6 #include "game/level/explosion.h"
7 #include "game/level/script.h"
8 #include "game/level/rigid_bodies.h"
10 #include "math/point.h"
11 #include "platforms.h"
13 #include "system/line_stream.h"
14 #include "system/log.h"
15 #include "system/lt.h"
16 #include "system/nth_alloc.h"
17 #include "system/stacktrace.h"
18 #include "ebisp/builtins.h"
20 #define PLAYER_WIDTH 25.0f
21 #define PLAYER_HEIGHT 25.0f
22 #define PLAYER_SPEED 500.0f
23 #define PLAYER_JUMP 32000.0f
24 #define PLAYER_DEATH_DURATION 0.75f
25 #define PLAYER_MAX_JUMP_THRESHOLD 2
27 typedef enum Player_state {
28 PLAYER_STATE_ALIVE = 0,
36 RigidBodies *rigid_bodies;
38 RigidBodyId alive_body_id;
39 Explosion *dying_body;
49 Player *create_player_from_player_layer(const PlayerLayer *player_layer,
50 RigidBodies *rigid_bodies,
53 trace_assert(player_layer);
54 trace_assert(rigid_bodies);
55 trace_assert(broadcast);
59 Player *player = PUSH_LT(lt, nth_calloc(1, sizeof(Player)), free);
65 player->rigid_bodies = rigid_bodies;
67 player->alive_body_id = rigid_bodies_add(
70 player_layer->position.x,
71 player_layer->position.y,
75 player->dying_body = PUSH_LT(
78 color_picker_rgba(&player_layer->color_picker),
79 PLAYER_DEATH_DURATION),
81 if (player->dying_body == NULL) {
85 player->jump_threshold = 0;
86 player->color = color_picker_rgba(&player_layer->color_picker);
87 player->checkpoint = player_layer->position;
88 player->play_die_cue = 0;
89 player->state = PLAYER_STATE_ALIVE;
94 void destroy_player(Player * player)
96 rigid_bodies_remove(player->rigid_bodies, player->alive_body_id);
97 RETURN_LT0(player->lt);
100 int player_render(const Player * player,
103 trace_assert(player);
104 trace_assert(camera);
106 char debug_text[256];
108 switch (player->state) {
109 case PLAYER_STATE_ALIVE: {
110 snprintf(debug_text, 256, "Jump: %d", player->jump_threshold);
111 Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
113 if (camera_render_debug_text(camera, debug_text, vec(hitbox.x, hitbox.y - 20.0f)) < 0) {
117 return rigid_bodies_render(
118 player->rigid_bodies,
119 player->alive_body_id,
124 case PLAYER_STATE_DYING:
125 return explosion_render(player->dying_body, camera);
133 void player_update(Player *player,
136 trace_assert(player);
138 switch (player->state) {
139 case PLAYER_STATE_ALIVE: {
140 rigid_bodies_update(player->rigid_bodies, player->alive_body_id, delta_time);
142 const Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
145 if (hitbox.y > 1000.0f) {
150 case PLAYER_STATE_DYING: {
151 explosion_update(player->dying_body, delta_time);
153 if (explosion_is_done(player->dying_body)) {
154 rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, false);
155 rigid_bodies_transform_velocity(
156 player->rigid_bodies,
157 player->alive_body_id,
158 make_mat3x3(0.0f, 0.0f, 0.0f,
161 rigid_bodies_teleport_to(
162 player->rigid_bodies,
163 player->alive_body_id,
165 player->state = PLAYER_STATE_ALIVE;
173 void player_move_left(Player *player)
175 trace_assert(player);
176 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(-PLAYER_SPEED, 0.0f));
179 void player_move_right(Player *player)
181 trace_assert(player);
183 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(PLAYER_SPEED, 0.0f));
186 void player_stop(Player *player)
188 trace_assert(player);
190 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(0.0f, 0.0f));
193 void player_jump(Player *player, Script *supa_script)
195 trace_assert(player);
196 trace_assert(supa_script);
198 if (rigid_bodies_touches_ground(player->rigid_bodies, player->alive_body_id)) {
199 player->jump_threshold = 0;
202 if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) {
203 rigid_bodies_transform_velocity(
204 player->rigid_bodies,
205 player->alive_body_id,
206 make_mat3x3(1.0f, 0.0f, 0.0f,
209 rigid_bodies_apply_force(
210 player->rigid_bodies,
211 player->alive_body_id,
212 vec(0.0f, -PLAYER_JUMP));
213 player->jump_threshold++;
215 if (script_has_scope_value(supa_script, "on-player-jump")) {
216 Gc *gc = script_gc(supa_script);
217 script_eval(supa_script, list(gc, "q", "on-player-jump"));
222 void player_die(Player *player)
224 trace_assert(player);
226 if (player->state == PLAYER_STATE_ALIVE) {
229 player->rigid_bodies,
230 player->alive_body_id);
232 player->play_die_cue = 1;
233 explosion_start(player->dying_body, vec(hitbox.x, hitbox.y));
234 player->state = PLAYER_STATE_DYING;
235 rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, true);
239 void player_focus_camera(Player *player,
242 trace_assert(player);
243 trace_assert(camera);
245 const Rect player_hitbox = rigid_bodies_hitbox(
246 player->rigid_bodies,
247 player->alive_body_id);
252 vec(player_hitbox.x, player_hitbox.y),
253 vec(0.0f, -player_hitbox.h * 0.5f)));
256 void player_hide_goals(const Player *player,
259 trace_assert(player);
261 goals_hide_from_player(
264 player->rigid_bodies,
265 player->alive_body_id));
268 void player_die_from_lava(Player *player,
271 if (lava_overlaps_rect(
274 player->rigid_bodies,
275 player->alive_body_id))) {
280 void player_checkpoint(Player *player, Vec checkpoint)
282 player->checkpoint = checkpoint;
285 int player_sound(Player *player,
286 Sound_samples *sound_samples)
288 if (player->play_die_cue) {
289 player->play_die_cue = 0;
291 if (sound_samples_play_sound(sound_samples, 0) < 0) {
299 bool player_overlaps_rect(const Player *player,
302 trace_assert(player);
304 return player->state == PLAYER_STATE_ALIVE
306 rect, rigid_bodies_hitbox(
307 player->rigid_bodies,
308 player->alive_body_id));
311 Rect player_hitbox(const Player *player)
313 return rigid_bodies_hitbox(
314 player->rigid_bodies,
315 player->alive_body_id);