#include "main.h" #include "entity.h" #include "loader.h" #include "input.h" #include "tilemap.h" #include #define SIZE 4 #define ACCELERATION 2 #define FRICTION 3 #define MAX_SPEED 16 #define GRAVITY 2 #define JUMP 40 enum { WALKER_NONE, WALKER_IDLE, WALKER_PATROL, WALKER_ALERT, WALKER_ATTACK, }; enum { WALKER_A_IDLE, WALKER_A_IDLE2, WALKER_A_WALK, WALKER_A_WALK2, WALKER_A_WALK3, WALKER_A_WALK4, WALKER_A_JUMP, WALKER_A_FALL, WALKER_A_FALL2, }; struct anim walker_anims[] = { {WALKER_A_IDLE2, {0, 0, 16, 16}, 300}, {WALKER_A_IDLE, {0, 32, 16, 16}, 2}, {WALKER_A_WALK2, {0, 0, 16, 16}, 6}, {WALKER_A_WALK3, {16, 0, 16, 16}, 6}, {WALKER_A_WALK4, {32, 0, 16, 16}, 6}, {WALKER_A_WALK, {48, 0, 16, 16}, 6}, {WALKER_A_JUMP, {16, 0, 16, 16}, 300}, {WALKER_A_FALL2, {32, 0, 16, 16}, 15}, {WALKER_A_FALL2, {48, 0, 16, 16}, 15}, }; static int bullet_update(struct projectile *self) { self->x += self->velocity.x; if (collision_solid(tilemap_tile(tilemap, from_fixed(self->x), from_fixed(self->y)))) { self->velocity.x = -self->velocity.x; self->x += self->velocity.x; } self->y += self->velocity.y; if (collision_solid(tilemap_tile(tilemap, from_fixed(self->x), from_fixed(self->y)))) { self->velocity.y = -self->velocity.y; self->y += self->velocity.y; } self->hp--; int x = from_fixed(self->x); int y = from_fixed(self->y); self->hitbox = (struct hitbox) {.left = x, .right = x, .top = y, .bottom = y}; #if 0 struct particle *part = entities.particle + entities.particles; part->x = self->x + to_fixed(self->facing >= 0? sin(self->hp): -sin(self->hp)) * 6; part->y = self->y - to_fixed(cos(self->hp)) * 4; part->velocity = (struct vec2) {0, 0}; part->rect = (SDL_Rect) {0, 0, 4, 4}; part->acceleration = (struct vec2) {0, 0}; part->hp = 5; entities.particles++; #endif if (self->hp == 0) { return 1; self->state = 0; } return 0; } static int bullet_draw(struct projectile *self, int camX, int camY) { SDL_Rect rect = {4, 0, 4, 4}; SDL_RenderCopy(renderer, self->texture, &rect, &(SDL_Rect) {from_fixed(self->x) - camX - 1, from_fixed(self->y) - camY - 1, 4, 4}); SDL_RenderCopy(renderer, self->texture, &rect, &(SDL_Rect) {from_fixed(self->x - self->velocity.x) - camX - 1, from_fixed(self->y - self->velocity.y) - camY - 1, 4, 4}); //SDL_RenderFillRect(renderer, &(SDL_Rect) {from_fixed(self->x) - camX - 8, from_fixed(self->y) - camY - 12, 16, 16}); return 0; } static void bullet_free(struct projectile *self) {} static collision_T collide(struct entity *self) { return tilemap_area(tilemap, from_fixed(self->x) - SIZE / 2, from_fixed(self->y) - SIZE, from_fixed(self->x) + SIZE / 2, from_fixed(self->y)); } static int move(struct entity *self, signed direction) { int on_ground = false; int const dx = direction * ACCELERATION; self->velocity.x += dx; // deaccel if (dx == 0) { if (self->velocity.x < -FRICTION) { self->velocity.x += FRICTION; } else if (self->velocity.x > FRICTION) { self->velocity.x -= FRICTION; } else { self->velocity.x = 0; } } // speed cap if (self->velocity.x > MAX_SPEED) { self->velocity.x = MAX_SPEED; } else if (self->velocity.x < -MAX_SPEED) { self->velocity.x = -MAX_SPEED; } // x collision self->x += self->velocity.x; collision_T const cx = collide(self); if (collision_solid(cx)) { if (self->velocity.x < 0) { self->x += to_fixed(8) - ((self->x - to_fixed(SIZE / 2)) % to_fixed(8)); // left } else if (self->velocity.x == 0) { //fputs("what?\n", stderr); } else { self->x -= ((self->x + to_fixed(SIZE / 2)) % to_fixed(8)); // right } self->velocity.x = 0; } if (self->velocity.x < 0) { self->facing = -1; } else if (self->velocity.x > 0) { self->facing = +1; } self->velocity.y += GRAVITY; // y collision self->y += self->velocity.y; collision_T const cy = collide(self); if (collision_solid(cy)) { if (self->velocity.y < 0) { self->y += to_fixed(8) - ((self->y - to_fixed(SIZE)) % to_fixed(8)); // up self->velocity.y = 0; } else if (self->velocity.y == 0) { //fputs("what?