Lua bindings for monsters. Monsters in matrix.
So far I just add one black ant. More to come.
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3
TODO.txt
3
TODO.txt
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@ -2,7 +2,8 @@ x Add walls and stuff to maps
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x Implement simple box collisions
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o Add enemies (generated through lua)
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x Monster object created
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- Lua bindings for creation
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x Lua bindings for creation
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o Making some better generation and randomeness
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- Hitting enemies
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- Moving enemies
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- Lower levels
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@ -1,4 +1,5 @@
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local room_builder = require "data/maproombuilder"
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local monster_gen = require "data/monstergen"
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-- Setting up some functions
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local time = os.time
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@ -122,6 +123,8 @@ local map_matrix = generate_path()
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-- Print path [Debug]
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-- print_matrix(map_matrix)
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monster_gen.add_monster_to_room(map);
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for i=1,10 do
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for j=1,10 do
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local room = map_matrix[i][j]
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@ -0,0 +1,15 @@
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local module = {}
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local black_ant = {
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texturePath1 = "assets/Characters/Pest0.png",
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texturePath2 = "assets/Characters/Pest1.png",
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clipX = 16,
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clipY = 64,
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}
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function module.add_monster_to_room(map)
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add_monster(map, 128, 128, black_ant);
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end
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return module
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@ -38,7 +38,7 @@ ht_create(unsigned int size)
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}
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static unsigned int
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hash(Hashtable *table, char *key)
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hash(Hashtable *table, const char *key)
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{
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unsigned long int hashval = 0;
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int i = 0;
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@ -52,7 +52,7 @@ hash(Hashtable *table, char *key)
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}
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static Entry*
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entry_create(char *key, void *value)
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entry_create(const char *key, void *value)
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{
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Entry *entry;
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@ -65,7 +65,7 @@ entry_create(char *key, void *value)
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}
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void
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ht_set(Hashtable *table, char *key, void *val)
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ht_set(Hashtable *table, const char *key, void *val)
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{
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int hashkey = 0;
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Entry *newEntry;
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@ -106,7 +106,7 @@ ht_set(Hashtable *table, char *key, void *val)
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}
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void*
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ht_get(Hashtable *table, char *key)
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ht_get(Hashtable *table, const char *key)
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{
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int hashkey = 0;
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Entry *entry;
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@ -149,6 +149,7 @@ ht_destroy_custom(Hashtable *table, void (*destroy_value)(void *value))
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next = entry->next;
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destroy_value(entry->value);
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entry->value = NULL;
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free(entry->key);
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free(entry);
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entry = next;
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}
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@ -14,9 +14,9 @@ typedef struct table_t {
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Hashtable* ht_create(unsigned int size);
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void ht_set(Hashtable*, char *key, void *val);
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void ht_set(Hashtable*, const char *key, void *val);
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void* ht_get(Hashtable*, char *key);
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void* ht_get(Hashtable*, const char *key);
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void ht_destroy(Hashtable*);
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@ -62,7 +62,7 @@ void map_add_decoration(Map *map, Position *tile_pos, MapTile *tile)
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}
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Texture*
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map_add_monster_texture(Map *map, char *path, SDL_Renderer *renderer)
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map_add_monster_texture(Map *map, const char *path, SDL_Renderer *renderer)
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{
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Texture *t;
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@ -218,7 +218,7 @@ void map_destroy(Map *map)
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texture_destroy(linkedlist_pop(&map->textures));
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}
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while (map->monsters != NULL) {
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monster_destroy(linkedlist_pop(&map->textures));
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monster_destroy(linkedlist_pop(&map->monsters));
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}
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ht_destroy_custom(map->monsterTextures, (void (*)(void*)) texture_destroy);
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timer_destroy(map->renderTimer);
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@ -46,7 +46,7 @@ void map_add_tile(Map *map, Position *tile_pos, MapTile*);
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void map_add_decoration(Map *map, Position *tile_pos, MapTile*);
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Texture* map_add_monster_texture(Map*, char *path, SDL_Renderer*);
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Texture* map_add_monster_texture(Map*, const char *path, SDL_Renderer*);
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void map_add_monster(Map*, Monster*);
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@ -144,6 +144,54 @@ int l_add_decoration(lua_State *L)
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return 0;
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}
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static int
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l_add_monster(lua_State *L)
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{
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Monster *monster;
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Map *map;
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int x, y, clip_x, clip_y;
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const char *texture_path_1, *texture_path_2;
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Texture *texture1, *texture2;
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SDL_Renderer *renderer;
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renderer = luaL_checksdlrenderer(L);
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map = luaL_checkmap(L, 1);
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x = luaL_checkinteger(L, 2);
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y = luaL_checkinteger(L, 3);
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// Read the table
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lua_settop(L, 4);
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luaL_checktype(L, 4, LUA_TTABLE);
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lua_getfield(L, 4, "texturePath1");
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lua_getfield(L, 4, "texturePath2");
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lua_getfield(L, 4, "clipX");
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lua_getfield(L, 4, "clipY");
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texture_path_1 = luaL_checkstring(L, -4);
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texture_path_2 = luaL_checkstring(L, -3);
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clip_x = luaL_checkinteger(L, -2);
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clip_y = luaL_checkinteger(L, -1);
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texture1 = map_add_monster_texture(map, texture_path_1, renderer);
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texture2 = map_add_monster_texture(map, texture_path_2, renderer);
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texture1->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION };
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texture2->dim = (Dimension) { TILE_DIMENSION, TILE_DIMENSION };
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lua_pop(L, 4);
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monster = monster_create();
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monster->clip = (SDL_Rect) { clip_x, clip_y, 16, 16 };
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monster->sprite->pos = (Position) { x, y };
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sprite_set_texture(monster->sprite, texture1, 0);
