Action texts on player and some refactoring
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parent
1c48f1dd9a
commit
64a9105d21
13
src/main.c
13
src/main.c
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@ -111,7 +111,7 @@ bool init()
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static
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void loadMedia()
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{
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gPlayer = player_create(WARRIOR, gRenderer);
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gPlayer = player_create(ROGUE, gRenderer);
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}
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static
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@ -152,20 +152,15 @@ void run()
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roommatrix_build_lightmap(gRoomMatrix);
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if (gPlayer->steps == gPlayer->stats.speed) {
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player_print(gPlayer);
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gPlayer->steps = 0;
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Position rp =
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position_to_matrix_coords(&gPlayer->sprite->pos);
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gRoomMatrix->spaces[rp.x][rp.y].occupied = true;
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gRoomMatrix->spaces[rp.x][rp.y].player = gPlayer;
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gRoomMatrix->playerRoomPos = rp;
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player_reset_steps(gPlayer);
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roommatrix_update_with_player(gRoomMatrix, gPlayer);
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map_move_monsters(gMap, gRoomMatrix);
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}
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SDL_RenderClear(gRenderer);
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map_render(gMap, &gCamera);
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sprite_render(gPlayer->sprite, &gCamera);
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player_render(gPlayer, &gCamera);
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roommatrix_render_lightmap(gRoomMatrix, &gCamera);
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SDL_RenderPresent(gRenderer);
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@ -60,7 +60,9 @@ has_collided(Monster *monster, RoomMatrix *matrix)
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RoomSpace *space = &matrix->spaces[roomPos.x][roomPos.y];
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if (space->player) {
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stats_fight(&monster->stats, &space->player->stats);
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unsigned int dmg = stats_fight(&monster->stats,
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&space->player->stats);
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player_hit(space->player, dmg);
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}
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return space->occupied;
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51
src/player.c
51
src/player.c
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@ -43,6 +43,8 @@ player_step(Player *p, RoomMatrix* m)
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{
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p->total_steps++;
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p->steps++;
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p->missText->pos = p->sprite->pos;
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p->hitText->pos = p->sprite->pos;
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}
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static void
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@ -121,6 +123,24 @@ void handle_player_input(Player *player, RoomMatrix *matrix, SDL_Event *event)
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}
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}
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static void
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player_load_texts(Player *p, SDL_Renderer *renderer)
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{
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ActionText *t = actiontext_create();
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actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
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t->color = (SDL_Color) { 255, 100, 0 };
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actiontext_set_text(t, "HIT", renderer);
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t->pos = p->sprite->pos;
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p->hitText = t;
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t = actiontext_create();
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actiontext_load_font(t, "assets/GUI/SDS_6x6.ttf", 14);
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t->color = (SDL_Color) { 255, 255, 0 };
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actiontext_set_text(t, "MISS", renderer);
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t->pos = p->sprite->pos;
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p->missText = t;
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}
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Player*
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player_create(class_t class, SDL_Renderer *renderer)
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{
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@ -161,10 +181,32 @@ player_create(class_t class, SDL_Renderer *renderer)
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TILE_DIMENSION, TILE_DIMENSION };
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player->handle_event = &handle_player_input;
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player_load_texts(player, renderer);
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return player;
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}
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void
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player_hit(Player *p, unsigned int dmg)
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{
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if (dmg > 0) {
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p->hitText->active = true;
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p->missText->active = false;
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} else {
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p->missText->active = true;
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p->hitText->active = false;
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}
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}
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void
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player_render(Player *player, Camera *cam)
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{
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sprite_render(player->sprite, cam);
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actiontext_render(player->hitText, cam);
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actiontext_render(player->missText, cam);
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}
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static void
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player_print(Player *p)
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{
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Position roomPos = position_to_matrix_coords(&p->sprite->pos);
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@ -179,11 +221,20 @@ player_print(Player *p)
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printf("------------------------------------------\n");
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}
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void
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player_reset_steps(Player *p)
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{
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p->steps = 0;
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player_print(p);
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}
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void
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player_destroy(Player *player)
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{
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if (player->sprite)
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sprite_destroy(player->sprite);
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actiontext_destroy(player->hitText);
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actiontext_destroy(player->missText);
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free(player);
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}
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10
src/player.h
10
src/player.h
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@ -4,12 +4,16 @@
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#include <SDL2/SDL.h>
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#include "sprite.h"
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#include "stats.h"
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#include "actiontext.h"
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#include "camera.h"
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enum PlayerClass { ENGINEER, MAGE, PALADIN, ROGUE, WARRIOR };
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typedef enum PlayerClass class_t;
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typedef struct Player_t {
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Sprite *sprite;
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ActionText *hitText;
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ActionText *missText;
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Stats stats;
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unsigned int xp;
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unsigned int total_steps;
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@ -19,7 +23,11 @@ typedef struct Player_t {
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Player* player_create(class_t, SDL_Renderer*);
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void player_print(Player*);
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void player_hit(Player*, unsigned int dmg);
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void player_reset_steps(Player*);
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void player_render(Player*, Camera*);
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void player_destroy(Player*);
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@ -2,6 +2,7 @@
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#include "roommatrix.h"
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#include "util.h"
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#include "map.h"
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#include "player.h"
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RoomMatrix* roommatrix_create()
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{
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@ -72,6 +73,15 @@ max(int a, int b)
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return a > b ? a : b;
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}
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void
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roommatrix_update_with_player(RoomMatrix *rm, Player *p)
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{
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Position rp = position_to_matrix_coords(&p->sprite->pos);
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rm->spaces[rp.x][rp.y].occupied = true;
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rm->spaces[rp.x][rp.y].player = p;
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rm->playerRoomPos = rp;
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}
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void
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roommatrix_add_lightsource(RoomMatrix *matrix, Position *pos)
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{
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@ -29,6 +29,8 @@ RoomMatrix* roommatrix_create();
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void roommatrix_populate_from_map(RoomMatrix*, Map*);
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void roommatrix_update_with_player(RoomMatrix*, Player*);
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void roommatrix_add_lightsource(RoomMatrix*, Position*);
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void roommatrix_build_lightmap(RoomMatrix*);
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