JacksEscape/player.c
2024-03-05 15:20:32 +08:00

113 lines
3.3 KiB
C

#include "player.h"
#include "entity.h"
#include "app.h"
#include "input.h"
#include "types.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;
sys->player = NULL;
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;
}
static double walkSpeed = 300.0, jumpSpeed = 800.0, dashSpeed = 1500.0;
static int airjumpCount = 1, airdashCount = 1;
static Duration dashLength = {.microseconds = 150000}, dashCooldown = {.microseconds = 400000};
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;
if (sys->player->faceDirection != 1 && sys->player->faceDirection != -1)
sys->player->faceDirection = 1; // Face right by default
double targetVecX = 0.0;
// Move left/right
if (input_IsPressed(input->keys[input_Key_Left])) {
sys->player->faceDirection = -1;
targetVecX += -walkSpeed;
}
if (input_IsPressed(input->keys[input_Key_Right])) {
sys->player->faceDirection = 1;
targetVecX += walkSpeed;
}
sys->player->super->position->velocity.x = targetVecX;
// Jump
if (sys->player->onGround)
sys->player->jumpCount = 0;
if (sys->super->input->keys[input_Key_Jump] == JustPressed ||
(sys->super->input->keys[input_Key_Jump] == Pressed && dabs(sys->player->super->position->velocity.y) < 5)) {
if (sys->player->onGround || sys->player->jumpCount < airjumpCount) {
sys->player->storedSpeedY = -jumpSpeed;
if (!sys->player->onGround) // Took the second clause, airjumped
sys->player->jumpCount++;
}
}
// Dash
if (sys->player->onGround)
sys->player->dashCount = 0;
if (input_IsPressed(input->keys[input_Key_Dash]) &&
(sys->player->onGround || sys->player->dashCount < airdashCount) &&
time_Since(sys->player->lastDash).microseconds > dashCooldown.microseconds) {
sys->player->lastDash = time_Now();
if (!sys->player->onGround)
sys->player->dashCount++;
}
// Am I dashing right now?
if (time_Since(sys->player->lastDash).microseconds < dashLength.microseconds) {
sys->player->super->position->velocity.x += sys->player->faceDirection * dashSpeed;
sys->player->super->position->velocity.y = 0;
} else { // Release the stored Y speed
sys->player->super->position->velocity.y += sys->player->storedSpeedY;
sys->player->storedSpeedY = 0;
}
// Check OnGround again
if (dabs(sys->player->super->position->velocity.y) > EPS)
sys->player->onGround = false;
}