Windy rooms affect player
Left a possibility to make it affect projectiles.
This commit is contained in:
parent
eb345cfc25
commit
07136c70f9
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@ -119,6 +119,7 @@ add_executable(breakhack
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src/skill
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src/projectile
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src/vector2d
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src/map_room_modifiers
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)
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target_link_libraries(breakhack
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Binary file not shown.
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@ -371,6 +371,10 @@ function module.build_square_room(map, room)
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if room.goal then
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add_level_exit(map);
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end
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if CURRENT_LEVEL > 2 and random(10) == 1 then
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set_modifier(map, "WINDY");
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end
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end
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function module.load_textures(map)
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@ -70,7 +70,7 @@ pickup_dagger(Item *item, Player *player)
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{
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player->daggers += (Uint32) item->value;
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mixer_play_effect(SWORD_HIT);
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mixer_play_effect(DAGGER_PICKUP);
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if (item->value > 1)
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gui_log("You collect %u daggers", (Uint32) item->value);
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else
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@ -89,6 +89,26 @@ SDL_Renderer* luaL_checksdlrenderer(lua_State *L)
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return renderer;
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}
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static int
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l_map_set_current_room_modifier(lua_State *L)
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{
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const char *modifier;
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Map *map = luaL_checkmap(L, 1);
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modifier = luaL_checkstring(L, 2);
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Room *room;
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if (strcmp(modifier, "WINDY") == 0) {
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room = map->rooms[map->currentRoom.x][map->currentRoom.y];
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room->modifier.type = RMOD_TYPE_WINDY;
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room->modifier.data.wind.direction = VECTOR2D_LEFT;
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} else {
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luaL_error(L, "Unknown room modifier: %s", modifier);
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return 1;
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}
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return 0;
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}
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static
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int l_map_set_current_room(lua_State *L)
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{
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@ -379,6 +399,9 @@ generate_map(unsigned int level, const char *file, 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_map_set_current_room_modifier);
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lua_setglobal(L, "set_modifier");
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lua_pushcfunction(L, l_add_monster);
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lua_setglobal(L, "add_monster");
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@ -0,0 +1,41 @@
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include "map_room_modifiers.h"
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#include "player.h"
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#include "roommatrix.h"
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#include "position.h"
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void
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map_room_modifier_player_effect(Player *player,
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RoomMatrix *matrix,
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Vector2d *direction,
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void (*move_cb)(Player*, RoomMatrix*, Vector2d))
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{
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Position matrixPos = position_to_matrix_coords(&player->sprite->pos);
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if (matrix->modifier->type == RMOD_TYPE_WINDY
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&& !vector2d_equals(*direction, VECTOR2D_NODIR)
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&& matrixPos.x > 0 && matrixPos.x < MAP_ROOM_WIDTH-1
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&& matrixPos.y > 0 && matrixPos.y < MAP_ROOM_HEIGHT-1)
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{
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if (!vector2d_is_opposite(*direction, matrix->modifier->data.wind.direction)) {
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move_cb(player, matrix, matrix->modifier->data.wind.direction);
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}
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}
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}
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@ -1,6 +1,29 @@
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/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef MAP_ROOM_MODIFIERS_H_
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#define MAP_ROOM_MODIFIERS_H_
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#include "vector2d.h"
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// Forward declares
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typedef struct Player_t Player;
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typedef struct RoomMatrix_t RoomMatrix;
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typedef enum RoomModifierType_e {
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RMOD_TYPE_NONE,
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@ -20,4 +43,10 @@ typedef struct RoomModifierData_t {
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RoomModifierDataContainer data;
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} RoomModifierData;
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void
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map_room_modifier_player_effect(Player*,
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RoomMatrix*,
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Vector2d *direction,
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void (*)(Player*, RoomMatrix*, Vector2d));
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#endif // MAP_ROOM_MODIFIERS_H_
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@ -79,6 +79,7 @@ load_effects(void)
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effects[PLAYER_HIT0] = load_effect("Sounds/FX/fistpunch_vocal_01.wav");
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effects[PLAYER_HIT1] = load_effect("Sounds/FX/fistpunch_vocal_02.wav");
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effects[PLAYER_HIT2] = load_effect("Sounds/FX/fistpunch_vocal_03.wav");
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effects[DAGGER_PICKUP] = load_effect("Sounds/FX/dagger_pickup.wav");
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}
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void
