SqaureGame/obj/player.c

383 lines
14 KiB
C

#include "header.h"
#include <raymath.h>
#define PLAYER_ACCEL 1600
#define AIR_ACCEL 800
#define RUN_INIT_SPD 230
#define JUMP_SPD 350
#define GRAV 1200
#define DASH_SPD 550
#define DEFAULT_JUMP_COUNT 1
static bool allow_move = true;
static bool allow_friction = true;
static bool on_ground = true;
static bool short_hop = false;
static unsigned int jumps = DEFAULT_JUMP_COUNT;
static unsigned int dash_count = 1;
static unsigned int frame_counter = 0;
static unsigned int afterimage_fcounter = 10;
static Color afterimage_c = (Color){0,0,0,255};
static int run_dir = 1;
static Vector2 dash_vec = (Vector2){0.0, 0.0};
const unsigned int run_start_frames = 10;
const unsigned int jump_squat_frames = 4;
const unsigned int land_lag_frames = 2;
const unsigned int dash_time_frames = 8;
const unsigned int afterimage_frames = 10;
static enum PLAYER_STATE state_buffer = IDLE;
unsigned int PLAYER_SIZE = 30;
extern struct kinematic_obj_node *target_HEAD;
// The player FSM
void player_input_check(struct player_obj *player){
Vector2 accel = (Vector2){
.x = 0,
.y = 0
};
switch(player->state){
case IDLE:
if (IsKeyDown(LEFT) || IsKeyDown(RIGHT)){
player->state = RUN_START;
player->kinematic.velocity.x = (IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT)) * RUN_INIT_SPD;
}
break;
case RUN_START:
if (player->kinematic.velocity.x == 0){
frame_counter = 0;
player->state = IDLE;
}else{run_dir = sign(player->kinematic.velocity.x);
// Run Opposite Direction
if ((IsKeyPressed(LEFT) && run_dir == 1) || (IsKeyPressed(RIGHT) && run_dir == -1)){
frame_counter = 0;
player->kinematic.velocity.x = -run_dir * RUN_INIT_SPD;
}else{
// Complete the run startup
if(frame_counter<run_start_frames){
++frame_counter;
if (IsKeyDown(LEFT) || IsKeyDown(RIGHT)){
player->kinematic.velocity.x = run_dir * RUN_INIT_SPD;
}
}else{
frame_counter = 0;
player->state = RUNNING;
}
}
}
break;
case RUNNING:
run_dir = sign(player->kinematic.velocity.x);
if ((IsKeyPressed(LEFT) && run_dir == 1) || (IsKeyPressed(RIGHT) && run_dir == -1)){
player->state = RUN_END;
}else{
if (!IsKeyDown(LEFT) && !IsKeyDown(RIGHT)){
player->state = RUN_END;
}else{
accel.x = PLAYER_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
}
}
set_squish_target_offset(player->image, 0, 0);
set_squish_target_offset(player->image, 2, 0);
if (player->kinematic.velocity.x == 0){
if (place_meeting(&player->kinematic, (Vector2){1,0})){
player->kinematic.dim_reduction[0] = PLAYER_SIZE / 2;
//set_squish_target_offset(player->image, 2, 15);
}else if (place_meeting(&player->kinematic, (Vector2){1,0})){
player->kinematic.dim_reduction[2] = PLAYER_SIZE / 2;
//set_squish_target_offset(player->image, 2, 15);
}
player->state = IDLE;
}
break;
case RUN_END:
if(player->kinematic.velocity.x < 10 && player->kinematic.velocity.x > -10){
set_squish_target_offset(player->image, 2, 0);
player->kinematic.dim_reduction[2] = 0;
set_squish_target_offset(player->image, 0, 0);
player->kinematic.dim_reduction[0] = 0;
if(IsKeyDown(LEFT) || IsKeyDown(RIGHT)){
player->state = RUNNING;
}else{
player->state = IDLE;
}
}else{
//Skidding
if (player->kinematic.velocity.x > 0){
if (!IsKeyDown(RIGHT)){
set_squish_target_offset(player->image, 0, 15);
player->kinematic.dim_reduction[0] = 10;
}else{
set_squish_target_offset(player->image, 0, 0);
player->kinematic.dim_reduction[0] = 0;
