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example-platformer.c
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example-platformer.c
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// Build with: build example-platformer
// TODO: Player sprite and animation (walk, jump)
// TODO: Death condition.
// TODO: Camera.
// TODO: Parallax.
#define PUNITY_IMPLEMENTATION
#include "punity.h"
enum {
SceneLayer_Ground = 1 << 0,
SceneLayer_Player = 1 << 1,
};
#define TILEDTILE_DEFAULT_LAYER SceneLayer_Ground
#define TILED_IMPLEMENTATION
#include "punity-tiled.h"
typedef struct
{
SceneEntity *E;
int jump;
int fall;
int grounded;
}
Player;
typedef struct Game_
{
Bitmap font;
Scene scene;
TiledScene scene1;
Bitmap tileset;
Sound sound_jump;
Sound sound_land;
Player player;
}
Game;
static Game *GAME = 0;
//
// Player
//
void
player_init(Player *P, TiledItem *item)
{
P->E = scene_entity_add(&GAME->scene,
item->rect,
SceneLayer_Player,
SceneLayer_Player | SceneLayer_Ground);
P->jump = 0;
P->fall = 1;
}
void
player_step(Player *P, int key_left, int key_right, int key_jump)
{
Collision C = {0};
// Left & right.
int dx = 0;
if (key_right) { dx = +1; }
if (key_left) { dx = -1; }
scene_entity_move_x(&GAME->scene, P->E, dx * 2, &C);
// Jump & fall.
static int PLAYER_JUMP[] = { 5, 4, 3, 2, 2, 1, 1, 1 };
if (key_jump && P->grounded) {
P->jump = 1;
sound_play(&GAME->sound_jump);
}
if (!P->jump) {
P->fall = minimum(P->fall + 1, 16);
if (!scene_entity_move_y(&GAME->scene, P->E, P->fall, &C)) {
if (!P->grounded) {
sound_play(&GAME->sound_land);
P->grounded = 1;
}
P->fall = 2;
} else {
P->grounded = 0;
}
} else {
P->grounded = 0;
P->jump++;
if (P->jump >= array_count(PLAYER_JUMP) ||
scene_entity_move_y(&GAME->scene, P->E, -(PLAYER_JUMP[P->jump - 1] * 2), &C) == false)
{
P->jump = 0;
}
}
// Draw the player.
rect_draw_push(P->E->box, 2, 10);
}
//
// Scene
//
int
scene_setup(TiledScene *tiled_scene)
{
// EXAMPLE FOR QUICK SETUP:
// Set this tilemap as base for collision detection.
// GAME->scene.tilemap = &tiledscene_find(tiled_scene, "base", 0)->tilemap;
// Set player from `player` rectangle object.
// player_init(&GAME->player, tiledscene_find(tiled_scene, "player", 0)->item);
// MORE ADVANCED SETUP:
// Initialize entities.
for (TiledItem *item = tiled_scene->items;
item != tiled_scene->items_end;
item = tileditem_next(item))
{
switch (item->type)
{
case TiledType_TileMap:
if (strcmp(item->name, "base") == 0) {
GAME->scene.tilemap = &item->tilemap;
}
break;
case TiledType_Rectangle:
if (strcmp(item->name, "player") == 0) {
player_init(&GAME->player, item);
}
break;
case TiledType_Image:
break;
}
}
return 1;
}
//
// Game
//
int
init()
{
CORE->window.width = 16 * 8;
CORE->window.height = 16 * 8;
CORE->window.scale = 5;
GAME = bank_push_t(CORE->storage, Game, 1);
sound_load_resource(&GAME->sound_jump, "jump.ogg");
sound_load_resource(&GAME->sound_land, "land.ogg");
font_load_resource(&GAME->font, "font.png", 4, 7);
CORE->canvas.font = &GAME->font;
bitmap_load_resource(&GAME->tileset, "tileset.png", 0);
GAME->tileset.tile_width = 8;
GAME->tileset.tile_height = 8;
// Load scenes.
Tiled tiled;
tiled_init(&tiled);
tiledscene_load_resource(&tiled, &GAME->scene1, "map1.json", 0, 0);
tiled_free(&tiled);
// Initialize game scene.
scene_init(&GAME->scene, 16);
// Start at first scene.
scene_setup(&GAME->scene1);
return 1;
}
void
step()
{
canvas_clear(1);
if (key_down(KEY_ESCAPE)) {
CORE->running = 0;
}
if (key_pressed(KEY_RETURN)) {
window_fullscreen_toggle();
}
player_step(&GAME->player,
key_down(KEY_LEFT), key_down(KEY_RIGHT), key_pressed(KEY_UP));
tilemap_draw(GAME->scene.tilemap);
char buf[256];
sprintf(buf, "%.3fms %.3f", CORE->perf_step * 1e3, CORE->time_delta);
text_draw(buf, 0, 0, 2);
}