Files
factorygame/player/player.c
2025-05-30 22:31:59 +02:00

211 lines
7.0 KiB
C

//
// Created by bruno on 4/24/25.
//
#include <SDL2/SDL_rect.h>
#include "player.h"
#include "../tiles/tile.h"
#define HEALTH_MARGIN 4
int playerSpeed = 4;
int playerReach = 4;
SDL_Texture *PlayerTexture;
SDL_Rect PlayerRect;
void setActivePlayerSlot(Player *plr, uint16_t activeSlotIndex) {
activeSlotIndex = activeSlotIndex % itemRegistryIndex;
if (activeSlotIndex <= 0) {
activeSlotIndex = 1;
}
plr->inventory.activeSlotIndex = activeSlotIndex;
}
void moveActivePlayerSlot(Player *plr, bool up, bool seek) {
if (seek) {
uint16_t prevSlot = plr->inventory.activeSlotIndex;
uint16_t newSlot = prevSlot;
do {
newSlot = (newSlot + (up ? 1 : ITEMREGISTRY_SIZE - 1)) % ITEMREGISTRY_SIZE;
// Stop if we've looped all the way around
if (newSlot == prevSlot) break;
// Stop if we found a slot with count > 0
if (plr->inventory.slotCounts[newSlot] > 0) break;
} while (true);
plr->inventory.activeSlotIndex = newSlot;
} else {
if (plr->inventory.activeSlotIndex == 1 && !up) {
plr->inventory.activeSlotIndex = itemRegistryIndex - 1;
} else if (plr->inventory.activeSlotIndex == itemRegistryIndex - 1 && up) {
plr->inventory.activeSlotIndex = 1;
} else {
plr->inventory.activeSlotIndex =
(plr->inventory.activeSlotIndex + (up ? 1 : ITEMREGISTRY_SIZE - 1)) % ITEMREGISTRY_SIZE;
}
}
}
int playerX = (MAP_WIDTH / 2) * 16;
int playerY = (MAP_HEIGHT / 2) * 16;
void adjustRect(SDL_Rect *rect) {
rect->x -= playerX;
rect->y -= playerY;
rect->x += DISPLAY_WIDTH / 2;
rect->y += DISPLAY_HEIGHT / 2;
}
bool isInboundsTile(int x, int y) {
return (playerX / TILE_SIZE) - (DISPLAY_MAP_WIDTH / 2) < x &&
(playerY / TILE_SIZE) - (DISPLAY_MAP_HEIGHT / 2) < y &&
(playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > x && (playerX / TILE_SIZE) + (DISPLAY_MAP_WIDTH / 2) > y;
}
bool isInbounds(int x, int y) {
return x > 0 && y > 0 && x < DISPLAY_WIDTH && y < DISPLAY_HEIGHT;
}
bool isInboundsRect(SDL_Rect rect) {
if (isInbounds(rect.x, rect.y)) {
return true;
}
if (rect.x < 0) {
rect.x += rect.w;
}
if (rect.y < 0) {
rect.y += rect.h;
}
if (isInbounds(rect.x, rect.y)) {
return true;
}
if (rect.x > DISPLAY_WIDTH) {
rect.x -= rect.w;
}
if (rect.y > DISPLAY_HEIGHT) {
rect.y -= rect.h;
}
return isInbounds(rect.x, rect.y);
}
void initPlayer(Player *plr) {
plr->cursor.direction = ORIENT_UP;
setActivePlayerSlot(plr, 1);
PlayerTexture = IMG_LoadTexture(renderer, "assets/player.png");
SDL_QueryTexture(PlayerTexture, NULL, NULL, &PlayerRect.w, &PlayerRect.h);
PlayerRect.x = (DISPLAY_WIDTH / 2) - (PlayerRect.w / 2);
PlayerRect.y = (DISPLAY_HEIGHT / 2) - (PlayerRect.h / 2);
plr->health = 64;
plr->healthIdle = 0;
}
void updatePlayer(Player *plr) {
if (plr->health == plr->prevHealth && plr->healthIdle < neededHealthIdle) {
plr->healthIdle++;
}
if (plr->health < playerMaxHealth && plr->healthIdle >= neededHealthIdle) {
plr->health++;
}
plr->prevHealth = plr->health;
}
void renderPlayer(Player *plr) {
plr->cursor.targetTileRect.x = plr->cursor.tileX * TILE_SIZE;
plr->cursor.targetTileRect.y = plr->cursor.tileY * TILE_SIZE;