}
}else{
if (!IsKeyDown(LEFT)){
set_squish_target_offset(player->image, 2, 15);
player->kinematic.dim_reduction[2] = 10;
}else{
set_squish_target_offset(player->image, 2, 0);
player->kinematic.dim_reduction[2] = 0;
}
}
}
break;
case JUMP_SQUAT:
player->kinematic.set_dim_reduction[1] = 10;
set_squish_target_offset(player->image, 1, 20);
if(frame_counter<jump_squat_frames){
++frame_counter;
if (short_hop != true && !IsKeyDown(JUMP)){
short_hop = true;
}
}
else{
frame_counter = 0;
if (short_hop == true)
player->kinematic.velocity.y = -JUMP_SPD * 0.6;
else
player->kinematic.velocity.y = -JUMP_SPD;
player->state = JUMPING;
short_hop = false;
}
break;
case JUMPING:
accel.x = AIR_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
if (player->kinematic.velocity.y >= 0){
player->state = FALLING;
}
break;
case FALLING:
accel.x = AIR_ACCEL*(IsKeyDown(KEY_RIGHT)-IsKeyDown(KEY_LEFT));
if (on_ground){
frame_counter = 0;
player->state = LANDING;
state_buffer = IDLE;
}
break;
case LANDING:
dash_count = 1;
if (frame_counter == 0){
player->kinematic.dim_reduction[3] = 0;
player->kinematic.set_dim_reduction[3] = 0;
player->kinematic.dim_reduction[1] = PLAYER_SIZE;
player->kinematic.set_dim_reduction[1] = 0;
set_squish_target_offset(player->image, 1, 0);
}
if(frame_counter<land_lag_frames){
++frame_counter;
if (IsKeyDown(JUMP))
state_buffer = JUMP_SQUAT;
}
else{
frame_counter = 0;
jumps = DEFAULT_JUMP_COUNT;
if (state_buffer == JUMP_SQUAT){
player->state = state_buffer;
--jumps;
}else if (IsKeyDown(LEFT) || IsKeyDown(RIGHT))
player->state = RUNNING;
else
player->state = IDLE;
}
break;
case DASHING:
player->kinematic.velocity.x = dash_vec.x;
player->kinematic.velocity.y = dash_vec.y;
++frame_counter;
if (frame_counter > dash_time_frames){
player->kinematic.velocity.x *= 0.8;
player->kinematic.velocity.y *= 0.8;
if (!on_ground){
player->state = JUMPING;
}
else{
player->state = RUNNING;
dash_count = 1;
jumps = 1;
}
}
break;
}
// This accounts for player leaving the ground without jumping (dashing or falling)
// Must be done before updating on_ground status
// Possible change: store the previous on_ground state
if (on_ground == true && !place_meeting(&player->kinematic, (Vector2){0,1}) && player->state != JUMP_SQUAT){
jumps = 0;
if (player->state != DASHING)
player->state = FALLING;
else
player->state = JUMPING;
}
on_ground = place_meeting(&player->kinematic, (Vector2){0,1});
// This check is to add gravity, but maybe could be combined with above
if (!on_ground){
accel.y = GRAV;
if(player->state != DASHING && player->kinematic.velocity.y > 0)
player->state = FALLING;
}
// Air friction is less than ground friction
if (on_ground == true)
accel.x -= player->kinematic.velocity.x * 6.0;
else
accel.x -= player->kinematic.velocity.x * 3.0;
// Handle wall jumping
// TODO: define the wall jump values
if (IsKeyPressed(JUMP)){
if (on_ground == false){
bool left_check = place_meeting(&player->kinematic, (Vector2){-8,0});
bool right_check = place_meeting(&player->kinematic, (Vector2){8,0});
if (left_check || right_check){
player->kinematic.velocity.y = -350;
player->kinematic.velocity.x = left_check? 400 : -400;
player->state = JUMPING;
afterimage_fcounter = 5;
afterimage_c.r = 128;
afterimage_c.g = 128;
afterimage_c.b = 128;
}
}
}
// Handle dashing
if (IsKeyPressed(DASH) && dash_count > 0){