\n", stderr); } else { self->y -= ((self->y) % to_fixed(8)); // down self->velocity.y = to_fixed(1); // crazy but it works on_ground = true; } } if (collision_hazard(cx | cy)) { self->hurt(self, 1); } self->hitbox.left = from_fixed(self->x) - SIZE / 2; self->hitbox.right = from_fixed(self->x) + SIZE / 2; self->hitbox.top = from_fixed(self->y) - SIZE; self->hitbox.bottom = from_fixed(self->y); return on_ground; } static void anim(struct entity *self, unsigned anim) { self->anim = walker_anims[anim]; } static void attack(struct entity *self) { entities.projectile[entities.projectiles] = (struct projectile) { .update = bullet_update, .draw = bullet_draw, .free = bullet_free, .x = self->x, .y = self->y - to_fixed(3), .velocity = (struct vec2) {self->velocity.x + to_fixed(self->facing), 0}, .hitbox = { 0, 0, 0, 0, }, .state = WALKER_IDLE, .hp = 300, .timer = 0, .facing = self->facing, .faction = FACTION_ENEMY, .iframes = 0, .texture = NULL, .ext = NULL, }; //anim(entities->projectile + entities->projectiles, WALKER_A_IDLE); entities.projectile[entities.projectiles].texture = res_get_texture("particles").data; entities.projectiles++; } static int walker_update(struct entity *self) { if (self->hp <= 0) { self->state = 0; entities.enemies--; return 1; } switch (self->state) { case WALKER_IDLE: if (move(self, 0) == false) { abort(); self->velocity.y = 0; anim(self, WALKER_A_FALL); //self->state = WALKER_FALL; } self->timer--; if (self->timer == 0) { self->facing = -self->facing; anim(self, WALKER_A_WALK); self->state = WALKER_PATROL; } break; case WALKER_PATROL: if (move(self, self->facing) == false) { abort(); self->velocity.y = 0; anim(self, WALKER_A_FALL); //self->state = WALKER_FALL; } if (collision_solid(tilemap_tile(tilemap, from_fixed(self->x) + self->facing * 8, from_fixed(self->y) - 4)) || !collision_solid(tilemap_tile(tilemap, from_fixed(self->x) + self->facing * 8, from_fixed(self->y) + 4))) { anim(self, WALKER_A_IDLE); self->state = WALKER_IDLE; self->timer = 30; } break; case WALKER_ALERT: attack(self); if (!input_a(input_held)) { self->velocity.y /= 2; anim(self, WALKER_A_FALL); //self->state = WALKER_FALL; } if (self->velocity.y > 0) { anim(self, WALKER_A_FALL); //self->state = WALKER_FALL; } if (move(self, 0) == true) { anim(self, WALKER_A_IDLE); self->state = WALKER_IDLE; } break; case WALKER_ATTACK: if (move(self, 0) == true) { anim(self, WALKER_A_IDLE); self->state = WALKER_IDLE; } break; } if (self->iframes > 0) { self->iframes--; } self->anim.length--; if (self->anim.length == 0) { anim(self, self->anim.frame); } return 0; } static int walker_hurt(struct entity *self, int damage) { if (self->iframes == 0) { self->hp -= damage; self->iframes = 60; for (int x = -1; x <= 1; x += 2) { for (int y = -1; y <= 1; y += 2) { struct particle *part = entities.particle + entities.particles; part->x = self->x; part->y = self->y; part->velocity = (struct vec2) {to_fixed(x), to_fixed(y) - 8}; part->rect = (SDL_Rect) {4, 0, 4, 4}; part->acceleration = (struct vec2) {0, 1}; part->hp = 30; entities.particles++; } } } return 0; } static int walker_draw(struct entity *self, int camX, int camY) { if (!(self->iframes & 0x4)) { SDL_Rect rect = self->anim.rect; if (self->facing == -1) { rect.y += 16; } SDL_RenderCopy(renderer, self->texture, &rect, &(SDL_Rect) {from_fixed(self->x) - camX - 8, from_fixed(self->y) - camY - 12, 16, 16}); } return 0; } static void walker_free(struct entity *self) { self->state = 0; } struct entity *walker_new(struct entities *entities) { entities->enemy[entities->enemies] = (struct entity) { .update = walker_update, .hurt = walker_hurt, .draw = walker_draw, .free = walker_free, .x = 0, .y = 0, .velocity = {.x = 0, .y = to_fixed(1)}, .hitbox = { 0, 0, 0, 0, }, .state = WALKER_PATROL, .hp = 3, .timer = 0, .facing = 1, .faction = FACTION_ENEMY, .iframes = 0, .texture = NULL, .ext = NULL, }; anim(entities->enemy + entities->enemies, WALKER_A_IDLE); entities->enemy[entities->enemies].texture = res_get_texture("fywi").data; return entities->enemy + entities->enemies++; } int walker_property(struct entity *const restrict self, char const *const restrict property, char const *const restrict value) { if (strcmp(property, "x") == 0) { self->x = to_fixed(atoi(value)); } else if (strcmp(property, "y") == 0) { self->y = to_fixed(atoi(value)); } else { return 1; } return 0; }