diff options
Diffstat (limited to 'src/players.c')
| -rw-r--r-- | src/players.c | 168 |
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; + } + } +} |
