#include #include #include #include "game/level/explosion.h" #include "game/level/rigid_bodies.h" #include "goals.h" #include "math/vec.h" #include "platforms.h" #include "player.h" #include "system/log.h" #include "system/lt.h" #include "system/nth_alloc.h" #include "system/stacktrace.h" #include "config.h" #define PLAYER_WIDTH 25.0f #define PLAYER_HEIGHT 25.0f #define PLAYER_SPEED 500.0f #define PLAYER_JUMP 32000.0f #define PLAYER_DEATH_DURATION 0.75f #define PLAYER_MAX_JUMP_THRESHOLD 2 typedef enum Player_state { PLAYER_STATE_ALIVE = 0, PLAYER_STATE_DYING } Player_state; struct Player { Lt *lt; Player_state state; RigidBodies *rigid_bodies; RigidBodyId alive_body_id; Explosion *dying_body; int jump_threshold; Color color; Vec2f checkpoint; int play_die_cue; }; Player *create_player_from_player_layer(const PlayerLayer *player_layer, RigidBodies *rigid_bodies) { trace_assert(player_layer); trace_assert(rigid_bodies); Lt *lt = create_lt(); Player *player = PUSH_LT(lt, nth_calloc(1, sizeof(Player)), free); if (player == NULL) { RETURN_LT(lt, NULL); } player->lt = lt; player->rigid_bodies = rigid_bodies; player->alive_body_id = rigid_bodies_add( rigid_bodies, rect( player_layer->position.x, player_layer->position.y, PLAYER_WIDTH, PLAYER_HEIGHT)); player->dying_body = PUSH_LT( lt, create_explosion( color_picker_rgba(&player_layer->color_picker), PLAYER_DEATH_DURATION), destroy_explosion); if (player->dying_body == NULL) { RETURN_LT(lt, NULL); } player->jump_threshold = 0; player->color = color_picker_rgba(&player_layer->color_picker); player->checkpoint = player_layer->position; player->play_die_cue = 0; player->state = PLAYER_STATE_ALIVE; return player; } void destroy_player(Player * player) { rigid_bodies_remove(player->rigid_bodies, player->alive_body_id); RETURN_LT0(player->lt); } int player_render(const Player * player, const Camera *camera) { trace_assert(player); trace_assert(camera); char debug_text[256]; switch (player->state) { case PLAYER_STATE_ALIVE: { snprintf(debug_text, 256, "Jump: %d", player->jump_threshold); Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id); if (camera_render_debug_text(camera, debug_text, vec(hitbox.x, hitbox.y - 20.0f)) < 0) { return -1; } return rigid_bodies_render( player->rigid_bodies, player->alive_body_id, player->color, camera); } case PLAYER_STATE_DYING: return explosion_render(player->dying_body, camera); default: {} } return 0; } void player_update(Player *player, float delta_time) { trace_assert(player); switch (player->state) { case PLAYER_STATE_ALIVE: { rigid_bodies_update(player->rigid_bodies, player->alive_body_id, delta_time); const Rect hitbox = rigid_bodies_hitbox(player->rigid_bodies, player->alive_body_id); if (hitbox.y > PLAYER_DEATH_LEVEL) { player_die(player); } } break; case PLAYER_STATE_DYING: { explosion_update(player->dying_body, delta_time); if (explosion_is_done(player->dying_body)) { rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, false); rigid_bodies_transform_velocity( player->rigid_bodies, player->alive_body_id, make_mat3x3(0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f)); rigid_bodies_teleport_to( player->rigid_bodies, player->alive_body_id, player->checkpoint); player->state = PLAYER_STATE_ALIVE; } } break; default: {} } } void player_move_left(Player *player) { trace_assert(player); rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(-PLAYER_SPEED, 0.0f)); } void player_move_right(Player *player) { trace_assert(player); rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(PLAYER_SPEED, 0.0f)); } void player_stop(Player *player) { trace_assert(player); rigid_bodies_move(player->rigid_bodies, player->alive_body_id, vec(0.0f, 0.0f)); } void player_jump(Player *player) { trace_assert(player); if (rigid_bodies_touches_ground(player->rigid_bodies, player->alive_body_id)) { player->jump_threshold = 0; } if (player->jump_threshold < PLAYER_MAX_JUMP_THRESHOLD) { rigid_bodies_transform_velocity( player->rigid_bodies, player->alive_body_id, make_mat3x3(1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f)); rigid_bodies_apply_force( player->rigid_bodies, player->alive_body_id, vec(0.0f, -PLAYER_JUMP)); player->jump_threshold++; } } void player_die(Player *player) { trace_assert(player); if (player->state == PLAYER_STATE_ALIVE) { const Rect hitbox = rigid_bodies_hitbox( player->rigid_bodies, player->alive_body_id); player->play_die_cue = 1; player->jump_threshold = 0; explosion_start(player->dying_body, vec(hitbox.x, hitbox.y)); player->state = PLAYER_STATE_DYING; rigid_bodies_disable(player->rigid_bodies, player->alive_body_id, true); } } void player_focus_camera(Player *player, Camera *camera) { trace_assert(player); trace_assert(camera); const Rect player_hitbox = rigid_bodies_hitbox( player->rigid_bodies, player->alive_body_id); camera_center_at( camera, vec_sum( vec(player_hitbox.x, player_hitbox.y), vec(0.0f, -player_hitbox.h * 0.5f))); } void player_die_from_lava(Player *player, const Lava *lava) { if (lava_overlaps_rect( lava, rigid_bodies_hitbox( player->rigid_bodies, player->alive_body_id))) { player_die(player); } } void player_checkpoint(Player *player, Vec2f checkpoint) { player->checkpoint = checkpoint; } int player_sound(Player *player, Sound_samples *sound_samples) { if (player->play_die_cue) { player->play_die_cue = 0; if (sound_samples_play_sound(sound_samples, 0) < 0) { return -1; } } return 0; } bool player_overlaps_rect(const Player *player, Rect rect) { trace_assert(player); return player->state == PLAYER_STATE_ALIVE && rects_overlap( rect, rigid_bodies_hitbox( player->rigid_bodies, player->alive_body_id)); } Rect player_hitbox(const Player *player) { return rigid_bodies_hitbox( player->rigid_bodies, player->alive_body_id); }