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#include "wall.h"
#include "rodeo.h"
static rodeo_collision_2d_world_t collision_wall_world;
rodeo_texture_2d_t wall_texture;
rodeo_texture_2d_t floor_texture;
rodeo_texture_2d_t goat_texture;
rodeo_texture_2d_t logo_texture;
void
init_wall(void)
{
wall_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/walls.png"));
floor_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/floor.png"));
goat_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/goat_on_a_pole.png"));
logo_texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/tojam2023_tagline_header_clear.png"));
uint16_t window_width = 1600;
uint16_t window_height = 900;
collision_wall_world = rodeo_collision_2d_world_create();
float walls[][4] = {
{0, -10, window_width, 10},
{0, window_height, window_width, 10},
{-10, 0, 10, window_height},
{window_width, 0, 10, window_height},
{169,105,72,263},
{241,105,191,73},
{1169,105,262,72},
{1359,177,72,190},
{1169,723,262,72},
{1359,533,72,190},
{169,533,72,262},
{241,723,191,72},
{764,200,72,500},
{550,414,501,72}
};
int numwalls = sizeof(walls)/sizeof(walls[0]);
new_wall(0, -10, window_width, 10);
new_wall(0, window_height, window_width, 10);
new_wall(-10, 0, 10, window_height);
new_wall(window_width, 0, 10, window_height);
for (int i = 0; i < numwalls; ++i) {
new_wall(walls[i][0], walls[i][1], walls[i][2], walls[i][3]);
}
}
void
deinit_wall(void)
{
rodeo_collision_2d_world_destroy(&collision_wall_world);
}
rodeo_collision_2d_world_t *
get_wall_world(void)
{
return &collision_wall_world;
}
rodeo_collision_2d_world_item_t *
new_wall(
float x,
float y,
float width,
float height
)
{
return rodeo_collision_2d_world_item_create(
&collision_wall_world,
(rodeo_collision_2d_world_item_t)
{
.x = x,
.y = y,
.width = width,
.height = height
});
}
bool
coords_inside_wall(
float x,
float y
)
{
c_foreach(i, cvec_collision_2d_world_item, collision_wall_world) {
if (x >= i.ref->x && x <= i.ref->x + i.ref->width &&
y >= i.ref->y && y <= i.ref->y + i.ref->height) {
return true;
}
}
return false;
}
void
moving_wall_resolver(
rodeo_collision_2d_world_item_t *obj_collision,
rodeo_collision_2d_world_item_t *wall_collision
)
{
rodeo_collision_2d_world_item_t *p = obj_collision;
rodeo_collision_2d_world_item_t *w = wall_collision;
rodeo_rectangle_t step = (rodeo_rectangle_t){
.x = p->x + p->dx * rodeo_frame_time_get(),
.y = p->y + p->dy * rodeo_frame_time_get(),
.width = p->width,
.height = p->height
};
rodeo_rectangle_t intersection = rodeo_collision_2d_get_collision_rect(p, w);
// left collision
if (intersection.width < intersection.height) {
// colliding left/right
// if x equal push right
if (intersection.x >= step.x) {
p->x = w->x + w->width;
if (p->dx < 0) {
p->dx = 0;
}
// else push left
} else {
p->x = w->x - p->width;
if (p->dx > 0) {
p->dx = 0;
}
}
}
else if (intersection.height < intersection.width) {
// colliding up/down
// if y equal push down
if (intersection.y >= step.y) {
p->y = w->y + w->height;
if (p->dy < 0) {
p->dy = 0;
}
// else push up
} else {
p->y = w->y - p->height;
if (p->dy > 0) {
p->dy = 0;
}
}
}
// tunneled into a hitbox
// don't allow movement
else if (p->width == w->width && p->height == w->height) {
p->dx = 0;
p->dy = 0;
}
}
void
draw_level(void)
{
rodeo_rectangle_t rect = (rodeo_rectangle_t){0,0,1600,900};
rodeo_rectangle_t logo_size = (rodeo_rectangle_t){0,0,1024,400};
rodeo_rectangle_t logo_dest = (rodeo_rectangle_t){1600-(1024*0.25f),10,1024*0.25f,400*0.25f};
rodeo_rectangle_t goat_size = (rodeo_rectangle_t){0,0,529,1038};
rodeo_rectangle_t goat_dest = (rodeo_rectangle_t){(1600.0f/2)-(529/2*0.07f),(900.0f/2)-(1038/2*0.07f),529*0.07f,1038*0.07f};
rodeo_texture_2d_draw(&rect, &rect, &(rodeo_color_RGBAFloat_t){ .array = {0.96f, 0.41f, 0.1f, 1.0f} }, &wall_texture);
rodeo_texture_2d_draw(&rect, &rect, &(rodeo_color_RGBAFloat_t){ .array = {0.52f, 0.31f, 0.73f, 0.33f} }, &floor_texture);
rodeo_texture_2d_draw(&goat_dest, &goat_size, &(rodeo_color_RGBAFloat_t){ .array = {1,1,1,1} }, &goat_texture);
rodeo_texture_2d_draw(&logo_dest, &logo_size, &(rodeo_color_RGBAFloat_t){ .array = {1,1,1,1} }, &logo_texture);
}
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