268 lines
No EOL
5.3 KiB
C
268 lines
No EOL
5.3 KiB
C
#include <stdio.h>
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#include "config.h"
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#include "SDL/SDL.h"
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#include "SDL/SDL_image.h"
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#include "SDL/SDL_mixer.h"
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#include "enum.h"
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#include "Engine.h"
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#include "Player.h"
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#include "Room.h"
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#include "WorldData.h"
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typedef struct TTF_Font TTF_Font;
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typedef struct timer Timer;
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typedef struct textBox TextBox;
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typedef struct kaos Kaos;
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typedef struct scene Scene;
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typedef struct hyperKaos HyperKaos;
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#include "extern.h"
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Player* newPlayer(char* filename, int a, int b)
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{
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Player* self = malloc(sizeof(Player));
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self->counter = 0;
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self->spriteSheet = NULL;
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self->spriteSheet = loadImage(filename);
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self->clip.x = 32;
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self->clip.y = 0;
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self->clip.h = 16;
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self->clip.w = 16;
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self->point.x = a;
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self->point.y = b;
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self->bearing.x = 0;
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self->bearing.y = 0;
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self->boundBox.x = self->point.x - 8;
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self->boundBox.y = self->point.y - 8;
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self->boundBox.h = 16;
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self->boundBox.w = 16;
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self->frontFaceBox.x = self->boundBox.x;
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self->frontFaceBox.y = self->boundBox.y + 16;
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self->frontFaceBox.w = 16;
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self->frontFaceBox.h = 16;
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self->tombStone = 0;
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return self;
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}
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void killPlayer(Player* self)
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{
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SDL_FreeSurface(self->spriteSheet);
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free(self);
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}
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void movePlayer(Player* self, Room* hereNow)
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{
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self->point.x += self->bearing.x;
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self->boundBox.x = self->point.x - 8;
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// obstacle collision
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if (checkCollision(rightHere, self, rightHere->obstacle))
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{
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self->point.x -= self->bearing.x;
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self->boundBox.x = self->point.x - 8;
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}
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self->point.y += self->bearing.y;
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self->boundBox.y = self->point.y - 8;
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if (checkCollision(rightHere, self, rightHere->obstacle))
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{
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self->point.y -= self->bearing.y;
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self->boundBox.y = self->point.y - 8;
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}
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// event trigger collision
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if (self->bearing.y > 0)
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{
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self->frontFaceBox.x = self->boundBox.x;
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self->frontFaceBox.y = self->boundBox.y + 16;
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}
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if (self->bearing.y < 0)
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{
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self->frontFaceBox.x = self->boundBox.x;
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self->frontFaceBox.y = self->boundBox.y - 16;
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}
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if (self->bearing.x > 0)
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{
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self->frontFaceBox.x = self->boundBox.x + 16;
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self->frontFaceBox.y = self->boundBox.y;
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}
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if (self->bearing.x < 0)
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{
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self->frontFaceBox.x = self->boundBox.x - 16;
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self->frontFaceBox.y = self->boundBox.y;
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}
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int kt = 0;
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int kf = 0;
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if (checkKCollision(rightHere, self, rightHere->eventTriggers, &kf, &kt, 0))
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{
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if (!kt)
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{
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kaosFlag = kf;
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}
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else if (actionbutton)
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{
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kaosFlag = kf;
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}
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}
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if (checkKCollision(rightHere, self, rightHere->eventTriggers, &kf, &kt, 1))
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{
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if (kt)
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{
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if (actionbutton)
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kaosFlag = kf;
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}
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}
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// warp collision
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int outgoing = 0;
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if (!captive)
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{
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if (checkWCollision(rightHere, self, rightHere->warps, &outgoing))
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{
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nextChunk = rightHere->warps[outgoing]->chunk;
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if (nextChunk != thisChunk)
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{
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bufferData(hereNow->warps[outgoing]->chunk);
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warpto(mapBuffer[rightHere->warps[outgoing]->destination]);
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}
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else warpto(mapData[rightHere->warps[outgoing]->destination]);
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self->point.x = hereNow->warps[outgoing]->x;
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self->point.y = hereNow->warps[outgoing]->y;
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}
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}
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//stay onscreen
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if (self->point.x < 1) self->point.x = 1;
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if (self->point.x > 320 - 1) self->point.x = 320 - 1;
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if (self->point.y < 1) self->point.y = 1;
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if (self->point.y > 180) self->point.y = 180 - 1;
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}
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//
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// graphics
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//
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void drawPlayer(Player* self)
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{
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applySurface(self->point.x - 8, self->point.y - 8, self->spriteSheet, screen, &(self->clip));
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walkAnim(self);
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}
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void walkAnim(Player* self)
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{
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if (self->bearing.y > 0)
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{
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if (self->counter == 0)
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{
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self->clip.x = 32;
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}
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if (self->counter == 4)
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{
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self->clip.x = 48;
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}
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}
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if (self->bearing.y < 0)
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{
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if (self->counter == 0)
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{
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self->clip.x = 112;
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}
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if (self->counter == 4)
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{
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self->clip.x = 96;
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}
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}
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if (self->bearing.x > 0)
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{
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if (self->counter == 0)
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{
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self->clip.x = 64;
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}
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if (self->counter == 4)
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{
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self->clip.x = 80;
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}
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}
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if (self->bearing.x < 0)
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{
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if (self->counter == 0)
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{
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self->clip.x = 0;
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}
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if (self->counter == 4)
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{
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self->clip.x = 16;
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}
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}
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self->counter++;
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if (self->counter == 8) self->counter = 0;
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}
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int playerFaces(Player* self, char dir)
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{
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switch (dir)
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{
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case 'n':
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if (self->frontFaceBox.y < self->boundBox.y)
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return 1;
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break;
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case 's':
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if (self->frontFaceBox.y > self->boundBox.y)
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return 1;
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break;
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case 'e':
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if (self->frontFaceBox.x > self->boundBox.x)
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return 1;
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break;
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case 'w':
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if (self->frontFaceBox.x < self->boundBox.x)
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return 1;
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break;
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}
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return 0;
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}
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// collision helper functions
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int playerIsInRect(Player* self, SDL_Rect* rect)
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{
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SDL_Rect* pBox = &(self->boundBox);
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int playerX = pBox->x + (pBox->w)/2;
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int playerY = pBox->y + (pBox->h)/2;
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if ((playerX >= rect->x && playerX <= rect->x + rect->w)
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&& (playerY >= rect->y && playerY <= rect->y + rect->h))
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return 1;
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else return 0;
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}
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int playerFacesRect(Player* self, SDL_Rect* rect)
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{
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SDL_Rect* pBox = &(self->frontFaceBox);
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int playerX = pBox->x + (pBox->w)/2;
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int playerY = pBox->y + (pBox->h)/2;
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if ((playerX >= rect->x && playerX <= rect->x + rect->w)
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&& (playerY >= rect->y && playerY <= rect->y + rect->h))
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return 1;
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else return 0;
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} |