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61d024b56d
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61d024b56d | |||
ced8a1994f |
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@ -14,8 +14,8 @@ x
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x x
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x x
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xxxxxxxxxx x
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x SSSS x
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x SSSSS x
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x x
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x S S S x
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x P S S S S x
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xxxxxxxxxxxxxxxxxxxxxxxxx xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx
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@ -9,6 +9,8 @@ const Renderer = @import("renderer.zig").Renderer;
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pub const Context = struct {
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const DefaultDisplayWidth = 960;
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const DefaultDisplayHeight = 540;
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// const DefaultDisplayWidth = 480;
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// const DefaultDisplayHeight = 270;
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allocator: std.mem.Allocator,
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palette: Palette = undefined,
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@ -6,7 +6,7 @@ pub const PointF = struct {
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x: f32,
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y: f32,
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pub const Zero = Point{ .x = 0, .y = 0 };
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pub const Zero = PointF{ .x = 0, .y = 0 };
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pub fn init(x: f32, y: f32) PointF {
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return PointF{ .x = x, .y = y };
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@ -20,10 +20,11 @@ pub const Game = struct {
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health: i64 = 4,
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playerPosition: engine.PointF,
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playerFallingAnimation: Animation,
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playerIdleAnimation: Animation,
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playerWalkingAnimation: Animation,
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playerDirection: Direction,
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isPlayerWalking: bool,
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playerVelocity: engine.PointF,
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starAnimation: Animation,
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@ -37,10 +38,11 @@ pub const Game = struct {
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return Game{
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.level = level,
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.playerPosition = playerPosition,
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.playerFallingAnimation = Animation.initPartialLoop(renderer.sprites.get("character_lion_48").?, 0.2, 8, 12),
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.playerIdleAnimation = Animation.initPartialLoop(renderer.sprites.get("character_lion_48").?, 0.25, 0, 4),
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.playerWalkingAnimation = Animation.initPartialLoop(renderer.sprites.get("character_lion_48").?, 0.125, 4, 8),
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.playerDirection = Direction.Right,
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.isPlayerWalking = false,
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.playerVelocity = engine.PointF.Zero,
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.starAnimation = Animation.init(renderer.sprites.get("item_star_32").?, 0.15),
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.renderer = renderer,
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.randomTile = TileMap(usize).init(allocator),
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@ -79,14 +81,49 @@ pub const Game = struct {
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renderer.textures.get("opaque").?.drawTintedScaled(allegro.mapRgba(127, 127, 127, 127), topLeftScreen.x, topLeftScreen.y, tileSizeScreen, tileSizeScreen);
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}
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pub fn moveCharacter(self: *Game, distance: f32) void {
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self.playerPosition.x += distance;
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self.isPlayerWalking = true;
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self.playerDirection = if (distance > 0) Direction.Right else Direction.Left;
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pub fn movePlayer(self: *Game, dt: f32) void {
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const to = self.playerPosition.add(self.playerVelocity.multiply(dt));
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self.playerPosition = to;
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if (self.playerVelocity.y > 0 and self.playerIsOnTile()) {
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self.playerPosition.y = std.math.floor(self.playerPosition.y);
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self.playerVelocity.y = 0;
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} else if (self.playerVelocity.y < 0 and self.playerIsUnderTile()) {
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self.playerPosition.y = std.math.ceil(self.playerPosition.y);
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self.playerVelocity.y = -self.playerVelocity.y;
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}
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if (self.playerVelocity.x != 0) {
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const playerTileTop = @floatToInt(i64, std.math.floor(self.playerPosition.y));
