#include #include "appCore.h" #include "engineAssets.h" #include "engineConfig.h" #include "enginePhysics.h" #include "engineSprite.h" #include "engineStorage.h" #include "engineVector.h" #include "pathfinding.h" #include "player.h" typedef enum { FLAPPING, SOUND_COUNT } SoundID; #define PLAYER_SAVE_VERSION 1 typedef struct { int version; int gold; float posX; float posY; float rotation; } PlayerSaveData; const SoundAsset playerSoundAssets[SOUND_COUNT] = {{"assets/flapping.wav"}}; const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = { {"assets/ship_start.png", 16.0f, 16.0f, 0.0f}}; float playerSpeeds[SPEED_COUNT] = {0.0f, 5.0f, 10.0f}; #define PLAYER_TERRAIN_CLEARANCE 40.0f #define PLAYER_SPAWN_MAX_RADIUS 400.0f PlayerSpeedID GetPlayerSpeedID(float speed) { for (int i = 0; i < SPEED_COUNT; i++) { if (playerSpeeds[i] == speed) { return (PlayerSpeedID)i; } } return ANCHOR; } static void RandomizeSpawn(Player *player, Terrain *terrain) { player->physics.position = GetRandomWaterPositionNear( terrain, (Vector2){0.0f, 0.0f}, PLAYER_SPAWN_MAX_RADIUS, PLAYER_TERRAIN_CLEARANCE); player->physics.direction = (Vector2){0.0f, 0.0f}; player->physics.speed = playerSpeeds[ANCHOR]; player->rotation = (float)GetRandomValue(0, 359); player->sprite.rotation = player->rotation; } Player CreatePlayer(Terrain *terrain) { Player player = {0}; InitConfig(&player.config, "config/player.ini"); int PLAYER_HEALTH_MAX = GetConfigInt(&player.config, "HEALTH_MAX"); int START_GOLD = GetConfigInt(&player.config, "START_GOLD"); TextureAsset startShipAsset = playerTextureAssets[START_SHIP]; Texture2D texture = LoadTextureCached(startShipAsset.path); float frameWidth = startShipAsset.frameWidth; PlayerSaveData saveData = {0}; LoadStorageData(STORAGE_DATA_FILE, PLAYER_SAVE_VERSION, &saveData, sizeof(saveData)); player.sprite = (Sprite){.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 = 0.0f, .color = WHITE}; player.animation = (Animation){.state = 1, .currentFrame = 0, .maxFrame = 3, .framesCounter = 0, .framesSpeed = 0.0f, .animTimer = 0.0f}; player.physics = (Physics){.position = {0.0f, 0.0f}, .direction = {0.0f, 0.0f}, .speed = playerSpeeds[ANCHOR], .weight = 10.0f}; player.rotation = 0.0f; player.soundFlapping = LoadSoundCached(playerSoundAssets[FLAPPING].path); player.health = PLAYER_HEALTH_MAX; player.gold = saveData.gold; if (player.gold == 0) { player.gold = START_GOLD; } RandomizeSpawn(&player, terrain); return player; } void ResetPlayer(Player *player, Terrain *terrain) { int PLAYER_HEALTH_MAX = GetConfigInt(&player->config, "HEALTH_MAX"); player->health = PLAYER_HEALTH_MAX; RandomizeSpawn(player, terrain); ResetWakeTrail(&player->wakeTrail); SavePlayer(player); } void SavePlayer(Player *player) { PlayerSaveData saveData = {.version = PLAYER_SAVE_VERSION, .gold = player->gold, .posX = player->physics.position.x, .posY = player->physics.position.y, .rotation = player->rotation}; SaveStorageData(STORAGE_DATA_FILE, PLAYER_SAVE_VERSION, &saveData, sizeof(saveData)); } static void UpdatePlayerSpeedFromInput(Player *player) { if (IsGameActionPressed(ACTION_FORWARD)) { if (player->physics.speed < playerSpeeds[FAST_AHEAD]) { if (player->physics.speed < playerSpeeds[SLOW_AHEAD]) { player->physics.speed = playerSpeeds[SLOW_AHEAD]; } else { player->physics.speed = playerSpeeds[FAST_AHEAD]; } } } if (IsGameActionPressed(ACTION_BACKWARD)) { if (player->physics.speed > playerSpeeds[ANCHOR]) { if (player->physics.speed > playerSpeeds[SLOW_AHEAD]) { player->physics.speed = playerSpeeds[SLOW_AHEAD]; } else { player->physics.speed = playerSpeeds[ANCHOR]; } } } } static void UpdatePlayerRotationFromInput(Player *player) { float rotationSpeed = 50.0f; if (player->physics.speed <= playerSpeeds[ANCHOR]) return; if (IsGameActionDown(ACTION_TURN_LEFT)) { player->rotation -= rotationSpeed * GetFrameTime(); } if (IsGameActionDown(ACTION_TURN_RIGHT)) { player->rotation += rotationSpeed * GetFrameTime(); } } void UpdatePlayer(Player *player) { UpdatePlayerSpeedFromInput(player); player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed); UpdatePlayerRotationFromInput(player); player->sprite.rotation = player->rotation; Vector2 dir = RotationToVector2(player->rotation - 90.0f); UpdatePhysics(&player->physics, dir); UpdateSpriteDestRec(&player->sprite, &player->physics.position); UpdateWakeTrail(&player->wakeTrail, player->physics.position); SavePlayer(player); } void RenderPlayer(Player *player) { RenderSprite(&player->sprite); }