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-rw-r--r--src/players.c168
1 files changed, 168 insertions, 0 deletions
diff --git a/src/players.c b/src/players.c
new file mode 100644
index 0000000..132a467
--- /dev/null
+++ b/src/players.c
@@ -0,0 +1,168 @@
+#include "../include/players.h"
+
+float get_bullet_size_in_tile(platform_window* window) {
+ return 1 / 8.0f;
+}
+
+float get_bullet_size(platform_window* window) {
+ return get_tile_width(window) * get_bullet_size_in_tile(window);
+}
+
+float get_player_size_in_tile() {
+ return 0.5;
+}
+
+float get_player_size(platform_window* window) {
+ int player_size = get_tile_width(window) * get_player_size_in_tile();
+}
+
+void spawn_player(int id) {
+ for (int i = 0; i < max_players; i++) {
+ if (players[i].active) continue;
+ players[i].active = true;
+ players[i].sec_since_last_shot = 10.0f;
+ players[i].playerx = 3;
+ players[i].playery = 3;
+ players[i].gunx = 0.0f;
+ players[i].guny = 0.0f;
+ players[i].gun_height = 0.0f;
+ players[i].id = id;
+ return;
+ }
+}
+
+player get_player_by_id(int id) {
+ for (int i = 0; i < max_players; i++) {
+ if (!players[i].active) continue;
+ if (players[i].id == id) return players[i];
+ }
+ return (player){-1};
+}
+
+object check_if_player_collided_with_object(platform_window* window, player p) {
+ map_info info = get_map_info(window);
+ float player_size = get_player_size(window);
+
+ for (int i = 0; i < max_objects; i++) {
+ object o = objects[i];
+ if (!o.active) continue;
+
+ box box = get_box_of_object(window, o);
+ float x_to_check = p.playerx;
+ float player_size_in_tile_px = player_size / (float)info.tile_width;
+ float y_to_check = p.playery + player_size_in_tile_px;
+
+ if (x_to_check+player_size_in_tile_px >= o.position.x && x_to_check <= o.position.x+o.size.x
+ && y_to_check >= o.position.y && y_to_check <= o.position.y+o.size.y) {
+ return o;
+ }
+ }
+
+ return (object){0};
+}
+
+int get_my_player_index() {
+ for (int i = 0; i < max_players; i++) {
+ if (!players[i].active) continue;
+ if (players[i].id == my_id) return i;
+ }
+ return -1;
+}
+
+void take_player_input(platform_window* window) {
+ float speed = 0.1f;
+ float pad_between_player_and_obj = 0.01f;
+
+ int my_index = get_my_player_index();
+ if (my_index == -1) return;
+
+ float old_x = players[my_index].playerx;
+ float old_y = players[my_index].playery;
+
+ if (keyboard_is_key_down(KEY_W)) {
+ float newy = players[my_index].playery - speed;
+ if (is_in_bounds(players[my_index].playerx, newy)) {
+ players[my_index].playery = newy;
+ object o = check_if_player_collided_with_object(window, players[my_index]);
+ if (o.active) players[my_index].playery = o.position.y+o.size.y - get_player_size_in_tile() + pad_between_player_and_obj;
+ }
+ }
+
+ if (keyboard_is_key_down(KEY_S)) {
+ float newy = players[my_index].playery + speed;
+ if (is_in_bounds(players[my_index].playerx, newy)) {
+ players[my_index].playery = newy;
+ object o = check_if_player_collided_with_object(window, players[my_index]);
+ if (o.active) players[my_index].playery = o.position.y - get_player_size_in_tile() - pad_between_player_and_obj;
+ }
+ }
+
+ if (keyboard_is_key_down(KEY_A)) {
+ float newx = players[my_index].playerx - speed;
+ if (is_in_bounds(newx, players[my_index].playery)) {
+ players[my_index].playerx = newx;
+ object o = check_if_player_collided_with_object(window, players[my_index]);
+ if (o.active) players[my_index].playerx = o.position.x+o.size.x + pad_between_player_and_obj;
+ }
+ }
+
+ if (keyboard_is_key_down(KEY_D)) {
+ float newx = players[my_index].playerx + speed;
+ if (is_in_bounds(newx, players[my_index].playery)) {
+ players[my_index].playerx = newx;
+ object o = check_if_player_collided_with_object(window, players[my_index]);
+ if (o.active) players[my_index].playerx = o.position.x-get_player_size_in_tile() - pad_between_player_and_obj;
+ }
+ }
+}
+
+void draw_players_at_tile(platform_window* window, int x, int y) {
+ for (int i = 0; i < max_players; i++) {
+ if (!players[i].active) continue;
+ if ((int)players[i].playerx != x || (int)(players[i].playery+get_player_size_in_tile()) != y) continue;
+
+ int size = get_tile_width(window) / 2;
+ map_info info = get_map_info(window);
+ float height = get_height_of_tile_under_coords(window, players[i].playerx, players[i].playery);
+
+ take_player_input(window);
+
+ players[i].sec_since_last_shot += update_delta;
+ float bullets_per_sec = 10;
+ float time_between_bullets = 1.0f/bullets_per_sec;
+ if (is_left_down()) {
+ if (players[i].sec_since_last_shot > time_between_bullets) {
+ int ix = get_my_player_index();
+ if (ix != -1) {
+ for (int i = 0; i < 3; i++) {
+ shoot(window, players[ix]);
+ players[i].sec_since_last_shot = 0.0f;
+ }
+ }
+ }
+ }
+
+ float player_render_x = players[i].playerx*info.tile_width + (players[i].playery*info.px_incline);
+ float player_render_y = players[i].playery*info.tile_height - (height*info.px_raised_per_h);
+ renderer->render_rectangle(player_render_x, player_render_y, size, size, rgb(200,150,120));
+
+ 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;
+
+ players[i].gunx = players[i].playerx + (get_player_size_in_tile()/2) + dirx/2;
+ players[i].guny = players[i].playery + (get_player_size_in_tile()/2) + diry/2;
+ players[i].gun_height = height+0.5;
+ float gun_render_x = players[i].gunx*info.tile_width + (players[i].guny*info.px_incline);
+ float gun_render_y = players[i].guny*info.tile_height - (players[i].gun_height*info.px_raised_per_h);
+
+ renderer->render_rectangle(gun_render_x, gun_render_y, size/4, size/4, rgb(20,255,20));
+
+ if (players[i].id == my_id) {
+ _global_camera.x = -(window->width / 2) + player_render_x;
+ _global_camera.y = -(window->height / 2) + player_render_y;
+ }
+ }
+}