move platformes and scenery to /apps/demos/
This commit is contained in:
304
apps/demos/platformer/player.c
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304
apps/demos/platformer/player.c
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#include "player.h"
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#include "world.h"
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#include "twn_game_api.h"
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#include <SDL2/SDL.h>
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#include <stdbool.h>
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#include <stdlib.h>
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#include <tgmath.h>
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static void update_timers(Player *player) {
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tick_timer(&player->jump_air_timer);
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tick_timer(&player->jump_coyote_timer);
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tick_timer(&player->jump_buffer_timer);
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}
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static void input_move(Player *player) {
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/* apply horizontal damping when the player stops moving */
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/* in other words, make it decelerate to a standstill */
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if (!input_is_action_pressed("player_left") &&
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!input_is_action_pressed("player_right"))
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{
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player->dx *= player->horizontal_damping;
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}
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int input_dir = 0;
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if (input_is_action_pressed("player_left"))
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input_dir = -1;
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if (input_is_action_pressed("player_right"))
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input_dir = 1;
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if (input_is_action_pressed("player_left") &&
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input_is_action_pressed("player_right"))
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input_dir = 0;
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player->dx += (float)input_dir * player->run_horizontal_speed;
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player->dx = SDL_clamp(player->dx, -player->max_dx, player->max_dx);
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if (fabs(player->dx) < player->run_horizontal_speed) {
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player->dx = 0;
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}
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}
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static void jump(Player *player) {
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player->jump_coyote_timer = 0;
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player->jump_buffer_timer = 0;
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player->dy = player->jump_force_initial;
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player->action = PLAYER_ACTION_JUMP;
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player->jump_air_timer = player->jump_air_ticks;
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}
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static void input_jump(Player *player) {
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player->current_gravity_multiplier = player->jump_default_multiplier;
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if (input_is_action_just_pressed("player_jump")) {
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player->jump_air_timer = 0;
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player->jump_buffer_timer = player->jump_buffer_ticks;
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if (player->action == PLAYER_ACTION_GROUND || player->jump_coyote_timer > 0) {
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jump(player);
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}
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}
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if (input_is_action_pressed("player_jump")) {
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if (player->action != PLAYER_ACTION_GROUND && player->jump_air_timer > 0) {
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player->current_gravity_multiplier = player->jump_boosted_multiplier;
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player->dy += player->jump_force_increase;
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}
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}
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}
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static void update_collider_x(Player *player) {
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player->collider_x.w = player->rect.w;
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player->collider_x.h = player->rect.h - 8;
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player->collider_x.x = player->rect.x;
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player->collider_x.y = player->rect.y + ((player->rect.h - player->collider_x.h) / 2);
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}
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static void update_collider_y(Player *player) {
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player->collider_y.w = player->rect.w;
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player->collider_y.h = player->rect.h;
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player->collider_y.x = player->rect.x + ((player->rect.w - player->collider_y.w) / 2);
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player->collider_y.y = player->rect.y;
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}
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static void apply_gravity(Player *player, float gravity) {
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player->dy -= gravity * player->current_gravity_multiplier;
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player->dy = fmax(player->dy, -player->terminal_velocity);
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if (player->dy < 0) {
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/* just started falling */
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if (player->action == PLAYER_ACTION_GROUND) {
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player->jump_coyote_timer = player->jump_coyote_ticks;
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}
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player->action = PLAYER_ACTION_FALL;
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}
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}
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/* returns whether or not a correction was applied */
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static bool corner_correct(Player *player, Rect collision) {
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/*
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* somewhat of a hack here. we only want to do corner correction
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* if the corner in question really is the corner of a "platform,"
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* and not simply the edge of a single tile in a row of many
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* tiles, as that would briefly clip the player into the ceiling,
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* halting movement. the dumbest way i could think of to fix this
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* is to simply ensure that there's no tile to possibly clip into
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* before correcting, by checking if there's a tile right above
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* the center of the player
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*/
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if (world_is_tile_at(player->world,
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player->rect.x + (player->rect.w / 2),
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player->rect.y - 1))
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{
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return false;
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}
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float player_center_x = player->collider_x.x + (player->collider_x.w / 2);
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float collision_center_x = collision.x + (collision.w / 2);
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float abs_difference = fabs(player_center_x - collision_center_x);
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/* we're good, no correction needed */
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if (abs_difference < player->jump_corner_correction_offset)
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return false;
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/* collision was on player's right side */
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if (player_center_x < collision_center_x) {
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player->rect.x -= collision.w / 2;
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}
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/* collision was on player's left side */
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else if (player_center_x > collision_center_x) {
