JacksEscape/Player_Component.c

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#include "Player_Component.h"
#include "Entity.h"
#include "App.h"
#include "Input.h"
#include "util/assert.h"
#include <stdlib.h>
static inline double dabs(double x) {
return x < 0.0 ? -x : x;
}
System_Player *player_NewSystem(App *super) {
System_Player *sys = malloc(sizeof(System_Player));
sys->super = super;
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sys->player = NULL;
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return sys;
}
void player_DeleteSystem(System_Player *sys) {
free(sys);
}
static void _player_OnHit(Entity *me, Entity *other, Vec2 triedDelta, void *data) {
ASSERT(me->player && "_player_OnHit called with ME as non-player");
// Moving down
if (triedDelta.y > 0)
me->player->onGround = true;
}
void player_AddEntity(System_Player *sys, Entity *e) {
if (e->player) {
ASSERT(!sys->player && "Two player entities are added! Did you forget to DeleteEntity for player?");
sys->player = e->player;
ASSERT(e->hitbox && "Player does not have Hitbox component");
e->hitbox->onHit = &_player_OnHit;
}
}
void player_DeleteEntity(System_Player *sys, uintptr_t id) {
if (sys->player && sys->player->super->id == id)
sys->player = NULL;
}
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static double walkSpeed = 200.0, jumpSpeed = 500.0;
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static int airjumpCount = 1;
void player_Advance(System_Player *sys, Duration deltaTime) {
if (!sys->player)
return;
// The bulk of player logic right here
System_Input *input = sys->super->input;
double targetVecX = 0.0;
// Move left/right
if (input_IsPressed(input->keys[input_Key_Left]))
targetVecX += -walkSpeed;
if (input_IsPressed(input->keys[input_Key_Right]))
targetVecX += walkSpeed;
sys->player->super->position->velocity.x = targetVecX;
if (sys->player->onGround)
sys->player->jumpCount = 0;
// Jump
if (sys->super->input->keys[input_Key_Jump] == JustPressed) {
if (sys->player->onGround || sys->player->jumpCount < airjumpCount)
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sys->player->super->position->velocity.y = -jumpSpeed;
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if (!sys->player->onGround) // Took the second clause, airjumped
sys->player->jumpCount++;
}
// Check OnGround again
if (dabs(sys->player->super->position->velocity.y) > EPS)
sys->player->onGround = false;
}