player_y = 123;
spawn_buffer = 1;
set_level(level_id, level);
draw_level(level, upgrades);
reset_old_pos(&old_x, &old_y);
}
else if (player_y >= 124)
{
level_id += 100;
player_y = 5;
set_start_pos(&start_x, &start_y, player_x, player_y);
set_level(level_id, level);
draw_level(level, upgrades);
reset_old_pos(&old_x, &old_y);
}
//item get
if (collide(player_x, player_y, level, 'j'))
{
UG_CAN_JUMP = 1;
erase_tile(player_x, player_y, level);
draw_upgrade_message('j');
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}
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//exit
if (keydown(KEY_EXIT)) return 0;
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}
}
int sgn(int number)
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{
if (number < 0) return -1;
else return 1;
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}