// Determine the direction of dashing
dash_vec.x = 0;
if (IsKeyDown(RIGHT))
++dash_vec.x;
if (IsKeyDown(LEFT))
--dash_vec.x;
dash_vec.y = 0;
if (IsKeyDown(DOWN))
++dash_vec.y;
if (IsKeyDown(UP))
--dash_vec.y;
// Default a direction
if (dash_vec.x == 0 && dash_vec.y == 0){
dash_vec.x = sign(player->kinematic.velocity.x);
if (place_meeting(&player->kinematic, (Vector2){dash_vec.x,0}))
dash_vec.y = -1;
}
// Apply the scalar value, normalised to the unit direction
dash_vec = Vector2Scale(Vector2Normalize(dash_vec), DASH_SPD);
--dash_count;
frame_counter=0;
afterimage_fcounter=0;
afterimage_c.r = 0;
afterimage_c.g = 0;
afterimage_c.b = 255;
player->state = DASHING;
}
// All velocity modification must be done before calling the move function
move(&player->kinematic, accel);
// Handle jumping
if (IsKeyPressed(JUMP) && jumps > 0){
player->state = JUMP_SQUAT;
short_hop = false;
--jumps;
}
// Deform player based on falling speed
player->kinematic.set_dim_reduction[1] = 0;
player->kinematic.set_dim_reduction[3] = 0;
if (on_ground == false){
if (player->kinematic.velocity.y < 0)
player->kinematic.set_dim_reduction[3] = -player->kinematic.velocity.y / 40;
if (player->kinematic.velocity.y > 0)
player->kinematic.set_dim_reduction[1] = player->kinematic.velocity.y / 40;
set_squish_target_offset(player->image, 1, player->kinematic.velocity.y / 30);
set_squish_target_offset(player->image, 3, -player->kinematic.velocity.y / 30);
}
//Generate afterimages
if (afterimage_fcounter < afterimage_frames){
if(afterimage_fcounter%2 == 0)
create_afterimage(player, afterimage_c);
++afterimage_fcounter;
}
// Set the hitbox reductions
adjust_hitbox(&player->kinematic);
if (dash_count == 0)
player->image->color.b = 255;
else
player->image->color.b = 0;
}
void create_afterimage(struct player_obj *player, Color color){
struct afterImage *img = malloc(sizeof(struct afterImage));
if (img){
for (int i=0;i<=BEZIER_POINTS;++i){
img->top_vertices[i] = player->image->top_vertices[i];
img->bottom_vertices[i] = player->image->bottom_vertices[i];
img->left_vertices[i] = player->image->left_vertices[i];
img->right_vertices[i] = player->image->right_vertices[i];
}
img->pos = (Vector2){player->image->center.x, player->image->center.y};
img->velocity = (Vector2){player->kinematic.velocity.x, player->kinematic.velocity.y};
img->opacity = 1.0;
img->color = color;
img->prev = NULL;
if (player->after_img_head == NULL){
img->next = NULL;
player->after_img_head = img;
player->after_img_tail = img;
}else{
img->next = player->after_img_head;
player->after_img_head->prev = img;
player->after_img_head = img;
}
}
}
void remove_last_afterimage(struct player_obj *player){
struct afterImage *last;
if (player->after_img_tail != NULL){
if (player->after_img_tail->opacity <= 0){
last = player->after_img_tail;
player->after_img_tail = player->after_img_tail->prev;
last->prev = NULL;
free(last);
}
// This happens if the last tail is the head
if (player->after_img_tail == NULL){
player->after_img_head = NULL;
}else{
player->after_img_tail->next = NULL;
}
}
}
void free_afterimages(struct player_obj *player){
struct afterImage *current = player->after_img_head;
struct afterImage *next;
while(current != NULL){
next = current->next;
current->next = NULL;
current->prev = NULL;
free(current);
current = next;
}
player->after_img_head = NULL;
player->after_img_tail = NULL;
}