2017-11-30 21:00:47 +01:00
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#include <string.h>
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#include "player.h"
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static
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2017-12-05 15:03:20 +01:00
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bool has_collided(Sprite *sprite, RoomMatrix *matrix)
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{
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2017-12-06 11:44:17 +01:00
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Position roomCoord = position_to_room_coords(&sprite->pos);
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if (roomCoord.x != matrix->roomPos.x || roomCoord.y != matrix->roomPos.y) {
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return false;
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}
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Position matrixPos = position_to_matrix_coords(&sprite->pos);
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return matrix->spaces[matrixPos.x][matrixPos.y].occupied;
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2017-12-05 15:03:20 +01:00
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}
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static
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void move_left(Sprite *sprite, RoomMatrix *matrix)
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{
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sprite->texture->clip.y = 16;
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sprite->pos.x -= TILE_DIMENSION;
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if (has_collided(sprite, matrix))
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sprite->pos.x += TILE_DIMENSION;
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}
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static
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void move_right(Sprite *sprite, RoomMatrix *matrix)
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{
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sprite->texture->clip.y = 32;
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sprite->pos.x += TILE_DIMENSION;
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if (has_collided(sprite, matrix))
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sprite->pos.x -= TILE_DIMENSION;
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}
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static
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void move_up(Sprite *sprite, RoomMatrix *matrix)
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{
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sprite->texture->clip.y = 48;
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sprite->pos.y -= TILE_DIMENSION;
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if (has_collided(sprite, matrix))
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sprite->pos.y += TILE_DIMENSION;
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}
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static
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void move_down(Sprite *sprite, RoomMatrix *matrix)
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{
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sprite->texture->clip.y = 0;
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sprite->pos.y += TILE_DIMENSION;
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if (has_collided(sprite, matrix))
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sprite->pos.y -= TILE_DIMENSION;
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}
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static
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void handle_player_input(Sprite *sprite, RoomMatrix *matrix, SDL_Event *event)
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2017-11-30 21:00:47 +01:00
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{
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static unsigned int step = 1;
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if (event->type == SDL_KEYDOWN) {
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switch (event->key.keysym.sym) {
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2017-12-05 15:03:20 +01:00
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case SDLK_LEFT:
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move_left(sprite, matrix);
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break;
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case SDLK_RIGHT:
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move_right(sprite, matrix);
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break;
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case SDLK_UP:
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move_up(sprite, matrix);
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break;
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case SDLK_DOWN:
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move_down(sprite, matrix);
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break;
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2017-11-30 21:00:47 +01:00
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}
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sprite->texture->clip.x = 16*step;
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if (step == 3)
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step = 0;
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else
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++step;
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}
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}
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Sprite* player_create(class_t class, SDL_Renderer *renderer)
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{
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Sprite *player = sprite_create();
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char asset[100];
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switch (class) {
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case ENGINEER:
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strcpy(asset, "assets/Commissions/Engineer.png");
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break;
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case MAGE:
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strcpy(asset, "assets/Commissions/Mage.png");
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break;
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case PALADIN:
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strcpy(asset, "assets/Commissions/Paladin.png");
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break;
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case ROGUE:
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strcpy(asset, "assets/Commissions/Rogue.png");
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break;
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case WARRIOR:
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strcpy(asset, "assets/Commissions/Warrior.png");
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break;
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}
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sprite_load_texture(player, asset, renderer);
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2017-12-10 23:49:15 +01:00
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player->pos = (Position) { TILE_DIMENSION, TILE_DIMENSION };
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2017-11-30 21:00:47 +01:00
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player->texture->clip = (SDL_Rect) { 0, 0, 16, 16 };
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2017-12-10 23:49:15 +01:00
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player->texture->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION };
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2017-11-30 21:00:47 +01:00
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player->handle_event = &handle_player_input;
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return player;
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}
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