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player.c
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#include "player.h"
#include "world.h"
#include "sdl.h"
#include <math.h>
player_t* init_player(){
player_t* player = malloc(sizeof(player_t));
player->state = REST;
player->backward = 0;
player->x = 0.;
player->y = 0.;
player->vx = 0;
player->vy = 0;
return player;
}
void render_player(SDL_Renderer* renderer, const player_t* player ,ressources_t* ressources){
SDL_Rect dest = {player->x,player->y,ressources->player->sprite_w,ressources->player->sprite_h};
if(SDL_RenderCopyEx(renderer, ressources->player->text, NULL, &dest, 0, NULL, player->backward ? SDL_FLIP_HORIZONTAL : SDL_FLIP_NONE )<0){
SDL_Log("Player rendering error : %s \n",SDL_GetError());
}
}
void print_state(player_t* player){ // use for debugging
switch (player->state)
{
case REST:
printf("REST \n");
break;
case WALK:
printf("WALK \n");
break;
case TAKEOFF:
printf("TAKEOFF \n");
break;
case FLIGHT:
printf("FLIGHT \n");
break;
case FALL:
printf("FALL \n");
break;
case LANDING:
printf("LANDING \n");
break;
default:
break;
}
}
void get_player_spawn(world_t* world){
level_t* level = *world->cur_level;
for (int i = 0; i < level->nb_ligne_level_tab; i++)
{
for (int j = 0; j < level->nb_col_level_tab; j++)
{
char tabij = get(world,j,i);
if (tabij == 'x')
{
world->player_spawn_x = j*DIRT_SIZE;
world->player_spawn_y = i*DIRT_SIZE;
return;
}
}
}
}
void set_spawn(world_t* world,player_t* player){
get_player_spawn(world);
player->x = world->player_spawn_x;
player->y = world->player_spawn_y;
world->player_spawn_x = 0;
world->player_spawn_y = 0;
world->need_player_pos_update = 0;
}
void reset_state(player_t* player){
player->vx=0;
player->vy=0;
player->state = REST;
}
void move_player(player_t* player,world_t* world,ressources_t* ressources,double dt){
if(player->state == TAKEOFF)
player->state = FLIGHT;
double x = player->x,y = player->y;
char empty_under = get_collision(world,((int)x + PLAYER_SPRITE_SIZE)/DIRT_SIZE, ((int)y+PLAYER_SPRITE_SIZE)/DIRT_SIZE+1);
if(player->state != FLIGHT && empty_under == 0){
player->vy = 100;
player->state = FALL;
}
if(player->state == REST){
return; // we don't need to do physics if we're not moving
}
x += player->vx * dt;
if ((int)x <= 0) {
x = 0;
player->vx = 0;
}
else if (((int)x + PLAYER_SPRITE_SIZE) >= WINDOW_WIDTH) {
x = WINDOW_WIDTH - ressources->player->sprite_w;
player->vx=0;
}
char empty_horizon_high = get_collision(world,(player->backward? (int)x/DIRT_SIZE : ((int)x + PLAYER_SPRITE_SIZE)/DIRT_SIZE), (int)y/DIRT_SIZE+1);
char empty_horizon_low = get_collision(world,(player->backward? (int)x/DIRT_SIZE : ((int)x + PLAYER_SPRITE_SIZE)/DIRT_SIZE), ((int)y+PLAYER_SPRITE_SIZE)/DIRT_SIZE);
if (empty_horizon_high == 1 || empty_horizon_low == 1)
{
x = player->x;
player->vx=0;
}
else if(empty_horizon_high == 2 || empty_horizon_low == 2){
spike_collision(world);
reset_state(player);
}
else if( empty_horizon_high == 4 || empty_horizon_low == 4){
flag_collision(world);
reset_state(player);
}
player->x = x; /* update player x */
if(player->state > TAKEOFF){ // do gravity/vertical physics only when in the air (FLIGHT=3, FALL=4, LANDING=5)
if ((int)y <= 0) {
y = 0;
player->vy = 0;
}
else if ((int)y > WINDOW_HEIGHT){
spike_collision(world);
reset_state(player);
}
y += player->vy * dt;
player->vy += dt * 300; /* gravity */
char empty_left,empty_right;
empty_left = get_collision(world,(int)x/DIRT_SIZE+1, ((int)y+PLAYER_SPRITE_SIZE)/DIRT_SIZE);
empty_right = get_collision(world,((int)x + PLAYER_SPRITE_SIZE)/DIRT_SIZE, ((int)y+PLAYER_SPRITE_SIZE)/DIRT_SIZE);
if (empty_left == 1 || empty_right == 1)
{
y = player->y;
player->vy = 0;
if (player->state == FALL || player->state == FLIGHT)
player->state = LANDING;
}
else if(empty_left == 2 || empty_right == 2){
spike_collision(world);
reset_state(player);
}
else if( empty_left == 4 || empty_right == 4){
flag_collision(world);
reset_state(player);
}
player->y = y; /* update player y */
}
}
void handle_keyboard_player(player_t* player){
const Uint8 *kbstate = SDL_GetKeyboardState(NULL);
char key_pressed = 0;
//printf("q : %d, d : %d, z : %d \n",kbstate[SDL_SCANCODE_A],kbstate[SDL_SCANCODE_D],kbstate[SDL_SCANCODE_W]);
if (kbstate[SDL_SCANCODE_A] || kbstate[SDL_SCANCODE_D]) {
if (kbstate[SDL_SCANCODE_A] && kbstate[SDL_SCANCODE_D]) {
player->vx = 0;
}
else
{
player->backward = kbstate[SDL_SCANCODE_A] ? 1 : 0;
player->vx = kbstate[SDL_SCANCODE_A] ? -150 : 150;
}
if(player->state == REST || player->state == LANDING){
player->state = WALK;
}
key_pressed++;
}
if (kbstate[SDL_SCANCODE_W]) {
if (player->state == WALK || player->state == REST )
{
player->vy = -200;
player->state = TAKEOFF;
}
key_pressed++;
}
if(key_pressed == 0) {
player->vx = 0;
if (player->state == WALK || player->state == LANDING )
{
player->state = REST;
}
}
}