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Added some comments.
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commit
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4 changed files with 26 additions and 5 deletions
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@ -7,6 +7,7 @@ void game_logic(Game *game) {
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}
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void draw(Game *game) {
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/* Draw everything. */
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render_map(&game->player, game->map_level);
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player_draw(&game->player);
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}
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15
src/main.c
15
src/main.c
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@ -31,10 +31,18 @@ Game game = {
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};
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/* some global variables */
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bool exittoOS = false; // set to true when asked for exit
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bool screenshot = false; // set to true when screenshot is required
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bool record = false; // set to true when
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/* Set to true when asked for exit */
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bool exittoOS = false;
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/* Set to true when screenshot is required */
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bool screenshot = false;
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/* Set to true when recording a video of the screen is required */
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bool record = false;
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/* How many ms the frame already took. */
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long int frame_duration;
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/* Key management */
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@ -162,3 +170,4 @@ int main(void) {
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return 1;
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}
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@ -97,6 +97,8 @@ void render_map(Player *player, Map *map_level) {
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} */
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short int get_tile(Map *map_level, int x, int y, int l) {
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/* Get the tile at (x, y) on layer l. Returns the tile ID or MAP_OUTSIDE if
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* she's not found. */
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return x>=0 && x < map_level->w && y>=0 && y < map_level->h ?
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map_level->layers[l][y * map_level->w + x] : MAP_OUTSIDE;
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}
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13
src/player.c
13
src/player.c
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@ -26,6 +26,7 @@ const char one_px_mov[8] = {
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/* TODO: Search for all hard tiles in the tileset. hard_tiles is a list of their
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* IDs */
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/* The tiles where the player can't go trough. */
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#define HARD_TILES_AMOUNT 5
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const short int hard_tiles[HARD_TILES_AMOUNT] = {
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MAP_OUTSIDE, 124, 148, 125, 149
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@ -41,9 +42,12 @@ void player_move(Map *map_level, Player *player, Direction direction) {
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/* How this player movement will modify the player x and y. */
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const char dx = one_px_mov[direction*2]*SPEED;
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const char dy = one_px_mov[direction*2+1]*SPEED;
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/* If the player will collide with a hard tile. */
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if(player_collision(map_level, player, direction)){
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/* I fix his position so he won't be partially in the tile. */
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player_fix_position(player, dx, dy);
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}else{
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/* If he won't collide I just move him normally */
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player->x += dx;
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player->y += dy;
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}
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@ -56,20 +60,25 @@ void player_action(Player *player) {
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bool player_collision(Map *map_level, Player *player, Direction direction) {
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/* What's the tile the player is going to. */
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short int i;
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/* Where is the tile where he will go to from his position. */
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const char dx = one_px_mov[direction*2];
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const char dy = one_px_mov[direction*2+1];
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/* The tile he will go to. */
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int player_tile_x = player->x/T_WIDTH;
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int player_tile_y = player->y/T_HEIGHT;
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for(i=0;i<map_level->nblayers;i++){
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/* if he's on a hard tile */
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if(is_in((short int*)hard_tiles, HARD_TILES_AMOUNT,
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get_tile(map_level, player_tile_x+dx, player_tile_y+dy, i))){
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return true;
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return true; /* He will collide with it. */
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}
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}
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return false;
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return false; /* He won't collide with a hard tile. */
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}
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void player_fix_position(Player *player, bool fix_x, bool fix_y) {
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/* I fix his poition on x or/and on y if y need to, so that he won't be over
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* the hard tile that he collided with. */
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if(fix_x) player->x = player->x/T_WIDTH*T_WIDTH+P_WIDTH/2;
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if(fix_y) player->y = player->y/T_HEIGHT*T_HEIGHT+P_HEIGHT/2;
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}
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