Neaten player logic and add collisions.

This commit is contained in:
2026-07-20 08:09:17 +02:00
parent 21ae1a2cb8
commit 275975f7fb
2 changed files with 82 additions and 34 deletions
+3 -3
View File
@@ -19,7 +19,7 @@ game_init :: proc() -> Game {
game.assets = asset_manager_init()
game.player = player_init(&game.assets.player)
game.camera = camera_init(game.player, 1)
game.camera = camera_init(&game.player, 1)
game.world = rl.LoadRenderTexture(GAME_WIDTH, GAME_HEIGHT)
game.current_map = map_init()
@@ -34,8 +34,8 @@ game_should_run :: proc(game: ^Game) -> bool {
}
game_update :: proc(game: ^Game) {
update_player(&game.player, &game.assets.player, game.camera)
update_camera(game.player.pos, &game.camera)
update_player(&game.player, &game.assets.player, game.camera, game.current_map)
update_camera(&game.player, &game.camera)
// DEBUG
debug_camera_update(&game.debug)
+76 -28
View File
@@ -3,78 +3,126 @@ package game
import "core:fmt"
import rl "vendor:raylib"
Direction :: enum { LEFT, RIGHT }
Player_State :: enum { IDLE, WALK, ATTACK }
Player :: struct {
pos: rl.Vector2,
direction: Direction,
velocity: rl.Vector2,
speed: f32, // max move speed
accel: f32, // how fast to reach speed
friction: f32, // how fast to stop
state: Player_State,
ani_state: AnimationState,
animation: AnimationState,
flipped: bool,
collider_offset: rl.Vector2,
collider_w: f32,
collider_h: f32
}
player_init :: proc(assets: ^Player_Assets) -> Player {
player := Player{}
player.pos = {320, 320}
player.pos = {39, 39}
player.speed = 100
player.accel = 600
player.friction = 500
player.state = .IDLE
animation_play(&player.ani_state, &assets.clips[.IDLE])
player.collider_offset = rl.Vector2{8, 15}
player.collider_w = 16
player.collider_h = 10
animation_play(&player.animation, &assets.clips[.IDLE])
return player
}
update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D) {
get_player_center :: proc(player: ^Player) -> rl.Vector2 {
return rl.Vector2{
player.pos.x + TILE_SIZE / 2,
player.pos.y + TILE_SIZE / 2,
}
}
get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
return rl.Rectangle{
(pos.x + player.collider_offset.x),
pos.y + player.collider_offset.y,
player.collider_w,
player.collider_h,
}
}
update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D, game_map: Game_Map) {
moving := false
dt := rl.GetFrameTime()
input_dir := rl.Vector2{0,0}
if rl.IsKeyDown(.W) { player.pos.y -= PLAYER_SPEED * dt; moving = true }
if rl.IsKeyDown(.S) { player.pos.y += PLAYER_SPEED * dt; moving = true }
if rl.IsKeyDown(.W) { moving = true; input_dir.y -=1; }
if rl.IsKeyDown(.S) { moving = true; input_dir.y +=1; }
if rl.IsKeyDown(.A) { moving = true; input_dir.x -=1; player.flipped = true }
if rl.IsKeyDown(.D) { moving = true; input_dir.x +=1; player.flipped = false }
if rl.IsKeyDown(.A) {
player.pos.x -= PLAYER_SPEED * dt
player.direction = .LEFT
moving = true
has_input := input_dir.x != 0 || input_dir.y != 0
if has_input {
input_dir = rl.Vector2Normalize(input_dir)
}
if rl.IsKeyDown(.D) {
player.pos.x += PLAYER_SPEED * dt
player.direction = .RIGHT
moving = true
// Move velocity toward target (accelerate) or toward zero (friction)
target_velocity := input_dir * player.speed
if has_input {
player.velocity = rl.Vector2MoveTowards(player.velocity, target_velocity, player.accel * dt)
} else {
player.velocity = rl.Vector2MoveTowards(player.velocity, rl.Vector2{0, 0}, player.friction * dt)
}
// Check for collisions
new_position := player.velocity * dt
new_x_pos := rl.Vector2{player.pos.x + new_position.x, player.pos.y}
if !check_map_collision(get_player_collider(player, new_x_pos), game_map) {
player.pos.x = new_x_pos.x
} else {
player.velocity.x = 0
}
new_y_pos := rl.Vector2{player.pos.x, player.pos.y + new_position.y}
if !check_map_collision(get_player_collider(player, new_y_pos), game_map) {
player.pos.y = new_y_pos.y
} else {
player.velocity.y = 0
}
if rl.IsMouseButtonPressed(.LEFT) {
// TESTING
if rl.IsMouseButtonPressed(.LEFT) {
mouse_pos := rl.GetMousePosition()
screen_space := window_to_screen(mouse_pos)
x := screen_to_world(screen_space, camera)
fmt.printf("Mouse pos -> world pos: %v\n", x)
v := world_to_screen(x, camera)
fmt.printf("world pos -> screen pos: %v\n", v)
y := world_to_grid(x)
fmt.printf("Mouse pos -> grid coord: %v\n", y)
z := grid_to_world(y[0], y[1])
fmt.printf("grid pos -> world pos: %v\n", z)
}
player.state = moving ? .WALK : .IDLE
animation_play(&player.ani_state, &assets.clips[player.state])
animation_update(&player.ani_state, dt)
animation_play(&player.animation, &assets.clips[player.state])
animation_update(&player.animation, dt)
}
draw_player :: proc(player: ^Player) {
clip := player.ani_state.clip
src_rect := animation_frame_rect(&player.ani_state)
clip := player.animation.clip
src_rect := animation_frame_rect(&player.animation)
if player.direction == .LEFT {
if player.flipped {
src_rect.width = -src_rect.width
}
dst_rect := rl.Rectangle{
x = player.pos.x - f32(clip.frame_width) / 2,
y = player.pos.y - f32(clip.frame_height) / 2,
x = player.pos.x,
y = player.pos.y,
width = f32(clip.frame_width),
height = f32(clip.frame_height),
}