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#include "rodeo.h"
#include "input.h"
#include "player.h"
#include "enemies.h"
#include "rodeo/collision.h"
#include "bullet.h"
#include "sprite.h"
#include "wall.h"
struct player_t
{
sprite_t sprite;
rodeo_texture_2d_t texture;
int32_t hp;
float damage_timer; //ms
world_id collision_id;
move_state_t move_state;
}
player;
// 0-19 jumping
// 61 standing
// 20-60 mid iar
static rodeo_collision_2d_world_t player_collision_world;
static float orc_size[] = {13.0f * 2.0f, 19.0f * 2.0f};
void
init_player(void)
{
player.texture = rodeo_texture_2d_create_from_path(cstr_lit("assets/mainblob-128.png"));
player.sprite.config.texture = &player.texture;
player_collision_world = rodeo_collision_2d_world_create();
player.collision_id = rodeo_collision_2d_world_item_create(
&player_collision_world,
(rodeo_collision_2d_world_item_t){
.x = 100,
.y = 100,
.width = orc_size[0],
.height = orc_size[1]
}
)->id;
player.sprite = (sprite_t){
.iter = 0,
.config = {
.texture = &player.texture,
.width = 128,
.height = 128,
.count = 61
}
};
player.hp = 100;
}
void
deinit_player(void)
{
rodeo_texture_2d_destroy(&player.texture);
rodeo_collision_2d_world_destroy(&player_collision_world);
}
void
draw_player(void)
{
cvec_collision_2d_world_item_value *player_position = rodeo_collision_2d_world_item_get_by_id(player.collision_id);
draw_sprite(&player.sprite, player_position->x, player_position->y, 0.25f);
/*
cvec_collision_2d_world_item_value *player = rodeo_collision_2d_world_item_get_by_id(player_collision_id);
rodeo_texture_2d_draw(
&(rodeo_rectangle_t){
.x = (float)(int32_t)player->x - (orc_size[0] / 2.0f),
.y = (float)(int32_t)player->y - (orc_size[1] / 2.0f) ,
.width = orc_size[0],
.height = orc_size[1],
},
&(rodeo_rectangle_t){
.x = 5,
.y = 5,
.width = 13,
.height = 19
},
NULL,
&player_texture
);
*/
}
void
parse_player_input(void)
{
cvec_collision_2d_world_item_value *player_position = rodeo_collision_2d_world_item_get_by_id(player.collision_id);
bool reset_movement = true;
units_move_up_input(NULL, &reset_movement);
units_move_down_input(NULL, &reset_movement);
units_move_left_input(NULL, &reset_movement);
units_move_right_input(NULL, &reset_movement);
// if you arent mid jump, then record attempted movement
if(player.move_state != mv_state_jumping)
{
player_position->dx = *(float*)units_move_right_input(NULL, NULL) + *(float*)units_move_left_input(NULL, NULL);
player_position->dy = *(float*)units_move_down_input(NULL, NULL) + *(float*)units_move_up_input(NULL, NULL);
if(((player_position->dy != 0) || (player_position->dx != 0)) && player.move_state == mv_state_standing)
{
player.move_state = mv_state_jumping;
player_position->dy = 0;
player_position->dx = 0;
}
}
}
void
move_player(void)
{
if(player.move_state != mv_state_standing)
{
player.sprite.iter += 1;
player.sprite.iter %= player.sprite.config.count;
if(player.sprite.iter > 19)
{
player.move_state = mv_state_mid_air;
}
}
if(player.sprite.iter == 60)
{
player.move_state = mv_state_standing;
}
cvec_collision_2d_world_item_value *player_position = rodeo_collision_2d_world_item_get_by_id(player.collision_id);
player_position->x += player_position->dx * ((60.0f - (float)player.sprite.iter) / 60.0f);
player_position->dx = 0;
player_position->y += player_position->dy * ((60.0f - (float)player.sprite.iter) / 60.0f);
player_position->dy = 0;
}
void
player_shoot(rodeo_collision_2d_world_t *bullet_collision_world)
{
cvec_collision_2d_world_item_value *player_position = rodeo_collision_2d_world_item_get_by_id(player.collision_id);
const uint32_t bullet_per_frame = 10;
for(uint32_t i = 0; i < bullet_per_frame; ++i)
{
spawn_bullet(
(float)player_position->x + (orc_size[0] / 2.0f) - 9.0f,
(float)player_position->y + (orc_size[1] / 2.0f) - 16.0f,
(float)((int8_t)(rodeo_random_uint64_get() % 10) - 5),
(float)((int8_t)(rodeo_random_uint64_get() % 10) - 5),
bullet_collision_world,
(rodeo_color_RGBAFloat_t){ .array = { 1,1,1,1 } }
);
}
}
void player_enemy_resolver(
rodeo_collision_2d_world_item_t *player_collision,
rodeo_collision_2d_world_item_t *enemy_collision
)
{
if (player.hp <= 0) {
/*rodeo_log(
rodeo_logLevel_info,
"player is dead"
);*/
} else if (player.damage_timer > 1000.0) {
rodeo_log(
rodeo_logLevel_info,
"player health is now %d",
player.hp
);
player.hp -= 10;
player.damage_timer = 0;
}
}
void
detect_player_enemy_collisions(void)
{
player.damage_timer += rodeo_frame_time_get();
rodeo_collision_2d_world_compare_other(&player_collision_world, get_enemies_world(), player_enemy_resolver);
}
void player_wall_resolver(
rodeo_collision_2d_world_item_t *player_collision,
rodeo_collision_2d_world_item_t *wall_collision
)
{
rodeo_collision_2d_world_item_t *p = player_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);
if (intersection.width < intersection.height) {
if (intersection.x == step.x) {
p->x = w->x + w->width;
if (p->dx < 0) {
p->dx = 0;
}
} else {
p->x = w->x - p->width;
if (p->dx > 0) {
p->dx = 0;
}
}
}
else if (intersection.height < intersection.width) {
if (intersection.y == step.y) {
p->y = w->y + w->height;
if (p->dy < 0) {
p->dy = 0;
}
} else {
p->y = w->y - p->height;
if (p->dy > 0) {
p->dy = 0;
}
}
}
else if (p->width == w->width && p->height == w->height) {
p->dx = 0;
p->dy = 0;
}
}
void
detect_player_wall_collisions(void)
{
rodeo_collision_2d_world_compare_other(&player_collision_world, get_wall_world(), player_wall_resolver);
}
cvec_collision_2d_world_item_value *
get_player_position(void)
{
return rodeo_collision_2d_world_item_get_by_id(player.collision_id);
}
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