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player->rect.x += collision.w / 2;
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}
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return true;
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}
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static void calc_collisions_x(Player *player) {
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Rect collision;
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bool is_colliding = world_find_intersect_frect(player->world, player->collider_x, &collision);
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if (!is_colliding) return;
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float player_center_x = player->collider_x.x + (player->collider_x.w / 2);
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float collision_center_x = collision.x + (collision.w / 2);
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typedef enum CollisionDirection { COLLISION_LEFT = -1, COLLISION_RIGHT = 1 } CollisionDirection;
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CollisionDirection dir_x =
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player_center_x > collision_center_x ? COLLISION_LEFT : COLLISION_RIGHT;
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player->rect.x -= collision.w * (float)dir_x;
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player->dx = 0;
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}
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static void calc_collisions_y(Player *player) {
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Rect collision;
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bool is_colliding = world_find_intersect_frect(player->world, player->collider_y, &collision);
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if (!is_colliding) return;
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float player_center_y = player->collider_y.y + (player->collider_y.h / 2);
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float collision_center_y = collision.y + (collision.h / 2);
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typedef enum CollisionDirection { COLLISION_ABOVE = -1, COLLISION_BELOW = 1 } CollisionDirection;
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CollisionDirection dir_y =
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player_center_y > collision_center_y ? COLLISION_ABOVE : COLLISION_BELOW;
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/* before the resolution */
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if (dir_y == COLLISION_ABOVE) {
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if (corner_correct(player, collision)) {
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return;
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}
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}
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/* resolution */
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player->rect.y -= collision.h * (float)dir_y;
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player->dy = 0;
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/* after the resolution */
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if (dir_y == COLLISION_BELOW) {
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/* bandaid fix for float precision-related jittering */
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player->rect.y = ceilf(player->rect.y);
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player->action = PLAYER_ACTION_GROUND;
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if (player->jump_buffer_timer > 0) {
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jump(player);
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apply_gravity(player, player->world->gravity);
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}
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} else if (dir_y == COLLISION_ABOVE) {
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player->jump_air_timer = 0;
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}
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}
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Player *player_create(World *world) {
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Player *player = cmalloc(sizeof *player);
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*player = (Player) {
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.world = world,
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.sprite_w = 48,
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.sprite_h = 48,
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.rect = (Rect) {
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.x = 92,
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.y = 200,
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.w = 16,
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.h = 32,
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},
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.action = PLAYER_ACTION_GROUND,
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.collider_thickness = 42,
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.max_dx = 8,
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.run_horizontal_speed = 0.5f,
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.horizontal_damping = 0.9f,
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.current_gravity_multiplier = 1,
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.terminal_velocity = 30,
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.jump_force_initial = 10,
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.jump_force_increase = 1,
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.jump_air_ticks = 18,
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.jump_coyote_ticks = 8,
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.jump_buffer_ticks = 8,
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.jump_default_multiplier = 1.4f,
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.jump_boosted_multiplier = 1,
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.jump_corner_correction_offset = 16.0f,
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};
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return player;
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}
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static void drawdef(Player *player) {
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m_sprite("/assets/player/baron-walk.png",
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(Rect) {
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.x = player->rect.x + ((player->rect.w - player->sprite_w) / 2),
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.y = player->rect.y - 8,
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.w = player->sprite_w,
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.h = player->sprite_h,
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});
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draw_circle((Vec2) { 256, 128 },
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24,
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(Color) { 255, 0, 0, 255 });
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}
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static void drawdef_debug(Player *player) {
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if (!ctx.debug)
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return;
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/* const int info_separation = 24; */
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/* const struct RectPrimitive info_theme = { */
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/* .x = 8, */
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/* .r = 0, .g = 0, .b = 0, .a = 255, */
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/* }; */
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draw_rectangle(player->collider_x,
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(Color){ 0, 0, 255, 128 });
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draw_rectangle(player->collider_y,
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(Color){ 0, 0, 255, 128 });
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}
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void player_destroy(Player *player) {
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free(player);
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}
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void player_calc(Player *player) {
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update_timers(player);
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input_move(player);
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input_jump(player);
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player->rect.x += player->dx;
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update_collider_x(player);
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calc_collisions_x(player);
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apply_gravity(player, player->world->gravity);
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player->rect.y -= player->dy;
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update_collider_y(player);
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calc_collisions_y(player);
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update_collider_x(player);
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update_collider_y(player);
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drawdef(player);
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drawdef_debug(player);
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}
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