forked from Massena/zkwul
parent
bfa9385841
commit
8bcce2348d
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@ -3,14 +3,19 @@
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#define LEVEL_SIZE 16
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#define TILE_SIZE 12
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struct TwoValues {
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/* see we use a typedef like bellow
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* its lazy and allow you to type
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* Vec2 instead of struct TwoValues */
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typedef struct Vec2 {
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int x, y;
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};
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} Vec2;
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struct Player {
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struct TwoValues pos;
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struct TwoValues spawn;
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};
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/* we do da same with player cause laziness never killed nobody
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* wait */
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typedef struct Player {
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Vec2 pos;
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Vec2 spawn;
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} Player;
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/* using a typedef is what cool kids do at least i think
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* you might no remember what `int x` is :(
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@ -20,10 +25,10 @@ struct Player {
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* cool stuff told u :D */
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typedef int tile_t;
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struct TwoValues search(tile_t x, tile_t level[16][16]);
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Vec2 search(tile_t x, tile_t level[16][16]);
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/* here u can see i replaced x and y arguments with your twovalues struct
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* u made smthing use it
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* it will be handy in the future and makes better looking code */
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int collide_pixel(struct TwoValues pos, tile_t obj, tile_t level[16][16]);
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int collide(struct TwoValues pos, int h, tile_t obj, tile_t level[16][16]);
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struct Player level_reset(struct Player player);
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int collide_pixel(Vec2 pos, tile_t obj, tile_t level[16][16]);
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int collide(Vec2 pos, int h, tile_t obj, tile_t level[16][16]);
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Player level_reset(Player player);
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24
src/main.c
24
src/main.c
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@ -2,10 +2,10 @@
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#include <gint/keyboard.h>
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#include "main.h"
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struct TwoValues search(tile_t x, tile_t level[16][16]) {
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Vec2 search(tile_t x, tile_t level[16][16]) {
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// Search for x in a given matrix.
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// If x is found, return it coordinates
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struct TwoValues coordinates = {0, 0};
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Vec2 coordinates = {0, 0};
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for(int m = 0; m < LEVEL_SIZE; ++m) {
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for(int n = 0; n < LEVEL_SIZE; ++n) {
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if(level[m][n] == x) {
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@ -19,7 +19,7 @@ struct TwoValues search(tile_t x, tile_t level[16][16]) {
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return coordinates;
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}
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int collide_pixel(struct TwoValues pos, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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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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return 1;
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@ -29,16 +29,16 @@ int collide_pixel(struct TwoValues pos, tile_t obj, tile_t level[LEVEL_SIZE][LEV
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}
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}
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int collide(struct TwoValues pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LEVEL_SIZE]) {
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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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// 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((struct TwoValues){(x + h) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) ||
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collide_pixel((struct TwoValues){(x + h) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, obj, level) ||
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collide_pixel((struct TwoValues){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + h) / TILE_SIZE}, obj, level) ||
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collide_pixel((struct TwoValues){(x + TILE_SIZE - h - 1) / TILE_SIZE, (y + TILE_SIZE - h - 1) / TILE_SIZE}, obj, level)
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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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{
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return 1;
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@ -46,7 +46,7 @@ int collide(struct TwoValues pos, int h, tile_t obj, tile_t level[LEVEL_SIZE][LE
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return 0;
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}
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struct Player level_reset(struct Player player) {
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Player level_reset(Player player) {
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player.pos = player.spawn;
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return player;
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}
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@ -61,7 +61,7 @@ int main(void) {
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int running = 1;
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// player
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struct Player player = {
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Player player = {
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.pos = {0, 0},
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.spawn = {0, 0}
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};
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@ -98,11 +98,11 @@ int main(void) {
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clearevents();
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// trying to move the player >w<
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if(!collide((struct TwoValues){player.pos.x + mov_x, player.pos.y}, 0, 1, level)) {
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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((struct TwoValues){player.pos.x, player.pos.y + mov_y}, 0, 1, level)) {
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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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