2 #include "system/stacktrace.h"
6 #include "game/level/player/dying_rect.h"
7 #include "game/level/player/rigid_rect.h"
8 #include "game/level/script.h"
9 #include "game/level/rigid_bodies.h"
11 #include "math/point.h"
12 #include "platforms.h"
14 #include "system/line_stream.h"
15 #include "system/log.h"
16 #include "system/lt.h"
17 #include "system/nth_alloc.h"
19 #define PLAYER_WIDTH 25.0f
20 #define PLAYER_HEIGHT 25.0f
21 #define PLAYER_SPEED 500.0f
22 #define PLAYER_JUMP 32000.0f
23 #define PLAYER_DEATH_DURATION 0.75f
24 #define PLAYER_MAX_JUMP_THRESHOLD 2
26 typedef enum Player_state {
27 PLAYER_STATE_ALIVE = 0,
35 RigidBodies *rigid_bodies;
37 RigidBodyId alive_body_id;
38 Dying_rect *dying_body;
49 Player *create_player_from_line_stream(LineStream *line_stream, RigidBodies *rigid_bodies, Broadcast *broadcast)
51 trace_assert(line_stream);
59 Player *player = PUSH_LT(lt, nth_alloc(sizeof(Player)), free);
65 player->rigid_bodies = rigid_bodies;
67 float x = 0.0f, y = 0.0f;
71 line_stream_next(line_stream),
73 &x, &y, colorstr) == EOF) {
74 log_fail("Could not read player\n");
78 player->script = PUSH_LT(
80 create_script_from_line_stream(line_stream, broadcast),
82 if (player->script == NULL) {
86 const Color color = hexstr(colorstr);
88 player->alive_body_id = rigid_bodies_add(
90 rect(x, y, PLAYER_WIDTH, PLAYER_HEIGHT),
93 player->dying_body = PUSH_LT(
97 PLAYER_DEATH_DURATION),
99 if (player->dying_body == NULL) {
103 player->jump_threshold = 0;
104 player->color = color;
105 player->checkpoint = vec(x, y);
106 player->play_die_cue = 0;
107 player->state = PLAYER_STATE_ALIVE;
112 void destroy_player(Player * player)
114 RETURN_LT0(player->lt);
117 int player_render(const Player * player,
120 trace_assert(player);
121 trace_assert(camera);
123 char debug_text[256];
125 switch (player->state) {
126 case PLAYER_STATE_ALIVE: {
127 snprintf(debug_text, 256, "Jump: %d", player->jump_threshold);
128 Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
130 if (camera_render_debug_text(camera, debug_text, vec(hitbox.x, hitbox.y - 20.0f)) < 0) {
134 return rigid_bodies_render(player->rigid_bodies, player->alive_body_id, camera);
137 case PLAYER_STATE_DYING:
138 return dying_rect_render(player->dying_body, camera);
146 void player_update(Player *player,
149 trace_assert(player);
151 switch (player->state) {
152 case PLAYER_STATE_ALIVE: {
153 rigid_bodies_update(player->rigid_bodies, player->alive_body_id, delta_time);
155 const Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id);
158 if (hitbox.y > 1000.0f) {
163 case PLAYER_STATE_DYING: {
164 dying_rect_update(player->dying_body, delta_time);
166 if (dying_rect_is_dead(player->dying_body)) {
167 rigid_bodies_transform_velocity(
168 player->rigid_bodies,
169 player->alive_body_id,
170 make_mat3x3(0.0f, 0.0f, 0.0f,
173 rigid_bodies_teleport_to(
174 player->rigid_bodies,
175 player->alive_body_id,
177 player->state = PLAYER_STATE_ALIVE;
185 void player_move_left(Player *player)
187 trace_assert(player);
188 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(-PLAYER_SPEED, 0.0f));
191 void player_move_right(Player *player)
193 trace_assert(player);
195 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(PLAYER_SPEED, 0.0f));
198 void player_stop(Player *player)
200 trace_assert(player);
202 rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(0.0f, 0.0f));
205 void player_jump(Player *player)
207 trace_assert(player);
209 if (rigid_bodies_touches_ground(player->rigid_bodies, player->alive_body_id)) {
210 player->jump_threshold = 0;
213 if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) {
214 rigid_bodies_transform_velocity(
215 player->rigid_bodies,
216 player->alive_body_id,
217 make_mat3x3(1.0f, 0.0f, 0.0f,
220 rigid_bodies_apply_force(
221 player->rigid_bodies,
222 player->alive_body_id,
223 vec(0.0f, -PLAYER_JUMP));
224 player->jump_threshold++;
226 if (script_has_scope_value(player->script, "on-jump")) {
227 script_eval(player->script, "(on-jump)");
232 void player_die(Player *player)
234 trace_assert(player);
236 if (player->state == PLAYER_STATE_ALIVE) {
239 player->rigid_bodies,
240 player->alive_body_id);
242 player->play_die_cue = 1;
243 dying_rect_start_dying(player->dying_body, vec(hitbox.x, hitbox.y));
244 player->state = PLAYER_STATE_DYING;
248 void player_focus_camera(Player *player,
251 trace_assert(player);
252 trace_assert(camera);
254 const Rect player_hitbox = rigid_bodies_hitbox(
255 player->rigid_bodies,
256 player->alive_body_id);
261 vec(player_hitbox.x, player_hitbox.y),
262 vec(0.0f, -player_hitbox.h * 0.5f)));
265 void player_hide_goals(const Player *player,
268 trace_assert(player);
270 goals_hide_from_player(
273 player->rigid_bodies,
274 player->alive_body_id));
277 void player_die_from_lava(Player *player,
280 if (lava_overlaps_rect(
283 player->rigid_bodies,
284 player->alive_body_id))) {
289 void player_checkpoint(Player *player, Vec checkpoint)
291 player->checkpoint = checkpoint;
294 int player_sound(Player *player,
295 Sound_samples *sound_samples)
297 if (player->play_die_cue) {
298 player->play_die_cue = 0;
300 if (sound_samples_play_sound(sound_samples, 0, 0) < 0) {
308 bool player_overlaps_rect(const Player *player,
311 trace_assert(player);
313 return player->state == PLAYER_STATE_ALIVE
315 rect, rigid_bodies_hitbox(
316 player->rigid_bodies,
317 player->alive_body_id));