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@ -53,6 +53,7 @@ typedef enum Fx_t {
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PLAYER_HIT0,
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PLAYER_HIT1,
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PLAYER_HIT2,
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DAGGER_PICKUP,
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LAST_EFFECT
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} Fx;
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@ -200,7 +200,7 @@ particle_engine_speed_lines(Position pos, Dimension dim, bool horizontal)
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void
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particle_engine_wind(Vector2d direction)
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{
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static SDL_Color color = { 255, 255, 255, 255 };
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static SDL_Color color = { 0, 0, 255, 255 };
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unsigned int count = 5;
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Position pos = { 0, 0 };
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@ -218,8 +218,8 @@ particle_engine_wind(Vector2d direction)
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x = get_random(dim.width) + pos.x;
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y = get_random(dim.height) + pos.y;
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w = get_random(2) + 1;
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h = get_random(2) + 1;
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w = get_random(2) + 2;
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h = get_random(2) + 2;
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velocity = get_random(500) + 500;
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@ -292,6 +292,9 @@ render_particle(Particle *p, Camera *cam)
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else
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pos = camera_to_camera_position(cam, &p->pos);
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// Make the particles look visible on all surfaces
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_MOD);
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SDL_Rect box = { pos.x, pos.y, p->dim.width, p->dim.height };
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SDL_SetRenderDrawColor(cam->renderer,
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p->color.r,
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p->color.b,
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p->color.a);
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SDL_RenderFillRect(cam->renderer, &box);
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// Reset the blend mode
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SDL_SetRenderDrawBlendMode(cam->renderer, SDL_BLENDMODE_BLEND);
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}
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void
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82
src/player.c
82
src/player.c
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@ -159,47 +159,30 @@ has_collided(Player *player, RoomMatrix *matrix)
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}
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static void
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move_left(Player *player, RoomMatrix *matrix)
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set_clip_for_direction(Player *player, Vector2d *direction)
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{
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if (vector2d_equals(*direction, VECTOR2D_LEFT))
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player->sprite->clip.y = 16;
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player->sprite->pos.x -= TILE_DIMENSION;
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if (has_collided(player, matrix))
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player->sprite->pos.x += TILE_DIMENSION;
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else
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player_step(player);
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}
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static void
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move_right(Player *player, RoomMatrix *matrix)
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{
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else if (vector2d_equals(*direction, VECTOR2D_RIGHT))
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player->sprite->clip.y = 32;
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player->sprite->pos.x += TILE_DIMENSION;
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if (has_collided(player, matrix))
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player->sprite->pos.x -= TILE_DIMENSION;
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else
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player_step(player);
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}
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static void
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move_up(Player *player, RoomMatrix *matrix)
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{
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else if (vector2d_equals(*direction, VECTOR2D_UP))
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player->sprite->clip.y = 48;
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player->sprite->pos.y -= TILE_DIMENSION;
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if (has_collided(player, matrix))
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player->sprite->pos.y += TILE_DIMENSION;
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else
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player_step(player);
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else if (vector2d_equals(*direction, VECTOR2D_DOWN))
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player->sprite->clip.y = 0;
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}
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static void
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move_down(Player *player, RoomMatrix *matrix)
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move(Player *player, RoomMatrix *matrix, Vector2d direction)
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{
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player->sprite->clip.y = 0;
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player->sprite->pos.y += TILE_DIMENSION;
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if (has_collided(player, matrix))
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player->sprite->pos.y -= TILE_DIMENSION;
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else
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set_clip_for_direction(player, &direction);
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player->sprite->pos.x += TILE_DIMENSION * (int) direction.x;
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player->sprite->pos.y += TILE_DIMENSION * (int) direction.y;
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if (has_collided(player, matrix)) {
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player->sprite->pos.x -= TILE_DIMENSION * (int) direction.x;
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player->sprite->pos.y -= TILE_DIMENSION * (int) direction.y;
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} else {
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player_step(player);
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}
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}
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void
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handle_movement_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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{
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static unsigned int step = 1;
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bool moved = false;
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Vector2d direction = VECTOR2D_NODIR;
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if (keyboard_direction_press(LEFT, event))
