185 lines
4.5 KiB
C
185 lines
4.5 KiB
C
// Copyright (C) 2012 Valeriano Alfonso Rodriguez (Kableado)
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#include <stdio.h>
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#include <stdlib.h>
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#include <math.h>
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#include "GameLib.h"
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extern int gamelib_debug;
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#include "GameEnts.h"
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DrawImg img_player;
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DrawImg img_platform;
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DrawImg img_block;
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Entity ent_Player;
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Entity ent_Platform;
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Entity ent_Block;
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int EntityApplyGravity(Entity e) {
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float grav = 10.0f;
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float vTerminal = 50.0f;
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vec2 vGrav;
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// Only apply gravity to some entity types
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if (!(e->type == Ent_Player || 0)) {
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return (1);
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}
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// Apply gravity
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vec2_set(vGrav, 0.0f, grav);
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Entity_AddVelLimit(e, vGrav, vTerminal);
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return (1);
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}
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void player_proc(Entity e, int ft) {
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float acel = 8.0f;
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float maxVel = 30.0f;
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float jumpVel = 50.0f;
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float airMovementFactor = 0.1f;
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// Process elasticity
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float entityScale[2];
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Entity_GetScale(e, entityScale);
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entityScale[0] += (1.0f - entityScale[0]) / 2.0f;
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entityScale[1] += (1.0f - entityScale[1]) / 2.0f;
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Entity_SetScale(e, entityScale);
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if (e->A > 0) {
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if (Input_GetKey(InputKey_Jump) == InputKey_Pressed ||
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Input_GetKey(InputKey_Up) == InputKey_Pressed) {
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// Apply jump
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if (e->vel[1] > (-jumpVel)) {
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e->vel[1] = -jumpVel;
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}
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Entity_CalcBBox(e);
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Entity_SetScale(e, (float[2]){0.6f, 1.4f});
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// FIXME: play sound
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}
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if (Input_GetKey(InputKey_Left)) {
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vec2 left;
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// Apply left movement
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vec2_set(left, -acel, 0.0f);
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Entity_AddVelLimit(e, left, maxVel);
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}
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if (Input_GetKey(InputKey_Right)) {
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vec2 right;
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// Apply right movement
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vec2_set(right, acel, 0.0f);
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Entity_AddVelLimit(e, right, maxVel);
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}
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} else {
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if (Input_GetKey(InputKey_Left)) {
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vec2 left;
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// Apply left movement
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vec2_set(left, -(acel * airMovementFactor), 0.0f);
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Entity_AddVelLimit(e, left, maxVel * airMovementFactor);
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}
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if (Input_GetKey(InputKey_Right)) {
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vec2 right;
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// Apply right movement
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vec2_set(right, acel * airMovementFactor, 0.0f);
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Entity_AddVelLimit(e, right, maxVel * airMovementFactor);
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}
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}
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if (Input_GetKey(InputKey_Action1) == InputKey_Pressed ||
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Input_GetKey(InputKey_Action2) == InputKey_Pressed) {
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Entity_SetScale(e, (float[2]){1.0f, 1.0f});
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}
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e->A = 0;
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}
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void player_postproc(Entity e, int ft){
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// Scroll View
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GameLib_MoveToPos(e->pos, 0.6f);
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//GameLib_MoveToPos(e->pos, 1.0f);
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}
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int player_collision(Entity ent, Entity ent2, float t, vec2 n){
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if(n[1] < 0 && fabs(n[1]) > fabs(n[0])){
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ent->A = 1;
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}
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if (fabs(n[0]) > fabs(n[1])) {
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float intensity = (fabs(ent->vel[0]) - 10.0f) / 40.0f;
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if (intensity > 0) {
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Entity_SetScale(ent, (float[2]){1.0f - (0.3f * intensity), 1.0f + (0.3f * intensity)});
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}
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} else {
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float intensity = (fabs(ent->vel[1]) - 10.0f) / 40.0f;
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if (intensity > 0) {
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Entity_SetScale(ent, (float[2]){1.0f + (0.3f * intensity), 1.0f - (0.3f * intensity)});
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}
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}
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return -1;
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}
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void GameEnts_Init() {
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/////////////////////////////
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// Load and initialize media.
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//
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img_player = Draw_LoadImage("data/player.png");
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img_platform = Draw_LoadImage("data/platform.png");
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img_block = Draw_LoadImage("data/block.png");
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/////////////////////////
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// Initialize entity types.
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//
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ent_Player = Entity_New();
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ent_Player->type = Ent_Player;
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// ent_Player->flags=EntityFlag_Light;
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// Entity_SetLight(ent_Player,.2,.2,.2,200);
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ent_Player->flags = EntityFlag_Collision | EntityFlag_Overlap;
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ent_Player->zorder = 0;
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AnimPlay_SetImg(&ent_Player->anim, img_player);
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ent_Player->proc = player_proc;
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ent_Player->postproc = player_postproc;
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ent_Player->collision = player_collision;
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ent_Player->mass = 1.0f;
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ent_Player->radius = 12;
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ent_Player->width = 24;
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ent_Player->height = 24;
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ent_Player->fric_static = 0.0f;
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ent_Player->fric_dynamic = 0.2f;
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ent_Platform = Entity_New();
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ent_Platform->type = Ent_Platform;
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ent_Platform->flags = EntityFlag_PlatformCollision;
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ent_Platform->zorder = -1;
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AnimPlay_SetImg(&ent_Platform->anim, img_platform);
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ent_Platform->mass = 0.0f;
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ent_Platform->radius = 12;
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ent_Platform->width = 64;
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ent_Platform->height = 16;
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ent_Platform->fric_static = 0.0f;
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ent_Platform->fric_dynamic = 0.2f;
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ent_Block = Entity_New();
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ent_Block->type = Ent_Block;
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ent_Block->flags = EntityFlag_BlockCollision;
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ent_Block->zorder = -1;
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AnimPlay_SetImg(&ent_Block->anim, img_block);
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ent_Block->mass = 0.0f;
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ent_Block->radius = 32;
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ent_Block->width = 64;
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ent_Block->height = 64;
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ent_Block->fric_static = 0.0f;
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ent_Block->fric_dynamic = 0.2f;
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}
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