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const playerTileBottom = @floatToInt(i64, std.math.floor(self.playerPosition.y + 0.99));
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if (self.playerVelocity.x < 0) {
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const playerTileLeft = @floatToInt(i64, std.math.ceil(self.playerPosition.x)) - 1;
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if (self.level.tiles.get(playerTileLeft, playerTileTop) != null or self.level.tiles.get(playerTileLeft, playerTileBottom) != null) {
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self.playerPosition.x = std.math.ceil(self.playerPosition.x);
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self.playerVelocity.x = 0;
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}
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}
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// const playerTileRight = @floatToInt(i64, std.math.floor(self.playerPosition.x)) + 1;
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}
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self.playerDirection = if (self.playerVelocity.x == 0) self.playerDirection else if (self.playerVelocity.x > 0) Direction.Right else Direction.Left;
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self.boundsInTiles = Game.calculateBoundsInTiles(self.playerPosition);
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}
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pub fn playerIsOnTile(self: Game) bool {
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const playerTileHeight = @floatToInt(i64, std.math.floor(self.playerPosition.y)) + 1;
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const playerTileLeft = @floatToInt(i64, std.math.floor(self.playerPosition.x + 0.5));
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const playerTileRight = @floatToInt(i64, std.math.ceil(self.playerPosition.x - 0.5));
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return self.level.tiles.get(playerTileLeft, playerTileHeight) != null or self.level.tiles.get(playerTileRight, playerTileHeight) != null;
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}
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pub fn playerIsUnderTile(self: Game) bool {
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const playerTileHeight = @floatToInt(i64, std.math.ceil(self.playerPosition.y)) - 1;
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const playerTileLeft = @floatToInt(i64, std.math.floor(self.playerPosition.x + 0.5));
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const playerTileRight = @floatToInt(i64, std.math.ceil(self.playerPosition.x - 0.5));
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return self.level.tiles.get(playerTileLeft, playerTileHeight) != null or self.level.tiles.get(playerTileRight, playerTileHeight) != null;
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}
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pub fn randomTileOffset(self: *Game, x: i64, y: i64, maxOffset: usize) usize {
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if (self.randomTile.get(x, y)) |offset| {
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return offset;
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@ -134,7 +171,8 @@ pub const Game = struct {
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}
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pub fn tick(self: *Game, t: f32, dt: f32) void {
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_ = t;
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_ = self;
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_ = dt;
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self.playerAnimation.tick(t);
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}
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};
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@ -26,21 +26,46 @@ pub const GameScene = struct {
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}
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pub fn tick(self: *GameScene, ctx: *Context, t: f32, dt: f32) void {
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const speed: f32 = 6; // tiles/s
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const horizontalWalkAcceleration: f32 = 13;
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const gravity: f32 = 71;
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const jumpVelocity: f32 = -26;
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const maxFallVelocity: f32 = 23;
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const maxHorizontalWalkVelocity: f32 = 7; // tiles/s
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if (ctx.keys.isKeyPressed(allegro.c.ALLEGRO_KEY_LEFT)) {
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self.game.moveCharacter(-speed * dt);
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self.game.playerWalkingAnimation.tick(t);
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self.game.playerVelocity.x = std.math.max(-maxHorizontalWalkVelocity, self.game.playerVelocity.x - horizontalWalkAcceleration);
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} else if (ctx.keys.isKeyPressed(allegro.c.ALLEGRO_KEY_RIGHT)) {
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self.game.moveCharacter(speed * dt);
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self.game.playerWalkingAnimation.tick(t);
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self.game.playerVelocity.x = std.math.min(maxHorizontalWalkVelocity, self.game.playerVelocity.x + horizontalWalkAcceleration);
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} else {
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if (self.game.isPlayerWalking) {
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self.game.playerWalkingAnimation.reset();
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if (std.math.fabs(self.game.playerVelocity.x) > 0.2) {
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self.game.playerVelocity.x = self.game.playerVelocity.x - std.math.sign(self.game.playerVelocity.x) * horizontalWalkAcceleration * dt;
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} else {
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self.game.playerVelocity.x = 0;
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}
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self.game.isPlayerWalking = false;
