Files
sinbad/src/appGamePlayer.c
T

171 lines
5.3 KiB
C

#include <raylib.h>
#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);
}