unnamed-platformer/src/main.c

199 lines
4.7 KiB
C

#include <gint/keyboard.h>
#include <gint/timer.h>
#include <gint/clock.h>
#include "draw.h"
#include "collide.h"
#include "levels.h"
#include "player.h"
#define WALK_SPD 2
#define MIN_VSPD -12.0
#define MAX_VSPD 12
#define JUMP_SPD -4.2
#define GRAV 0.4
#define JUMP_SCALE 12
#define JUMP_REDUCTION -0.4
#define UG_CAN_JUMP upgrades[0]
void dupdate(); //gint function
//test if jump pressed
void jump_test(char *jump_pressed, char *jump_buffer, unsigned int *jump_hold);
int sgn(int number); //return the sign of input double
int callback(volatile void *arg)
{
volatile int *has_ticked = arg;
*has_ticked = 1;
return 0;
}
int main(void)
{
volatile int has_ticked = 1; //fps cap
char level[477];
int level_id = 5050;
//start upgrades (mostly bools)
char upgrades[] = {
0 //can jump
};
//end upgrades
char jump_pressed = 1; //avoid holding jump
char jump_buffer = 0; //jump buffer, last 3 frames
unsigned int jump_hold = 0; //number of consecutive frames jump has been held
double vspd = 0; //player vertical speed
char hspd = 0; //player horizontal speed
int on_ground = 6; //remember if player is on solid
int player_x = 0;
int player_y = 0;
int start_x = 18*16 + 2;
int start_y = 9*16 + 4;
int old_x, old_y;
char spawn_buffer = 0;
set_level(level_id, level);
draw_level(level, upgrades);
player_x = start_x;
player_y = start_y;
old_x = player_x + 1; //offset to draw it on first cycle
old_y = player_y;
//fps cap timer
timer_setup(0, timer_delay(0, 16667), 0, callback, &has_ticked);
timer_start(0);
while (1) {
while(!has_ticked) sleep();
has_ticked = 0;
draw_player(old_x, old_y, player_x, player_y);
dupdate();
old_x = player_x;
old_y = player_y;
clearevents();
//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))
{
player_x += hspd;
}
//ground detection
if (vspd >= 0 && collide_solid(player_x, player_y + 1, level))
{
on_ground = 6;
vspd = 0;
if (spawn_buffer)
{
spawn_buffer = 0;
set_start_pos(&start_x, &start_y, player_x, player_y);
}
}
else
{
if (on_ground != 6 && vspd < MAX_VSPD) vspd += GRAV;
if (on_ground) on_ground--;
}
//vertical movement
if (UG_CAN_JUMP) jump_test(&jump_pressed, &jump_buffer, &jump_hold);
//jump
if (jump_buffer && on_ground) {
vspd = JUMP_SPD;
on_ground = 0;
jump_hold = JUMP_SCALE;
}
else if (jump_hold && keydown(KEY_SHIFT))
{
jump_hold--;
vspd += JUMP_REDUCTION;
}
else jump_hold = 0;
//elevator collision and raise
if ((collide(player_x - 1, player_y, level, '^') ||
collide(player_x + 1, player_y, level, '^')) && vspd > MIN_VSPD)
{
if (vspd > -2)
{
vspd -= GRAV;
}
vspd -= GRAV;
}
//vertical collision
{
int trunc_vspd = vspd; //truncate vspd
if (trunc_vspd)
{
if (!collide_solid(player_x, player_y + trunc_vspd, level))
{
player_y += trunc_vspd;
}
else
{
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;
}
}
}
//spike collision and death
if (collide(player_x, player_y, level, 'v'))
{
player_x = start_x;
player_y = start_y;
vspd = 0;
}
//borders collision
if (player_x <= 22)
{
level_id -= 1;
player_x = 416 + hspd;
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 >= 416)
{
level_id += 1;
player_x = 22 + hspd;
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_y <= 8)
{
level_id -= 100;
player_y = 246;
spawn_buffer = 1;
set_level(level_id, level);
draw_level(level, upgrades);
reset_old_pos(&old_x, &old_y);
}
else if (player_y >= 248)
{
level_id += 100;
player_y = 10;
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');
}
//exit
if (keydown(KEY_EXIT)) return 0;
}
}
int sgn(int number)
{
if (number < 0) return -1;
else return 1;
}