breakhack/src/player.c

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#include <string.h>
#include "player.h"
static
bool has_collided(Sprite *sprite, RoomMatrix *matrix)
{
Position roomCoord = position_to_room_coords(&sprite->pos);
if (roomCoord.x != matrix->roomPos.x || roomCoord.y != matrix->roomPos.y) {
return false;
}
Position matrixPos = position_to_matrix_coords(&sprite->pos);
return matrix->spaces[matrixPos.x][matrixPos.y].occupied;
}
static
void move_left(Sprite *sprite, RoomMatrix *matrix)
{
sprite->textures[0]->clip.y = 16;
sprite->pos.x -= TILE_DIMENSION;
if (has_collided(sprite, matrix))
sprite->pos.x += TILE_DIMENSION;
}
static
void move_right(Sprite *sprite, RoomMatrix *matrix)
{
sprite->textures[0]->clip.y = 32;
sprite->pos.x += TILE_DIMENSION;
if (has_collided(sprite, matrix))
sprite->pos.x -= TILE_DIMENSION;
}
static
void move_up(Sprite *sprite, RoomMatrix *matrix)
{
sprite->textures[0]->clip.y = 48;
sprite->pos.y -= TILE_DIMENSION;
if (has_collided(sprite, matrix))
sprite->pos.y += TILE_DIMENSION;
}
static
void move_down(Sprite *sprite, RoomMatrix *matrix)
{
sprite->textures[0]->clip.y = 0;
sprite->pos.y += TILE_DIMENSION;
if (has_collided(sprite, matrix))
sprite->pos.y -= TILE_DIMENSION;
}
static
void handle_player_input(Sprite *sprite, RoomMatrix *matrix, SDL_Event *event)
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{
static unsigned int step = 1;
if (event->type == SDL_KEYDOWN) {
switch (event->key.keysym.sym) {
case SDLK_LEFT:
move_left(sprite, matrix);
break;
case SDLK_RIGHT:
move_right(sprite, matrix);
break;
case SDLK_UP:
move_up(sprite, matrix);
break;
case SDLK_DOWN:
move_down(sprite, matrix);
break;
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}
sprite->textures[0]->clip.x = 16*step;
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if (step == 3)
step = 0;
else
++step;
}
}
Sprite* player_create(class_t class, SDL_Renderer *renderer)
{
Sprite *player = sprite_create();
char asset[100];
switch (class) {
case ENGINEER:
strcpy(asset, "assets/Commissions/Engineer.png");
break;
case MAGE:
strcpy(asset, "assets/Commissions/Mage.png");
break;
case PALADIN:
strcpy(asset, "assets/Commissions/Paladin.png");
break;
case ROGUE:
strcpy(asset, "assets/Commissions/Rogue.png");
break;
case WARRIOR:
strcpy(asset, "assets/Commissions/Warrior.png");
break;
}
sprite_load_texture(player, asset, 0, renderer);
player->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
player->textures[0]->clip = (SDL_Rect) { 0, 0, 16, 16 };
player->textures[0]->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION };
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player->handle_event = &handle_player_input;
return player;
}