refacto keyz + ninja dash
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@ -0,0 +1,42 @@
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#include "keys.h"
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#include "stdio.h"
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int keys[KC_COUNT] = {
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[KC_SHOOT] = MOUSE_BUTTON_LEFT,
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[KC_CROUCH] = KEY_LEFT_SHIFT,
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[KC_FREECAM] = KEY_F,
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};
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int key_down(KeyControl key)
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{
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// NOTE: mouse button id's are less than 6, keyboard id's are over 32
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if (keys[key] <= 6)
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return IsMouseButtonDown(keys[key]);
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else
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return IsKeyDown(keys[key]);
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}
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int key_pressed(KeyControl key)
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{
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// NOTE: mouse button id's are less than 6, keyboard id's are over 32
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if (keys[key] <= 6)
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return IsMouseButtonPressed(keys[key]);
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else
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return IsKeyPressed(keys[key]);
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}
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void change_layout_azerty()
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{
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keys[KC_UP] = KEY_S;
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keys[KC_DOWN] = KEY_W;
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keys[KC_LEFT] = KEY_A;
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keys[KC_RIGHT] = KEY_D;
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}
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void change_layout_qwerty()
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{
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keys[KC_UP] = KEY_W;
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keys[KC_DOWN] = KEY_S;
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keys[KC_LEFT] = KEY_A;
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keys[KC_RIGHT] = KEY_D;
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}
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@ -0,0 +1,25 @@
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#ifndef KEYS_H
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#define KEYS_H
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#include "raylib.h"
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typedef enum KeyControl {
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KC_UP = 0,
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KC_DOWN,
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KC_LEFT,
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KC_RIGHT,
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KC_SHOOT,
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KC_FREECAM,
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KC_CROUCH,
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KC_COUNT,
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} KeyControl;
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void change_layout_azerty();
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void change_layout_qwerty();
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int key_down(KeyControl key);
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int key_pressed(KeyControl key);
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#endif // KEYS_H
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52
main.c
52
main.c
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@ -3,6 +3,7 @@
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#include "raylib.h"
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#include "raymath.h"
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#include "keys.h"
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#include "ninja.h"
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#define SCREEN_MIDDLE ((Vector2) {window_size.x/2, window_size.y/2})
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@ -14,33 +15,6 @@ typedef struct Map {
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const Rectangle box;
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} Map;
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typedef enum KeyControl {
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KC_UP = 0,
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KC_DOWN,
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KC_LEFT,
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KC_RIGHT,
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KC_SHOOT,
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KC_FREECAM,
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KC_CROUCH,
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KC_COUNT,
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} KeyControl;
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void change_layout_azerty(int *keys)
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{
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keys[KC_UP] = KEY_S;
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keys[KC_DOWN] = KEY_W;
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keys[KC_LEFT] = KEY_A;
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keys[KC_RIGHT] = KEY_D;
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}
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void change_layout_qwerty(int *keys)
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{
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keys[KC_UP] = KEY_W;
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keys[KC_DOWN] = KEY_S;
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keys[KC_LEFT] = KEY_A;
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keys[KC_RIGHT] = KEY_D;
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}
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Vector2 shake(int force)
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{
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Vector2 s;
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@ -93,11 +67,7 @@ int main(void)
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},
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};
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int keys[KC_COUNT] = {0};
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keys[KC_SHOOT] = MOUSE_BUTTON_LEFT;
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keys[KC_CROUCH] = KEY_LEFT_SHIFT;
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keys[KC_FREECAM] = KEY_F;
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change_layout_azerty(keys);
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change_layout_azerty();
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load_ninja();
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@ -109,25 +79,24 @@ int main(void)
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}
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float movement_speed = 10.0f * DT * 50;
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if ((IsKeyDown(keys[KC_UP]) || IsKeyDown(keys[KC_DOWN])) && (IsKeyDown(keys[KC_LEFT]) || IsKeyDown(keys[KC_RIGHT])))
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if ((key_down(KC_UP) || key_down(KC_DOWN)) && (key_down(KC_LEFT) || key_down(KC_RIGHT)))
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movement_speed = sqrtf(movement_speed) * 2;
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if (IsKeyDown(keys[KC_CROUCH]))
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if (key_down(KC_CROUCH))
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movement_speed /= 2.0f;
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if (IsKeyDown(keys[KC_LEFT]))
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if (key_down(KC_LEFT))
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camera.target.x -= movement_speed ;
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if (IsKeyDown(keys[KC_RIGHT]))
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if (key_down(KC_RIGHT))
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camera.target.x += movement_speed ;
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if (IsKeyDown(keys[KC_DOWN]))
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if (key_down(KC_DOWN))
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camera.target.y -= movement_speed ;
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if (IsKeyDown(keys[KC_UP]))
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if (key_down(KC_UP))
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camera.target.y += movement_speed ;
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camera_bound(&camera, map.box, ninja_radius());
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// NOTE: si on doit faire un screen shake, l'appliquer a cet variable
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Vector2 cam_shake = {0};
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if (IsMouseButtonDown(keys[KC_SHOOT]))
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cam_shake = shake(12);
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BeginDrawing();
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{
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@ -140,11 +109,12 @@ int main(void)
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DrawTexture(map.texture, map.box.x, map.box.y, WHITE);
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}
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EndMode2D();
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draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake));
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draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera);
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}
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EndDrawing();
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}
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CloseWindow();
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return 0;
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}
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18
ninja.c
18
ninja.c
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@ -2,6 +2,8 @@
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#include "raymath.h"
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#include "stdio.h"
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#include "keys.h"
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Texture ninja_texture;
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void load_ninja()
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@ -14,10 +16,22 @@ float ninja_radius()
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return fmax(ninja_texture.width, ninja_texture.height)/2;
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}
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void draw_ninja(Vector2 pos)
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Vector2 ninja_dash(Vector2 pos)
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{
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Vector2 dash = {0};
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Vector2 mouse = GetMousePosition();
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Vector2 diff = Vector2Subtract(mouse, pos);
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dash = Vector2Normalize(diff);
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dash.x *= 100;
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dash.y *= 100;
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return dash;
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}
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void draw_ninja(Vector2 pos, Camera2D *cam)
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{
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if (key_pressed(KC_SHOOT))
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cam->target = Vector2Add(cam->target, ninja_dash(pos));
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Texture n = ninja_texture;
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// DrawTexture(n, pos.x - n.width/2, pos.y - n.height/2, WHITE);
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Rectangle source = {0, 0, n.width, n.height};
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Rectangle dest = {pos.x, pos.y, n.width, n.height};
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