]> git.lizzy.rs Git - shadowclad.git/blobdiff - src/game/player.c
Rename `Vector3D` to `Vector`
[shadowclad.git] / src / game / player.c
index abc2c5fd47f064be910619a7df771a2eff6449f7..432341c6aece912859747e44b25462001d9ad7e6 100644 (file)
@@ -7,20 +7,20 @@ static const float movementSpeed = 2.5f;
 
 Scene* playerCharacter;
 static Transform screenToWorldMovementTransform;
-static Vector3D worldMovementUp;
-static Vector3D worldMovementDown;
-static Vector3D worldMovementLeft;
-static Vector3D worldMovementRight;
+static Vector worldMovementUp;
+static Vector worldMovementDown;
+static Vector worldMovementLeft;
+static Vector worldMovementRight;
 static Direction movementDirection;
 
-static void movePlayer(Vector3D direction, float delta);
-static Vector3D worldMovementDirection(float x, float y);
+static void movePlayer(Vector direction, float delta);
+static Vector worldMovementDirection(float x, float y);
 
 
 
 void initPlayer() {
        screenToWorldMovementTransform = identity();
-       rotate(&screenToWorldMovementTransform, (Vector3D) { 0.0f, 1.0f, 0.0f }, - TAU / 8.0f);
+       rotate(&screenToWorldMovementTransform, (Vector) { 0.0f, 1.0f, 0.0f }, - TAU / 8.0f);
 
        worldMovementUp = worldMovementDirection(0.0f, 1.0f);
        worldMovementDown = worldMovementDirection(0.0f, -1.0f);
@@ -38,7 +38,7 @@ void spawnPlayer(Transform transform) {
 }
 
 void updatePlayer(float delta) {
-       Vector3D direction = { 0.0f, 0.0f, 0.0f };
+       Vector direction = { 0.0f, 0.0f, 0.0f };
        if (movementDirection & DIRECTION_UP) {
                direction = addVectors(direction, worldMovementUp);
        }
@@ -62,14 +62,14 @@ void stopMovement(Direction direction) {
        movementDirection &= ~direction;
 }
 
-static void movePlayer(Vector3D direction, float delta) {
+static void movePlayer(Vector direction, float delta) {
        direction = clampMagnitude(direction, 1.0f);
-       Vector3D displacement = scaleVector(direction, delta * movementSpeed);
+       Vector displacement = scaleVector(direction, delta * movementSpeed);
        translate(&playerCharacter->transform, displacement);
 }
 
-static Vector3D worldMovementDirection(float x, float y) {
-       Vector3D direction = (Vector3D) { x, 0.0f, -y };
+static Vector worldMovementDirection(float x, float y) {
+       Vector direction = (Vector) { x, 0.0f, -y };
        direction = normalized(
                applyTransform(screenToWorldMovementTransform, direction));
        return direction;