fix: merge conflict
This commit is contained in:
+32
-88
@@ -1,14 +1,9 @@
|
||||
#include "app.h"
|
||||
#include "engine.h"
|
||||
|
||||
typedef enum {
|
||||
FLAPPING,
|
||||
SOUND_COUNT
|
||||
}SoundID;
|
||||
typedef enum { FLAPPING, SOUND_COUNT } SoundID;
|
||||
|
||||
const SoundAsset playerSoundAssets[SOUND_COUNT] = {
|
||||
{"assets/flapping.wav"}
|
||||
};
|
||||
const SoundAsset playerSoundAssets[SOUND_COUNT] = {{"assets/flapping.wav"}};
|
||||
|
||||
const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
|
||||
{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}};
|
||||
@@ -31,73 +26,18 @@ Player *GetPlayer(void) {
|
||||
return &player;
|
||||
}
|
||||
|
||||
<<<<<<< HEAD
|
||||
void CreatePlayer(void)
|
||||
{
|
||||
TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
|
||||
|
||||
Texture2D texture = LoadTexture(startShipAsset.path);
|
||||
float frameWidth = startShipAsset.frameWidth;
|
||||
float rotation = (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION);
|
||||
|
||||
Sprite playerSprite = {
|
||||
.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
|
||||
.origin = {frameWidth / 2, frameWidth / 2},
|
||||
.rotation = rotation,
|
||||
.color = WHITE
|
||||
};
|
||||
=======
|
||||
void CreatePlayer(void) {
|
||||
|
||||
InitConfig(&config, "config/player.ini");
|
||||
|
||||
int PLAYER_HEALTH_MAX = GetConfigInt(&config, "HEALTH_MAX");
|
||||
int START_GOLD = GetConfigInt(&config, "START_GOLD");
|
||||
>>>>>>> origin/pirate
|
||||
|
||||
TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
|
||||
|
||||
<<<<<<< HEAD
|
||||
Physics playerPhysics = {
|
||||
.position = (Vector2){(float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX), (float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY)},
|
||||
.direction = (Vector2){0.0f, 0.0f},
|
||||
.speed = playerSpeeds[ANCHOR]
|
||||
};
|
||||
|
||||
Player* player = GetPlayer();
|
||||
*player = (Player){
|
||||
.sprite = playerSprite,
|
||||
.animation = playerAnimation,
|
||||
.physics = playerPhysics,
|
||||
.rotation = rotation,
|
||||
.soundFlapping = LoadSound(playerSoundAssets[FLAPPING].path),
|
||||
.gold = LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_GOLD)
|
||||
};
|
||||
}
|
||||
|
||||
void UpdatePlayer(void)
|
||||
{
|
||||
Player* player = GetPlayer();
|
||||
if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
|
||||
|
||||
|
||||
if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
|
||||
if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
|
||||
PlaySound(player->soundFlapping);
|
||||
player->physics.speed = playerSpeeds[SLOW_AHEAD];
|
||||
}
|
||||
else {
|
||||
PlaySound(player->soundFlapping);
|
||||
player->physics.speed = playerSpeeds[FAST_AHEAD];
|
||||
}
|
||||
}
|
||||
}
|
||||
=======
|
||||
Texture2D texture = LoadTexture(startShipAsset.path);
|
||||
float frameWidth = startShipAsset.frameWidth;
|
||||
float rotation = startShipAsset.rotation;
|
||||
float rotation =
|
||||
(float)LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION);
|
||||
|
||||
Sprite playerSprite = {.texture = texture,
|
||||
.frameSize = {frameWidth, frameWidth},
|
||||
@@ -114,18 +54,29 @@ void UpdatePlayer(void)
|
||||
.framesSpeed = 0.0f,
|
||||
.animTimer = 0.0f};
|
||||
|
||||
Physics playerPhysics = {.position = (Vector2){0.0f, 0.0f},
|
||||
.direction = (Vector2){0.0f, 0.0f},
|
||||
.speed = playerSpeeds[ANCHOR],
|
||||
.weight = 10.0f};
|
||||
Physics playerPhysics = {
|
||||
.position = {(float)LoadStorageValue(STORAGE_DATA_FILE,
|
||||
STORAGE_POSITION_POSX),
|
||||
(float)LoadStorageValue(STORAGE_DATA_FILE,
|
||||
STORAGE_POSITION_POSY)},
|
||||
.direction = {0.0f, 0.0f},
|
||||
.speed = playerSpeeds[ANCHOR],
|
||||
.weight = 10.0f};
|
||||
|
||||
Player *player = GetPlayer();
|
||||
*player = (Player){.sprite = playerSprite,
|
||||
.animation = playerAnimation,
|
||||
.physics = playerPhysics,
|
||||
.rotation = rotation,
|
||||
.health = PLAYER_HEALTH_MAX,
|
||||
.gold = START_GOLD};
|
||||
|
||||
*player = (Player){
|
||||
.sprite = playerSprite,
|
||||
.animation = playerAnimation,
|
||||
.physics = playerPhysics,
|
||||
.rotation = rotation,
|
||||
.soundFlapping = LoadSound(playerSoundAssets[FLAPPING].path),
|
||||
.health = PLAYER_HEALTH_MAX,
|
||||
.gold = LoadStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_GOLD)};
|
||||
|
||||
if (player->gold == 0) {
|
||||
player->gold = START_GOLD;
|
||||
}
|
||||
}
|
||||
|
||||
void UpdatePlayer(void) {
|
||||
@@ -139,7 +90,6 @@ void UpdatePlayer(void) {
|
||||
}
|
||||
}
|
||||
}
|
||||
>>>>>>> origin/pirate
|
||||
|
||||
if (IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)) {
|
||||
if (player->physics.speed > playerSpeeds[ANCHOR]) {
|
||||
@@ -167,21 +117,15 @@ void UpdatePlayer(void) {
|
||||
}
|
||||
|
||||
player->sprite.rotation = player->rotation;
|
||||
|
||||
Vector2 dir = RotationToVector2(player->rotation - 90.0f);
|
||||
|
||||
<<<<<<< HEAD
|
||||
player->sprite.rotation = player->rotation;
|
||||
Vector2 dir = RotationToVector2(player->rotation - 90.0f);
|
||||
UpdatePhysics(&player->physics, dir);
|
||||
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX, (int)player->physics.position.x);
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY, (int)player->physics.position.y);
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION, (int)player->rotation);
|
||||
=======
|
||||
UpdatePhysics(&player->physics, dir);
|
||||
UpdateSpriteDestRec(&player->sprite, &player->physics.position);
|
||||
>>>>>>> origin/pirate
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSX,
|
||||
(int)player->physics.position.x);
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_POSY,
|
||||
(int)player->physics.position.y);
|
||||
SaveStorageValue(STORAGE_DATA_FILE, STORAGE_POSITION_ROTATION,
|
||||
(int)player->rotation);
|
||||
}
|
||||
|
||||
void RenderPlayer(void) {
|
||||
|
||||
Reference in New Issue
Block a user