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self.game.playerIdleAnimation.tick(t);
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}
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if (self.game.playerVelocity.y == 0 and ctx.keys.isKeyPressed(allegro.c.ALLEGRO_KEY_SPACE)) {
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self.game.playerVelocity.y = jumpVelocity;
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} else if (!self.game.playerIsOnTile()) {
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self.game.playerVelocity.y = std.math.min(maxFallVelocity, self.game.playerVelocity.y + gravity * dt);
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}
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// self.game.playerVelocity.y = std.math.min(maxFallVelocity, self.game.playerVelocity.y + self.game.playerAcceleration.y * dt);
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if (self.game.playerVelocity.y != 0) {
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self.game.playerFallingAnimation.tick(t);
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self.game.playerIdleAnimation.reset();
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self.game.playerWalkingAnimation.reset();
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} else if (self.game.playerVelocity.x != 0 and self.game.playerVelocity.y == 0) {
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self.game.playerWalkingAnimation.tick(t);
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self.game.playerFallingAnimation.tick(t);
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self.game.playerIdleAnimation.reset();
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} else if (self.game.playerVelocity.x == 0) {
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self.game.playerIdleAnimation.tick(t);
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self.game.playerFallingAnimation.tick(t);
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self.game.playerWalkingAnimation.reset();
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}
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self.game.movePlayer(dt);
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self.game.starAnimation.tick(t);
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}
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@ -82,10 +107,14 @@ pub const GameScene = struct {
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1 => {
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if (ordinals.right) offset = 0;
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if (ordinals.left) offset = 3;
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if (ordinals.top) offset = 15;
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if (ordinals.bottom) offset = 14;
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},
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2 => {
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if (ordinals.right and ordinals.left) offset = 1 + self.game.randomTileOffset(x, y, 2);
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if (ordinals.top and ordinals.bottom) offset = 12;
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if (ordinals.top and ordinals.left) offset = 9;
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if (ordinals.top and ordinals.right) offset = 8;
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if (ordinals.right and ordinals.bottom) offset = 4;
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if (ordinals.left and ordinals.bottom) offset = 5;
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},
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@ -112,15 +141,17 @@ pub const GameScene = struct {
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}
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}
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const playerDirectionFrameOffset: usize = if (self.game.playerDirection == game.Game.Direction.Left) 0 else 8;
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if (self.game.isPlayerWalking) {
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const playerDirectionFrameOffset: usize = if (self.game.playerDirection == game.Game.Direction.Left) 0 else 12;
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if (self.game.playerVelocity.y != 0) {
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self.game.drawSpriteFrameP("character_lion_48", self.game.playerFallingAnimation.current + playerDirectionFrameOffset, self.game.playerPosition.add(engine.PointF.init(-0.25, -0.25)));
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} else if (self.game.playerVelocity.x != 0 and self.game.playerVelocity.y == 0) {
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self.game.drawSpriteFrameP("character_lion_48", self.game.playerWalkingAnimation.current + playerDirectionFrameOffset, self.game.playerPosition.add(engine.PointF.init(-0.25, -0.25)));
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} else {
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self.game.drawSpriteFrameP("character_lion_48", self.game.playerIdleAnimation.current + playerDirectionFrameOffset, self.game.playerPosition.add(engine.PointF.init(-0.25, -0.25)));
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}
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if (ctx.showDebug) {
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ctx.renderer.printTextV("debug", ctx.palette.background.text, 0.01, 0.1, Renderer.TextAlignment.Left, "Character: ({d}, {d})", .{ self.game.playerPosition.x, self.game.playerPosition.y });
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ctx.renderer.printTextV("debug", ctx.palette.background.text, 0.01, 0.1, Renderer.TextAlignment.Left, "Character: ({d:.2}, {d:.2})", .{ self.game.playerPosition.x, self.game.playerPosition.y });
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ctx.renderer.printTextV("debug", ctx.palette.background.text, 0.01, 0.15, Renderer.TextAlignment.Left, "Tiles: ({d}, {d}) -> ({d}, {d})", .{ tileBounds.min.x, tileBounds.min.y, tileBounds.max.x, tileBounds.max.y });
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// self.game.debugHighlightTile(self.game.playerPosition);
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}
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