Wired first pass of enemies, testing game controller.

This commit is contained in:
2026-07-23 08:35:46 +02:00
parent 5da084391e
commit 92717d3aef
2 changed files with 81 additions and 23 deletions
+46 -9
View File
@@ -3,6 +3,7 @@ package game
import "core:fmt"
import rl "vendor:raylib"
Player_State :: enum { IDLE, WALK, ATTACK }
Player :: struct {
@@ -24,7 +25,7 @@ Player :: struct {
player_init :: proc(assets: ^Player_Assets) -> Player {
player := Player{}
player.position = {39, 39}
player.position = {260, 260}
player.speed = 180
player.accel = 720
player.friction = 640
@@ -53,15 +54,45 @@ get_player_collider :: proc(player: ^Player, pos: rl.Vector2) -> rl.Rectangle {
}
}
update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D, game_map: Game_Map) {
update_player :: proc(
player: ^Player, assets: ^Player_Assets, camera: rl.Camera2D,
game_map: Game_Map, enemies: ^[MAX_ENEMIES]Enemy, active_enemies: int
) {
moving := false
dt := rl.GetFrameTime()
input_dir := rl.Vector2{0,0}
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(.W) || rl.IsKeyDown(.UP) { moving = true; input_dir.y -= 1 }
if rl.IsKeyDown(.S) || rl.IsKeyDown(.DOWN) { moving = true; input_dir.y += 1 }
if rl.IsKeyDown(.A) || rl.IsKeyDown(.LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsKeyDown(.D) || rl.IsKeyDown(.RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
GAMEPAD :: 1
if rl.IsGamepadAvailable(GAMEPAD) {
rl.HideCursor()
// D-pad (buttons) — same digital feel as WASD
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_UP) { moving = true; input_dir.y -= 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_DOWN) { moving = true; input_dir.y += 1 }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_LEFT) { moving = true; input_dir.x -= 1; player.flipped = true }
if rl.IsGamepadButtonDown(GAMEPAD, .LEFT_FACE_RIGHT) { moving = true; input_dir.x += 1; player.flipped = false }
// Left analog stick, with a deadzone
stick_x := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_X)
stick_y := rl.GetGamepadAxisMovement(GAMEPAD, .LEFT_Y)
DEADZONE :: 0.25
if abs(stick_x) > DEADZONE {
moving = true
input_dir.x += stick_x
player.flipped = stick_x < 0
}
if abs(stick_y) > DEADZONE {
moving = true
input_dir.y += stick_y
}
}
has_input := input_dir.x != 0 || input_dir.y != 0
if has_input {
@@ -79,20 +110,26 @@ update_player :: proc(player: ^Player, assets: ^Player_Assets, camera: rl.Camera
// Check for collisions
new_position := player.velocity * dt
new_x_pos := rl.Vector2{player.position.x + new_position.x, player.position.y}
if !check_map_collision(get_player_collider(player, new_x_pos), game_map) {
if
!check_map_collision(get_player_collider(player, new_x_pos), game_map) &&
!check_enemy_collision(get_player_collider(player, new_x_pos), active_enemies, enemies)
{
player.position.x = new_x_pos.x
} else {
player.velocity.x = 0
}
new_y_pos := rl.Vector2{player.position.x, player.position.y + new_position.y}
if !check_map_collision(get_player_collider(player, new_y_pos), game_map) {
if
!check_map_collision(get_player_collider(player, new_y_pos), game_map) &&
!check_enemy_collision(get_player_collider(player, new_y_pos), active_enemies, enemies)
{
player.position.y = new_y_pos.y
} else {
player.velocity.y = 0
}
// TESTING
// @TESTING
if rl.IsMouseButtonPressed(.LEFT) {
mouse_pos := rl.GetMousePosition()
screen_space := window_to_screen(mouse_pos)