townengine/apps/platformer/player.c

305 lines
8.7 KiB
C

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