fencer/src/player.c
2023-11-05 23:12:56 +01:00

147 lines
4.3 KiB
C

#include "player.h"
#include "assets.h"
#include "debug.h"
#include "input_axis.h"
#include "physics_entity.h"
#include "program.h"
#include "rigidbody.h"
#include "input.h"
#include "physics_world.h"
#include "game_world.h"
#include <SDL2/SDL_gamecontroller.h>
static
void player_input_h(Player* self, InputEvent val) {
self->directional.x = val.as_float * 5.f;
}
static
void player_input_jump(Player* self, InputEvent down) {
if(down.as_bool && self->is_grounded) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
self->directional.y = 0;
velocity.y = -20.f;
rigidbody_set_velocity(self->rigidbody, velocity);
}
}
static inline
void _internal_player_init_input(Player* self) {
// default to keyboard if no controllers are available
if(input_get_device_by_id(0) != NULL)
self->player_input = playerinput_new(self, 0);
else
self->player_input = playerinput_new(self, -1);
// KEYBOARD ------------------------------------------------
// WALK
playerinput_add(self->player_input, CompositeAxis1D_as_InputAxis(compositeaxis1d_new(
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_A)),
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_D)),
InputEvent_Float
)), (InputDelegateFn)player_input_h);
// JUMP
playerinput_add(self->player_input,
KeyBind_as_InputAxis(keybind_new(SDL_SCANCODE_W)),
(InputDelegateFn)player_input_jump
);
// CONTROLLER ------------------------------------------------
// WALK
playerinput_add(self->player_input,
ControllerAxis_as_InputAxis(controlleraxis_new(0)),
(InputDelegateFn)player_input_h
);
// JUMP
playerinput_add(self->player_input,
ControllerButton_as_InputAxis(controllerbutton_new(SDL_CONTROLLER_BUTTON_A)),
(InputDelegateFn)player_input_jump
);
}
Player* player_new() {
Spritesheet* spr_player_standing = spritesheet_load("assets/sprites/player.png", (IVector){128, 128});
float ex_w = 0.1f;
float h = .75f;
float r = 0.01f;
float rr = 0.01f;
Player* self = malloc(sizeof(Player));
*self = (Player) {
.transform = {ZeroVector, {4, 4}, 0},
.sprite = sprite_from_spritesheet(spr_player_standing, 0),
.shape = shape_new((Vector[]){
{ex_w, -rr}, {ex_w-r, 0.f},
{r-ex_w, 0.f}, {-ex_w, -rr},
{-ex_w, rr-h}, {r-ex_w, -h},
{ex_w-r, -h}, {ex_w, rr-h},
}, 8)
};
self->rigidbody = rigidbody_make(Player_as_Transformable(self));
rigidbody_set_mass(self->rigidbody, 10.f);
physics_world_add_entity(Player_as_PhysicsEntity(self));
sprite_set_origin(self->sprite, (Vector){0.25f, 1.f});
_internal_player_init_input(self);
return self;
}
void player_spawn(Player* self, Vector at) {
rigidbody_get_transform(self->rigidbody)->position = at;
game_world_add_entity(Player_as_BehaviourEntity(self));
}
void player_collision_solver(Player* self, List* contacts) {
physics_entity_solve_contacts(Player_as_PhysicsEntity(self), contacts);
}
void player_start(Player* self) {}
void player_update(Player* self, float dt) {
Vector velocity = rigidbody_get_velocity(self->rigidbody);
Vector velocity_target = {self->is_grounded ? self->directional.x : velocity.x, velocity.y};
rigidbody_accelerate(self->rigidbody, vmulff(vsubf(velocity_target, velocity), 50.f), 0);
rigidbody_accelerate(self->rigidbody, (Vector){0.0f, 100.f}, 0);
self->is_grounded = 0;
}
void player_draw(Player* self) {
sprite_entity_draw(Player_as_SpriteEntity(self));
}
void player_free(Player* self) {
rigidbody_destroy(self->rigidbody);
shape_destroy(self->shape);
sprite_destroy(self->sprite);
playerinput_drop(self->player_input);
free(self);
}
void player_collision(Player* self, Collision hit) {
if(hit.point.y > -0.01f) {
self->is_grounded = 1;
}
}
Sprite* player_get_sprite(Player* self) {
return self->sprite;
}
Transform* player_get_transform(Player* self) {
return &self->transform;
}
Transform* player_get_rigidbody_transform(Player* self) {
return rigidbody_get_transform(self->rigidbody);
}
RigidBody* player_get_rigidbody(Player* self) {
return self->rigidbody;
}
Shape* player_get_shape(Player* self) {
return self->shape;
}