146 lines
3.0 KiB
C
146 lines
3.0 KiB
C
#ifndef APPGAMEPLAYER_H
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#define APPGAMEPLAYER_H
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typedef enum
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{
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START_SHIP,
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PLAYER_TEX_COUNT
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} playerTextureID;
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const TextureAsset playerTextureAssets[PLAYER_TEX_COUNT] = {
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{"assets/ship_start.png", 16.0f, 16.0f, 0.0f}
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};
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typedef enum {
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ANCHOR,
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SLOW_AHEAD,
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FAST_AHEAD,
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SPEED_COUNT
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} playerSpeedID;
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float playerSpeeds[SPEED_COUNT] = {
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0.0f,
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5.0f,
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10.0f
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};
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playerSpeedID GetPlayerSpeedID(float speed) {
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for (int i = 0; i < SPEED_COUNT; i++) {
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if (playerSpeeds[i] == speed) {
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return (playerSpeedID)i;
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}
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}
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return ANCHOR;
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}
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typedef struct
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{
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Sprite sprite;
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Animation animation;
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Physics physics;
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float rotation;
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} Player;
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Player CreatePlayer(void)
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{
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TextureAsset startShipAsset = playerTextureAssets[START_SHIP];
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Texture2D texture = LoadTexture(startShipAsset.path);
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float frameWidth = startShipAsset.frameWidth;
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float rotation = startShipAsset.rotation;
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Sprite playerSprite = {
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.texture = texture,
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.frameSize = {frameWidth, frameWidth},
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.sourceRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.destRec = {0.0f, 0.0f, frameWidth, frameWidth},
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.origin = {frameWidth / 2, frameWidth / 2},
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.rotation = rotation,
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.color = WHITE
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};
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Animation playerAnimation = {
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.state = 1,
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.currentFrame = 0,
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.maxFrame = 3,
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.framesCounter = 0,
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.framesSpeed = 0.0f,
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.animTimer = 0.0f
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};
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Physics playerPhysics = {
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.position = (Vector2){0.0f,0.0f},
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.direction = (Vector2){0.0f, 0.0f},
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.speed = playerSpeeds[ANCHOR]
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};
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return (Player){
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.sprite = playerSprite,
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.animation = playerAnimation,
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.physics = playerPhysics,
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.rotation = rotation
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};
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}
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void UpdatePlayer(Player *player)
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{
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if(IsKeyPressed(KEY_W) || IsKeyPressed(KEY_UP)){
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if(player->physics.speed < playerSpeeds[FAST_AHEAD]){
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if(player->physics.speed < playerSpeeds[SLOW_AHEAD]){
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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}
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else {
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player->physics.speed = playerSpeeds[FAST_AHEAD];
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}
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}
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}
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if(IsKeyPressed(KEY_S) || IsKeyPressed(KEY_DOWN)){
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if(player->physics.speed > playerSpeeds[ANCHOR]){
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if(player->physics.speed > playerSpeeds[SLOW_AHEAD]){
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player->physics.speed = playerSpeeds[SLOW_AHEAD];
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}
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else {
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player->physics.speed = playerSpeeds[ANCHOR];
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}
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}
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}
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player->sprite.sourceRec.x = 16.0f * GetPlayerSpeedID(player->physics.speed);
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float rotationSpeed = 50.0f;
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if (player->physics.speed > playerSpeeds[ANCHOR]){
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if (IsKeyDown(KEY_A) || IsKeyDown(KEY_LEFT)) {
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player->rotation -= rotationSpeed * GetFrameTime();
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}
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if (IsKeyDown(KEY_D) || IsKeyDown(KEY_RIGHT)) {
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player->rotation += rotationSpeed * GetFrameTime();
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}
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}
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player->sprite.rotation = player->rotation;
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float rad = (player->rotation - 90.0f) * (PI / 180.0f);
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Vector2 dir = { cosf(rad), sinf(rad) };
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UpdatePhysics(&player->physics, dir);
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UpdateSpriteDestRec(&player->sprite, &player->physics.position);
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}
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void RenderPlayer(Player *player){
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RenderSprite(&player->sprite);
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}
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#endif // APPGAMEPLAYER_H
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