forked from Massena/zkwul
Using more Vec2 to make lazy boi happy.
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@ -1,2 +1,5 @@
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# build files are ):
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build-cg
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# go away binary, everyone hates you >:(
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*.g3a
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34
src/main.c
34
src/main.c
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@ -21,7 +21,7 @@ Vec2 search(tile_t x, tile_t level[16][16]) {
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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// Check if there's something in (x, y)
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if(obj == level[pos.x][pos.y]) {
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if(obj == level[pos.x / TILE_SIZE][pos.y / TILE_SIZE]) {
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return 1;
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}
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else {
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@ -30,16 +30,18 @@ int collide_pixel(Vec2 pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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}
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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const int x = pos.x;
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const int y = pos.y;
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/* tl = top left
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* br = bottom right
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* avoid repetition later on ezier to work on */
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const Vec2 pos_tl = (Vec2){pos.x + h, pos.y + h};
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const Vec2 pos_br = (Vec2){pos.x + TILE_SIZE - h - 1, pos.y + TILE_SIZE - h - 1};
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// Check if there's something in
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// the square (x + 1, y + 1, x + 11, y + 11)
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// The size of the hitbox changes with h
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if( collide_pixel((Vec2){(x + h) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) ||
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collide_pixel((Vec2){(x + h) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, obj, level) ||
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collide_pixel((Vec2){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) ||
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collide_pixel((Vec2){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, obj, level)
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)
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if(collide_pixel(pos_tl, obj, level) ||
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collide_pixel(pos_br, obj, level) ||
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collide_pixel((Vec2){pos_tl.x, pos_br.y}, obj, level) ||
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collide_pixel((Vec2){pos_br.x, pos_tl.y}, obj, level))
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{
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return 1;
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}
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@ -93,17 +95,21 @@ int main(void) {
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dimage(player.pos.x, player.pos.y, &img_player);
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dupdate();
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int mov_x = keydown(KEY_RIGHT) - keydown(KEY_LEFT);
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int mov_y = keydown(KEY_DOWN) - keydown(KEY_UP);
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/* if something has x and y, you probably want to use your Vec2 struct */
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Vec2 mov = {
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.x = keydown(KEY_RIGHT) - keydown(KEY_LEFT),
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.y = keydown(KEY_DOWN) - keydown(KEY_UP)
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};
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clearevents();
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// trying to move the player >w<
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if(!collide((Vec2){player.pos.x + mov_x, player.pos.y}, 0, 1, level)) {
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player.pos.x += mov_x;
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if(!collide((Vec2){player.pos.x + mov.x, player.pos.y}, 0, 1, level)) {
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player.pos.x += mov.x;
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}
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if(!collide((Vec2){player.pos.x, player.pos.y + mov_y}, 0, 1, level)) {
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player.pos.y += mov_y;
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if(!collide((Vec2){player.pos.x, player.pos.y + mov.y}, 0, 1, level)) {
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player.pos.y += mov.y;
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}
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// d i e
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