breakhack/src/player.c

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#include <string.h>
#include "player.h"
static Stats classStats[] = {
(Stats) { 11, 11, 11, 1 }, /* ENGINEER */
(Stats) { 11, 11, 11, 1 }, /* MAGE */
(Stats) { 11, 11, 11, 1 }, /* PALADIN */
(Stats) { 11, 11, 11, 2 }, /* ROGUE */
(Stats) { 11, 11, 11, 1 }, /* WARRIOR */
};
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)
{
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sprite->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)
{
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sprite->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)
{
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sprite->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)
{
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sprite->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:
case SDLK_h:
move_left(sprite, matrix);
break;
case SDLK_RIGHT:
case SDLK_l:
move_right(sprite, matrix);
break;
case SDLK_UP:
case SDLK_k:
move_up(sprite, matrix);
break;
case SDLK_DOWN:
case SDLK_j:
move_down(sprite, matrix);
break;
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}
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sprite->clip.x = 16*step;
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if (step == 3)
step = 0;
else
++step;
}
}
Player*
player_create(class_t class, SDL_Renderer *renderer)
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{
Player *player = malloc(sizeof(Player));
player->sprite = sprite_create();
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char asset[100];
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switch (class) {
case ENGINEER:
strcpy(asset, "assets/Commissions/Engineer.png");
player->stats = classStats[ENGINEER];
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break;
case MAGE:
strcpy(asset, "assets/Commissions/Mage.png");
player->stats = classStats[MAGE];
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break;
case PALADIN:
strcpy(asset, "assets/Commissions/Paladin.png");
player->stats = classStats[PALADIN];
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break;
case ROGUE:
strcpy(asset, "assets/Commissions/Rogue.png");
player->stats = classStats[ROGUE];
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break;
case WARRIOR:
strcpy(asset, "assets/Commissions/Warrior.png");
player->stats = classStats[WARRIOR];
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break;
}
sprite_load_texture(player->sprite, asset, 0, renderer);
player->sprite->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
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player->sprite->clip = (SDL_Rect) { 0, 0, 16, 16 };
player->sprite->textures[0]->dim = (Dimension) {
TILE_DIMENSION, TILE_DIMENSION };
player->sprite->handle_event = &handle_player_input;
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return player;
}
void
player_destroy(Player *player)
{
if (player->sprite)
sprite_destroy(player->sprite);
free(player);
}