#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; } } }