plr->cursor.targetTileRect.w = TILE_SIZE;
plr->cursor.targetTileRect.h = TILE_SIZE;
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
plr->cursor.tileDiffX = plr->cursor.tileX - playerTileX;
plr->cursor.tileDiffY = plr->cursor.tileY - playerTileY;
if (abs(plr->cursor.tileDiffX) > abs(plr->cursor.tileDiffY)) {
plr->cursor.tileDiff = plr->cursor.tileDiffX;
} else {
plr->cursor.tileDiff = plr->cursor.tileDiffY;
}
plr->cursor.canReach = abs(plr->cursor.tileDiff) <= playerReach;
SDL_SetRenderDrawColor(renderer, plr->cursor.canReach ? 0 : 255, plr->cursor.canReach ? 255 : 0, 0, 128);
adjustRect(&plr->cursor.targetTileRect);
DrawThickRect(renderer, plr->cursor.targetTileRect, 4);
uint16_t itemIndex = plr->inventory.activeSlotIndex;
if (itemIndex < itemRegistryIndex) {
SDL_Rect heldItemRect;
heldItemRect.x = plr->cursor.windowX;
heldItemRect.y = plr->cursor.windowY;
heldItemRect.w = TILE_SIZE;
heldItemRect.h = TILE_SIZE;
SDL_Texture *itemTex = ItemRegistry[itemIndex].textureOnBelt[plr->cursor.direction];
if (itemTex == NULL) {
itemTex = ItemRegistry[itemIndex].textureOnBelt[ORIENT_LEFT];
}
if (itemTex != NULL) {
if (plr->inventory.slotCounts[itemIndex] <= 0) {
// Set a red tint (255, 0, 0)
SDL_SetTextureColorMod(itemTex, 128, 128, 255);
SDL_SetTextureAlphaMod(itemTex, 192);
} else {
SDL_SetTextureColorMod(itemTex, 255, 255, 255);
SDL_SetTextureAlphaMod(itemTex, 255);
}
SDL_RenderCopy(renderer, itemTex, NULL,
&heldItemRect);
}
}
SDL_RenderCopy(renderer, PlayerTexture, NULL, &PlayerRect);
SDL_Color healthBarColor = {0, 240, 0, 255};
renderBar(renderer, (DISPLAY_WIDTH / 2) - 128, DISPLAY_HEIGHT - 50, 200, 8, playerMaxHealth, plr->health, healthBarColor, 4);
SDL_Color breakingBarColor = {128, 128, 0, 255};
renderBar(renderer, (DISPLAY_WIDTH / 2) - 128, DISPLAY_HEIGHT - 70, 200, 8,
getBreakTime(plr->cursor.targetTile->type), plr->cursor.breakingProgress, breakingBarColor, 4);
SDL_Rect targetItemBGRect;
targetItemBGRect.w = DISPLAY_WIDTH;
targetItemBGRect.h = TILE_SIZE;
targetItemBGRect.x = 0;
targetItemBGRect.y = DISPLAY_HEIGHT - 30;
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderFillRect(renderer, &targetItemBGRect);
SDL_Rect targetItemRect;
targetItemRect.w = TILE_SIZE / 2;
targetItemRect.h = TILE_SIZE / 2;
targetItemRect.y = DISPLAY_HEIGHT - 30 + TILE_SIZE / 4;
targetItemRect.x = TILE_SIZE / 4;
for (uint16_t i = 1; i < ITEMREGISTRY_SIZE; i++) {
SDL_Texture *itemTex = ItemRegistry[i].textureOnBelt[plr->cursor.direction];
if (itemTex == NULL) {
itemTex = ItemRegistry[i].textureOnBelt[ORIENT_LEFT];
}
if (itemTex != NULL) {
if (plr->inventory.slotCounts[i] <= 0) {
// Set a red tint (255, 0, 0)
SDL_SetTextureColorMod(itemTex, 128, 128, 255);
}
SDL_RenderCopy(renderer, itemTex, NULL, &targetItemRect);
SDL_SetTextureColorMod(itemTex, 255, 255, 255);
}
if (plr->inventory.activeSlotIndex == i) {
SDL_SetRenderDrawColor(renderer, 16, plr->inventory.slotCounts[i] > 0 ? 128 : 16,
plr->inventory.slotCounts[i] > 0 ? 32 : 128, 255);
DrawThickRect(renderer, targetItemRect, 4);
}
targetItemRect.x += (TILE_SIZE / 2) + (TILE_SIZE / 4);
}
}