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direction = VECTOR2D_LEFT;
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if (keyboard_direction_press(RIGHT, event))
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direction = VECTOR2D_RIGHT;
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if (keyboard_direction_press(UP, event))
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direction = VECTOR2D_UP;
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if (keyboard_direction_press(DOWN, event))
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direction = VECTOR2D_DOWN;
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if (!vector2d_equals(direction, VECTOR2D_NODIR))
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move(player, matrix, direction);
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map_room_modifier_player_effect(player, matrix, &direction, move);
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if (keyboard_direction_press(LEFT, event)) {
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move_left(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(RIGHT, event)) {
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move_right(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(UP, event)) {
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move_up(player, matrix);
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moved = true;
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}
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if (keyboard_direction_press(DOWN, event)) {
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move_down(player, matrix);
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moved = true;
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}
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#ifdef DEBUG
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if (keyboard_mod_press(SDLK_SPACE, KMOD_CTRL, event)) {
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Position pos = player->sprite->pos;
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}
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#endif // DEBUG
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if (moved) {
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if (!vector2d_equals(VECTOR2D_NODIR, direction)) {
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player->sprite->clip.x = 16*step;
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++step;
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step = step % 4;
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@ -19,7 +19,8 @@
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#include "position.h"
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#include "defines.h"
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Position position_to_matrix_coords(Position *src)
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Position
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position_to_matrix_coords(Position *src)
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{
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unsigned int room_px_width, room_px_height;
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Position pos;
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return pos;
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}
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Position position_to_room_coords(Position *src)
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Position
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position_to_room_coords(Position *src)
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{
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unsigned int room_px_width, room_px_height;
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Position pos;
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@ -53,7 +55,8 @@ position_equals(const Position *p1, const Position *p2)
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return p1->x == p2->x && p1->y == p2->y;
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}
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bool position_in_room(Position *pos, Position *roomPos)
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bool
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position_in_room(Position *pos, Position *roomPos)
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{
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int room_px_width, room_px_height, room_x_px, room_y_px;
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@ -78,7 +78,7 @@ projectile_update(Projectile *p, UpdateData *data)
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Position collisionPos = p->sprite->pos;
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if (p->velocity.x > 0)
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collisionPos.x += TILE_DIMENSION;
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else if(p->velocity.y > 0)
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if(p->velocity.y > 0)
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collisionPos.y += TILE_DIMENSION;
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Position roomPos = position_to_matrix_coords(&collisionPos);
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@ -65,6 +65,7 @@ void roommatrix_populate_from_map(RoomMatrix *rm, Map *m)
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rm->roomPos = m->currentRoom;
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r = m->rooms[rm->roomPos.x][rm->roomPos.y];
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rm->modifier = &r->modifier;
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for (i = 0; i < MAP_ROOM_WIDTH; ++i) {
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for (j = 0; j < MAP_ROOM_HEIGHT; ++j) {
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@ -23,6 +23,7 @@
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#include "defines.h"
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#include "position.h"
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#include "camera.h"
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#include "map_room_modifiers.h"
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typedef struct Sprite_t Sprite;
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typedef struct Map_t Map;
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LinkedList *items;
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} RoomSpace;
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typedef struct {
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typedef struct RoomMatrix_t {
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RoomSpace spaces[MAP_ROOM_WIDTH][MAP_ROOM_HEIGHT];
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Position roomPos;
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Position playerRoomPos;
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Position mousePos;
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RoomModifierData *modifier;
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} RoomMatrix;
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RoomMatrix* roommatrix_create(void);
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@ -5,3 +5,9 @@ vector2d_equals(Vector2d v1, Vector2d v2)
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{
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return v1.x == v2.x && v1.y == v2.y;
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}
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bool
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vector2d_is_opposite(Vector2d v1, Vector2d v2)
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{
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return (v1.x > 0 && v2.x < 0) ^ (v1.y > 0 && v2.y < 0);
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}
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@ -35,4 +35,7 @@ typedef struct Vector2d_t {
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bool
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vector2d_equals(Vector2d, Vector2d);
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bool
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vector2d_is_opposite(Vector2d, Vector2d);
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#endif // VECTOR2D_H_
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