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sprite_set_texture(monster->sprite, texture2, 1);
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map_add_monster(map, monster);
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return 0;
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}
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Map* map_lua_generator_run(SDL_Renderer *renderer)
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{
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int status, result;
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@ -177,6 +225,9 @@ Map* map_lua_generator_run(SDL_Renderer *renderer)
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lua_pushcfunction(L, l_map_set_current_room);
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lua_setglobal(L, "set_current_room");
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lua_pushcfunction(L, l_add_monster);
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lua_setglobal(L, "add_monster");
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result = lua_pcall(L, 0, LUA_MULTRET, 0);
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if (result) {
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fprintf(stderr, "[!!] Failed to run script: %s\n",
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@ -6,12 +6,15 @@ monster_create()
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{
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Monster *m = ec_malloc(sizeof(Monster));
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m->sprite = sprite_create();
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m->clip = (SDL_Rect) { 0, 0, 16, 16 };
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return m;
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}
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void
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monster_render(Monster *m, Camera *cam)
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{
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m->sprite->textures[0]->clip = m->clip;
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m->sprite->textures[1]->clip = m->clip;
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sprite_render(m->sprite, cam);
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}
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@ -8,6 +8,7 @@
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typedef struct {
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Sprite *sprite;
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Stats stats;
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SDL_Rect clip;
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} Monster;
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Monster* monster_create();
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@ -65,15 +65,19 @@ void handle_player_input(Sprite *sprite, RoomMatrix *matrix, SDL_Event *event)
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if (event->type == SDL_KEYDOWN) {
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switch (event->key.keysym.sym) {
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case SDLK_LEFT:
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case SDLK_h:
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move_left(sprite, matrix);
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break;
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case SDLK_RIGHT:
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case SDLK_l:
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move_right(sprite, matrix);
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break;
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case SDLK_UP:
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case SDLK_k:
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move_up(sprite, matrix);
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break;
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case SDLK_DOWN:
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case SDLK_j:
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move_down(sprite, matrix);
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break;
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}
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@ -28,3 +28,25 @@ Position position_to_room_coords(Position *src)
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return pos;
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}
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bool position_in_room(Position *pos, Position *roomPos)
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{
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unsigned int room_px_width, room_px_height, room_x_px, room_y_px;
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room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
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room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
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room_x_px = roomPos->x * room_px_width;
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room_y_px = roomPos->y * room_px_height;
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if (pos->x < room_x_px)
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return false;
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else if (pos->x > room_x_px + room_px_width)
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return false;
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else if (pos->y < room_y_px)
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return false;
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else if (pos->y > room_y_px + room_px_height)
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return false;
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return true;
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}
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@ -1,6 +1,8 @@
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#ifndef POSITION_H_
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#define POSITION_H_
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#include <stdbool.h>
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typedef struct {
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int x;
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int y;
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@ -10,4 +12,6 @@ Position position_to_matrix_coords(Position*);
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Position position_to_room_coords(Position*);
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bool position_in_room(Position *pos, Position *roomPos);
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#endif // POSITION_H_
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@ -12,8 +12,10 @@ RoomMatrix* roommatrix_create()
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void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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{
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int i, j;
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int i, j, monster_count;
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Position monster_matrix_pos;
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Room *r;
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Monster *monster;
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roommatrix_reset(rm);
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}
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}
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}
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monster_count = linkedlist_size(m->monsters);
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for (i = 0; i < monster_count; ++i) {
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monster = linkedlist_get(&m->monsters, i);
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if (!position_in_room(&monster->sprite->pos, &m->currentRoom))
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continue;
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monster_matrix_pos = position_to_matrix_coords(&monster->sprite->pos);
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rm->spaces[monster_matrix_pos.x][monster_matrix_pos.y].occupied = true;
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}
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}
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static int
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11
src/sprite.c
11
src/sprite.c
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@ -7,7 +7,7 @@ Sprite* sprite_create_default()
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Position pos = { 0, 0 };
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Sprite *s = ec_malloc(sizeof(Sprite));
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*s = (Sprite) { { NULL, NULL }, false, pos, NULL, NULL };
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*s = (Sprite) { { NULL, NULL }, false, pos, NULL, 0, NULL };
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s->renderTimer = timer_create();
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@ -50,20 +50,19 @@ sprite_set_texture(Sprite *s, Texture *t, int index)
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void sprite_render(Sprite *s, Camera *cam)
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{
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static int t_index = 0;
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if (s->textures[1]) {
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if (!timer_started(s->renderTimer))
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timer_start(s->renderTimer);
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if (timer_get_ticks(s->renderTimer) > 300) {
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timer_stop(s->renderTimer);
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timer_start(s->renderTimer);
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if (s->textures[1])
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t_index = t_index == 0 ? 1 : 0;
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s->texture_index = s->texture_index == 0 ? 1 : 0;
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}
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}
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Position cameraPos = camera_to_camera_position(cam, &s->pos);
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texture_render(s->textures[t_index], &cameraPos, cam);
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texture_render(s->textures[s->texture_index], &cameraPos, cam);
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}
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void sprite_destroy(Sprite *sprite)
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@ -14,6 +14,7 @@ typedef struct Sprite_t {
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bool destroyTextures;
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Position pos;
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Timer *renderTimer;
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unsigned int texture_index;
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void (*handle_event)(struct Sprite_t*, RoomMatrix*, SDL_Event*);
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} Sprite;
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