diff options
Diffstat (limited to 'players.c')
| -rw-r--r-- | players.c | 159 |
1 files changed, 0 insertions, 159 deletions
@@ -104,162 +104,3 @@ void draw_player(platform_window* window) { _global_camera.x = -(window->width / 2) + player_render_x; _global_camera.y = -(window->height / 2) + player_render_y; } - -void shoot(platform_window* window) { - map_info info = get_map_info(window); - float bullet_range = 100.0f; - - float hh = get_height_of_tile_under_coords(window, playerx, playery); - - float dirx = (_global_mouse.x - (window->width/2)); - float diry = (_global_mouse.y - (window->height/2)); - double length = sqrt(dirx * dirx + diry * diry); - dirx /= length; - diry /= length; - - float bulletx = playerx + (get_player_size_in_tile()/2); - float bullety = playery + (get_player_size_in_tile()/2); - float bullet_end_point_x = bulletx+dirx*bullet_range; - float bullet_end_point_y = bullety+diry*bullet_range; - - for (int i = 0; i < max_bullets; i++) { - bullet b = bullets[i]; - if (b.active) continue; - - bullets[i] = (bullet){true, bulletx, bullety, hh, bullet_end_point_x, bullet_end_point_y}; - break; - } -} - -bool onSegment(vec2f p, vec2f q, vec2f r) -{ - if (q.x <= max(p.x, r.x) && q.x >= min(p.x, r.x) && - q.y <= max(p.y, r.y) && q.y >= min(p.y, r.y)) - return true; - - return false; -} - -int orientation(vec2f p, vec2f q, vec2f r) -{ - int val = (q.y - p.y) * (r.x - q.x) - - (q.x - p.x) * (r.y - q.y); - - if (val == 0) return 0; // collinear - - return (val > 0)? 1: 2; // clock or counterclock wise -} - -bool lines_intersect(vec2f p1, vec2f q1, vec2f p2, vec2f q2) -{ - int o1 = orientation(p1, q1, p2); - int o2 = orientation(p1, q1, q2); - int o3 = orientation(p2, q2, p1); - int o4 = orientation(p2, q2, q1); - - // General case - if (o1 != o2 && o3 != o4) - return true; - - // Special Cases - // p1, q1 and p2 are collinear and p2 lies on segment p1q1 - if (o1 == 0 && onSegment(p1, p2, q1)) return true; - - // p1, q1 and q2 are collinear and q2 lies on segment p1q1 - if (o2 == 0 && onSegment(p1, q2, q1)) return true; - - // p2, q2 and p1 are collinear and p1 lies on segment p2q2 - if (o3 == 0 && onSegment(p2, p1, q2)) return true; - - // p2, q2 and q1 are collinear and q1 lies on segment p2q2 - if (o4 == 0 && onSegment(p2, q1, q2)) return true; - - return false; // Doesn't fall in any of the above cases -} - -bool check_if_bullet_collided_with_object(bullet b, platform_window* window) { - map_info info = get_map_info(window); - float size = get_bullet_size_in_tile(window); - - for (int i = 0; i < max_objects; i++) { - object o = objects[i]; - if (!o.active) continue; - if (b.position.x <= o.position.x + o.size.x && b.position.x + size >= o.position.x && - b.position.y <= o.position.y + o.size.y && b.position.y >= o.position.y && - b.position.z <= o.h + o.size.z && b.position.z >= o.h) { - return true; - } - } - - return false; -} - -bool check_if_bullet_collided_with_zombie(bullet b, platform_window* window, bool kill_if_collided) { - map_info info = get_map_info(window); - float size = get_bullet_size_in_tile(window); - - for (int i = 0; i < max_zombies; i++) { - zombie o = zombies[i]; - if (!o.alive) continue; - - vec2f bstart = (vec2f){b.position.x, b.position.y}; - vec2f bend = (vec2f){b.endx, b.endy}; - - if (b.position.z <= o.position.z + o.size.z && b.position.z >= o.position.z) { - if (lines_intersect(bstart, bend, (vec2f){o.position.x, o.position.y+o.size.y}, (vec2f){o.position.x+o.size.x, o.position.y+o.size.y}) || // bottom - lines_intersect(bstart, bend, (vec2f){o.position.x, o.position.y}, (vec2f){o.position.x+o.size.x, o.position.y}) || // top - lines_intersect(bstart, bend, (vec2f){o.position.x, o.position.y}, (vec2f){o.position.x, o.position.y+o.size.y}) || // left - lines_intersect(bstart, bend, (vec2f){o.position.x+o.size.x, o.position.y}, (vec2f){o.position.x+o.size.x, o.position.y+o.size.y})) // right - { - if (kill_if_collided) { - zombies[i].alive = false; - } - return true; - } - } - } - - return false; -} - -void draw_bullets(platform_window* window) { - float size = get_bullet_size(window); - map_info info = get_map_info(window); - - for (int i = 0; i < max_bullets; i++) { - bullet b = bullets[i]; - if (!b.active) continue; - - bullets[i].alive_time += update_delta; - if (bullets[i].alive_time > 0.03f) bullets[i].active = false; - - if (is_in_bounds(window, b.position.x, b.position.y)) { - tile t = get_tile_under_coords(window, b.position.x, b.position.y); - - float h = get_height_of_tile_under_coords(window, bullets[i].position.x, bullets[i].position.y); - if (h >= b.position.z) { - bullets[i].active = false; // hit the ground. - } - } - else { - bullets[i].active = false; - } - - //if (check_if_bullet_collided_with_object(b, window)) { - // bullets[i].active = false; - //} - if (check_if_bullet_collided_with_zombie(b, window, true)) { - bullets[i].active = false; - } - if (!b.active) continue; - - float bullet_render_x = b.position.x*info.tile_width + (b.position.y*info.px_incline); - float bullet_render_y = b.position.y*info.tile_height - (b.position.z*info.px_raised_per_h); - - float bullet_render_x_end = b.endx*info.tile_width + (b.endy*info.px_incline); - float bullet_render_y_end = b.endy*info.tile_height - (b.position.z*info.px_raised_per_h); - - renderer->render_line(bullet_render_x, bullet_render_y, bullet_render_x_end, bullet_render_y_end, 2, rgb(0,255,100)); - //renderer->render_rectangle(bullet_render_x - (size/2), bullet_render_y - (size/2), size, size, rgb(0,50,220)); - } -}
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