6 #include "game/level/explosion.h"
7 #include "game/level/rigid_bodies.h"
10 #include "platforms.h"
12 #include "system/log.h"
13 #include "system/lt.h"
14 #include "system/nth_alloc.h"
15 #include "system/stacktrace.h"
18 #define PLAYER_WIDTH 25.0f
19 #define PLAYER_HEIGHT 25.0f
20 #define PLAYER_SPEED 500.0f
21 #define PLAYER_JUMP 32000.0f
22 #define PLAYER_DEATH_DURATION 0.75f
23 #define PLAYER_MAX_JUMP_THRESHOLD 2
25 typedef enum Player_state {
26 PLAYER_STATE_ALIVE = 0,
34 RigidBodies *rigid_bodies;
36 RigidBodyId alive_body_id;
37 Explosion *dying_body;
47 Player *create_player_from_player_layer(const PlayerLayer *player_layer,
48 RigidBodies *rigid_bodies)
50 trace_assert(player_layer);
51 trace_assert(rigid_bodies);
55 Player *player = PUSH_LT(lt, nth_calloc(1, sizeof(Player)), free);
61 player->rigid_bodies = rigid_bodies;
63 player->alive_body_id = rigid_bodies_add(
66 player_layer->position.x,
67 player_layer->position.y,
71 player->dying_body = PUSH_LT(
74 color_picker_rgba(&player_layer->color_picker),
75 PLAYER_DEATH_DURATION),
77 if (player->dying_body == NULL) {
81 player->jump_threshold = 0;
82 player->color = color_picker_rgba(&player_layer->color_picker);
83 player->checkpoint = player_layer->position;
84 player->play_die_cue = 0;
85 player->state = PLAYER_STATE_ALIVE;
90 void destroy_player(Player * player)
92 rigid_bodies_remove(player->rigid_bodies, player->alive_body_id);
93 RETURN_LT0(player->lt);
96 int player_render(const Player * player,
100 trace_assert(camera);
102 char debug_text[256];
104 switch (player->state) {
105 case PLAYER_STATE_ALIVE: {
106 snprintf(debug_text, 256, "Jump: %d", player->jump_threshold);
107 Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
109 if (camera_render_debug_text(camera, debug_text, vec(hitbox.x, hitbox.y - 20.0f)) < 0) {
113 return rigid_bodies_render(
114 player->rigid_bodies,
115 player->alive_body_id,
120 case PLAYER_STATE_DYING:
121 return explosion_render(player->dying_body, camera);
129 void player_update(Player *player,
132 trace_assert(player);
134 switch (player->state) {
135 case PLAYER_STATE_ALIVE: {
136 rigid_bodies_update(player->rigid_bodies, player->alive_body_id, delta_time);
138 const Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
141 if (hitbox.y > PLAYER_DEATH_LEVEL) {
146 case PLAYER_STATE_DYING: {
147 explosion_update(player->dying_body, delta_time);
149 if (explosion_is_done(player->dying_body)) {
150 rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, false);
151 rigid_bodies_transform_velocity(
152 player->rigid_bodies,
153 player->alive_body_id,
154 make_mat3x3(0.0f, 0.0f, 0.0f,
157 rigid_bodies_teleport_to(
158 player->rigid_bodies,
159 player->alive_body_id,
161 player->state = PLAYER_STATE_ALIVE;
169 void player_move_left(Player *player)
171 trace_assert(player);
172 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(-PLAYER_SPEED, 0.0f));
175 void player_move_right(Player *player)
177 trace_assert(player);
179 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(PLAYER_SPEED, 0.0f));
182 void player_stop(Player *player)
184 trace_assert(player);
186 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(0.0f, 0.0f));
189 void player_jump(Player *player)
191 trace_assert(player);
193 if (rigid_bodies_touches_ground(player->rigid_bodies, player->alive_body_id)) {
194 player->jump_threshold = 0;
197 if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) {
198 rigid_bodies_transform_velocity(
199 player->rigid_bodies,
200 player->alive_body_id,
201 make_mat3x3(1.0f, 0.0f, 0.0f,
204 rigid_bodies_apply_force(
205 player->rigid_bodies,
206 player->alive_body_id,
207 vec(0.0f, -PLAYER_JUMP));
208 player->jump_threshold++;
212 void player_die(Player *player)
214 trace_assert(player);
216 if (player->state == PLAYER_STATE_ALIVE) {
219 player->rigid_bodies,
220 player->alive_body_id);
222 player->play_die_cue = 1;
223 player->jump_threshold = 0;
224 explosion_start(player->dying_body, vec(hitbox.x, hitbox.y));
225 player->state = PLAYER_STATE_DYING;
226 rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, true);
230 void player_focus_camera(Player *player,
233 trace_assert(player);
234 trace_assert(camera);
236 const Rect player_hitbox = rigid_bodies_hitbox(
237 player->rigid_bodies,
238 player->alive_body_id);
243 vec(player_hitbox.x, player_hitbox.y),
244 vec(0.0f, -player_hitbox.h * 0.5f)));
247 void player_die_from_lava(Player *player,
250 if (lava_overlaps_rect(
253 player->rigid_bodies,
254 player->alive_body_id))) {
259 void player_checkpoint(Player *player, Vec2f checkpoint)
261 player->checkpoint = checkpoint;
264 int player_sound(Player *player,
265 Sound_samples *sound_samples)
267 if (player->play_die_cue) {
268 player->play_die_cue = 0;
270 if (sound_samples_play_sound(sound_samples, 0) < 0) {
278 bool player_overlaps_rect(const Player *player,
281 trace_assert(player);
283 return player->state == PLAYER_STATE_ALIVE
285 rect, rigid_bodies_hitbox(
286 player->rigid_bodies,
287 player->alive_body_id));
290 Rect player_hitbox(const Player *player)
292 return rigid_bodies_hitbox(
293 player->rigid_bodies,
294 player->alive_body_id);