labyrinth

annotate src/player.c @ 5:c8826e5ebec1

- changed every data loading function to return dummy objects instead of failing - fixed mistake in AndroidManifest.xml
author John Tsiombikas <nuclear@member.fsf.org>
date Fri, 01 May 2015 05:58:41 +0300
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nuclear@0 1 #include <stdio.h>
nuclear@0 2 #include <math.h>
nuclear@0 3 #include "opengl.h"
nuclear@0 4 #include "player.h"
nuclear@0 5 #include "level.h"
nuclear@0 6
nuclear@0 7 void player_init(struct player *p, struct level *lvl)
nuclear@0 8 {
nuclear@0 9 p->lvl = lvl;
nuclear@0 10 level_cell_to_pos(lvl, lvl->start_pos[0], lvl->start_pos[1], &p->x, &p->y);
nuclear@0 11 p->horiz_angle = 0;
nuclear@0 12 p->vert_angle = 0;
nuclear@0 13 }
nuclear@0 14
nuclear@0 15 int player_move(struct player *p, float dfwd, float dright)
nuclear@0 16 {
nuclear@0 17 int collide;
nuclear@0 18 float angle = M_PI * p->horiz_angle / 180.0;
nuclear@0 19 float fwd_dirx = sin(angle);
nuclear@0 20 float fwd_diry = -cos(angle);
nuclear@0 21 float right_dirx = sin(angle + M_PI / 2.0);
nuclear@0 22 float right_diry = -cos(angle + M_PI / 2.0);
nuclear@0 23
nuclear@0 24 float dx = dfwd * fwd_dirx + dright * right_dirx;
nuclear@0 25 float dy = dfwd * fwd_diry + dright * right_diry;
nuclear@0 26
nuclear@0 27 if(!dfwd && !dright) return 1;
nuclear@0 28
nuclear@0 29 /* calculate collisions */
nuclear@0 30 collide = level_collide(p->lvl, 0.7, p->x, p->y, &dx, &dy);
nuclear@0 31
nuclear@0 32 p->x += dx;
nuclear@0 33 p->y += dy;
nuclear@0 34
nuclear@0 35 return !collide;
nuclear@0 36 }
nuclear@0 37
nuclear@0 38 void player_turn(struct player *p, float horiz_deg, float vert_deg)
nuclear@0 39 {
nuclear@0 40 float va = p->vert_angle + vert_deg;
nuclear@0 41
nuclear@0 42 if(va < -90.0) va = -90.0;
nuclear@0 43 if(va > 90.0) va = 90.0;
nuclear@0 44
nuclear@0 45 p->horiz_angle += horiz_deg;/*fmod(p->horiz_angle + horiz_deg, 360.0);*/
nuclear@0 46 p->vert_angle = va;
nuclear@0 47 }
nuclear@0 48
nuclear@0 49 void player_setup_view_matrix(struct player *p)
nuclear@0 50 {
nuclear@0 51 glRotatef(p->vert_angle, 1, 0, 0);
nuclear@0 52 glRotatef(p->horiz_angle, 0, 1, 0);
nuclear@0 53 glTranslatef(-p->x, 0, -p->y);
nuclear@0 54 }