Files
factorygame/player/player.c
2025-06-01 22:13:02 +02:00

248 lines
8.1 KiB
C

//
// Created by bruno on 4/24/25.
//
#include <SDL2/SDL_rect.h>
#include "player.h"
#include "../tiles/tile.h"
#include "../util/font.h"
#define HEALTH_MARGIN 4
int playerSpeed = 2;
int playerReach = DISPLAY_MAP_HEIGHT / 2 - 2;
SDL_Texture *entityTexture;
SDL_Texture *hudTexture;
SDL_Texture *PlayerTexture;
SDL_Rect PlayerRect;
SDL_Rect targetItemBGRect;
SDL_Rect targetItemRect;
SDL_Color healthBarColor = {0, 240, 0, 255};
SDL_Color breakingBarColor = {128, 128, 0, 255};
void setActivePlayerSlot(Player *plr, ItemType activeSlotIndex) {
activeSlotIndex = activeSlotIndex % itemRegistryIndex;
if (activeSlotIndex <= 0) {
activeSlotIndex = 1;
}
plr->inventory.activeSlotIndex = activeSlotIndex;
}
void moveActivePlayerSlot(Player *plr, bool up, bool seek) {
ItemType prevSlot = plr->inventory.activeSlotIndex;
ItemType 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 (!strlen(ItemRegistry[newSlot].name)) continue;
if (newSlot == 0) continue;
if (seek) {
if (plr->inventory.slotCounts[newSlot] > 0) break;
} else {
break;
}
} while (true);
plr->inventory.activeSlotIndex = newSlot;
}
inline void adjustRect(SDL_Rect *rect, SDL_Rect playerRect) {
rect->x -= playerRect.x;
rect->y -= playerRect.y;
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(mainRenderer, "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;
plr->rect.x = DISPLAY_WIDTH / 2;
plr->rect.y = DISPLAY_HEIGHT / 2;
plr->rect.w = TILE_SIZE;
plr->rect.h = TILE_SIZE;
for (ItemType ui = 0; ui < tileTypeIndex; ui++) {
plr->inventory.slotCounts[ui] = 64;
}
for (ItemType ui = ITEMREGISTRY_SIZE / 2; ui < itemRegistryIndex; ui++) {
plr->inventory.slotCounts[ui] = 64;
}
hudTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w,
screenRect.h);
entityTexture = SDL_CreateTexture(mainRenderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, screenRect.w,
screenRect.h);
SDL_SetTextureBlendMode(entityTexture, SDL_BLENDMODE_BLEND);
SDL_SetTextureBlendMode(hudTexture, SDL_BLENDMODE_BLEND);
plr->cursor.targetTileRect.w = TILE_SIZE;
plr->cursor.targetTileRect.h = TILE_SIZE;
plr->cursor.targetTileRect.w = TILE_SIZE;
plr->cursor.targetTileRect.h = TILE_SIZE;
targetItemBGRect.w = DISPLAY_WIDTH;
targetItemBGRect.h = TILE_SIZE;
targetItemBGRect.x = 0;
targetItemBGRect.y = DISPLAY_HEIGHT - 32;
targetItemRect.w = TILE_SIZE / 2;
targetItemRect.h = TILE_SIZE / 2;
plr->cursor.heldItemRect.w = TILE_SIZE;
plr->cursor.heldItemRect.h = TILE_SIZE;
}
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) {
SDL_Texture *originalTarget = SDL_GetRenderTarget(mainRenderer);
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 0);
SDL_SetRenderTarget(mainRenderer, entityTexture);
SDL_RenderClear(mainRenderer);
SDL_RenderCopy(mainRenderer, PlayerTexture, NULL, &PlayerRect);
SDL_SetRenderTarget(mainRenderer, hudTexture);
SDL_RenderClear(mainRenderer);
SDL_SetRenderDrawColor(mainRenderer, plr->cursor.canReach ? 0 : 255, plr->cursor.canReach ? 255 : 0, 0, 128);
DrawThickRect(mainRenderer, plr->cursor.targetTileRect, 4);
ItemType itemIndex = plr->inventory.activeSlotIndex;
SDL_Texture *itemTex;
char itemStringCount[6];
if (itemIndex < itemRegistryIndex) {
plr->cursor.heldItemRect.x = plr->cursor.windowX;
plr->cursor.heldItemRect.y = plr->cursor.windowY;
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(mainRenderer, itemTex, NULL,
&plr->cursor.heldItemRect);
renderText(mainRenderer, fonts[2], ItemRegistry[itemIndex].name, plr->cursor.heldItemRect.x,
plr->cursor.heldItemRect.y - (fonts[2].size * 3 / 2));
}
}
renderBar(mainRenderer, (DISPLAY_WIDTH / 2) - 128, DISPLAY_HEIGHT - 50, 200, 8, playerMaxHealth, plr->health,
healthBarColor, 4);
if (plr->cursor.targetTile) {
uint16_t tempko = getBreakTime(plr->cursor.targetTile->type);
uint16_t tempko2 = plr->cursor.breakingProgress;
renderBar(mainRenderer, (DISPLAY_WIDTH / 2) - 128, DISPLAY_HEIGHT - 70, 200, 8,
tempko, tempko2, breakingBarColor, 4);
}
SDL_SetRenderDrawColor(mainRenderer, 0, 0, 0, 255);
SDL_RenderFillRect(mainRenderer, &targetItemBGRect);
targetItemRect.y = DISPLAY_HEIGHT - 30 + TILE_SIZE / 4 + 3;
targetItemRect.x = TILE_SIZE / 4;
for (ItemType i = 1; i < ITEMREGISTRY_SIZE; i++) {
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(mainRenderer, itemTex, NULL, &targetItemRect);
SDL_SetTextureColorMod(itemTex, 255, 255, 255);
if (plr->inventory.activeSlotIndex == i) {
SDL_SetRenderDrawColor(mainRenderer, 16, plr->inventory.slotCounts[i] > 0 ? 128 : 16,
plr->inventory.slotCounts[i] > 0 ? 32 : 128, 255);
DrawThickRect(mainRenderer, targetItemRect, 4);
}
sprintf(itemStringCount, "%d", plr->inventory.slotCounts[i]);
renderText(mainRenderer, fonts[2], itemStringCount, targetItemRect.x - 3,
targetItemRect.y - (fonts[2].size * 3 / 2));
//targetItemRect.x += (TILE_SIZE / 2) + (TILE_SIZE / 4);
targetItemRect.x += TILE_SIZE;
}
}
SDL_SetRenderTarget(mainRenderer, originalTarget);
}