refacto keyz + ninja dash

This commit is contained in:
nemo 2024-09-27 14:03:07 +02:00
parent 7124b9b6f8
commit 328903af6d
6 changed files with 96 additions and 45 deletions

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@ -1,4 +1,4 @@
SRC=main.c ninja.c
SRC=main.c ninja.c keys.c
EXE=voleur
CC=gcc

42
keys.c Normal file
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@ -0,0 +1,42 @@
#include "keys.h"
#include "stdio.h"
int keys[KC_COUNT] = {
[KC_SHOOT] = MOUSE_BUTTON_LEFT,
[KC_CROUCH] = KEY_LEFT_SHIFT,
[KC_FREECAM] = KEY_F,
};
int key_down(KeyControl key)
{
// NOTE: mouse button id's are less than 6, keyboard id's are over 32
if (keys[key] <= 6)
return IsMouseButtonDown(keys[key]);
else
return IsKeyDown(keys[key]);
}
int key_pressed(KeyControl key)
{
// NOTE: mouse button id's are less than 6, keyboard id's are over 32
if (keys[key] <= 6)
return IsMouseButtonPressed(keys[key]);
else
return IsKeyPressed(keys[key]);
}
void change_layout_azerty()
{
keys[KC_UP] = KEY_S;
keys[KC_DOWN] = KEY_W;
keys[KC_LEFT] = KEY_A;
keys[KC_RIGHT] = KEY_D;
}
void change_layout_qwerty()
{
keys[KC_UP] = KEY_W;
keys[KC_DOWN] = KEY_S;
keys[KC_LEFT] = KEY_A;
keys[KC_RIGHT] = KEY_D;
}

25
keys.h Normal file
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@ -0,0 +1,25 @@
#ifndef KEYS_H
#define KEYS_H
#include "raylib.h"
typedef enum KeyControl {
KC_UP = 0,
KC_DOWN,
KC_LEFT,
KC_RIGHT,
KC_SHOOT,
KC_FREECAM,
KC_CROUCH,
KC_COUNT,
} KeyControl;
void change_layout_azerty();
void change_layout_qwerty();
int key_down(KeyControl key);
int key_pressed(KeyControl key);
#endif // KEYS_H

52
main.c
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@ -3,6 +3,7 @@
#include "raylib.h"
#include "raymath.h"
#include "keys.h"
#include "ninja.h"
#define SCREEN_MIDDLE ((Vector2) {window_size.x/2, window_size.y/2})
@ -14,33 +15,6 @@ typedef struct Map {
const Rectangle box;
} Map;
typedef enum KeyControl {
KC_UP = 0,
KC_DOWN,
KC_LEFT,
KC_RIGHT,
KC_SHOOT,
KC_FREECAM,
KC_CROUCH,
KC_COUNT,
} KeyControl;
void change_layout_azerty(int *keys)
{
keys[KC_UP] = KEY_S;
keys[KC_DOWN] = KEY_W;
keys[KC_LEFT] = KEY_A;
keys[KC_RIGHT] = KEY_D;
}
void change_layout_qwerty(int *keys)
{
keys[KC_UP] = KEY_W;
keys[KC_DOWN] = KEY_S;
keys[KC_LEFT] = KEY_A;
keys[KC_RIGHT] = KEY_D;
}
Vector2 shake(int force)
{
Vector2 s;
@ -93,11 +67,7 @@ int main(void)
},
};
int keys[KC_COUNT] = {0};
keys[KC_SHOOT] = MOUSE_BUTTON_LEFT;
keys[KC_CROUCH] = KEY_LEFT_SHIFT;
keys[KC_FREECAM] = KEY_F;
change_layout_azerty(keys);
change_layout_azerty();
load_ninja();
@ -109,25 +79,24 @@ int main(void)
}
float movement_speed = 10.0f * DT * 50;
if ((IsKeyDown(keys[KC_UP]) || IsKeyDown(keys[KC_DOWN])) && (IsKeyDown(keys[KC_LEFT]) || IsKeyDown(keys[KC_RIGHT])))
if ((key_down(KC_UP) || key_down(KC_DOWN)) && (key_down(KC_LEFT) || key_down(KC_RIGHT)))
movement_speed = sqrtf(movement_speed) * 2;
if (IsKeyDown(keys[KC_CROUCH]))
if (key_down(KC_CROUCH))
movement_speed /= 2.0f;
if (IsKeyDown(keys[KC_LEFT]))
if (key_down(KC_LEFT))
camera.target.x -= movement_speed ;
if (IsKeyDown(keys[KC_RIGHT]))
if (key_down(KC_RIGHT))
camera.target.x += movement_speed ;
if (IsKeyDown(keys[KC_DOWN]))
if (key_down(KC_DOWN))
camera.target.y -= movement_speed ;
if (IsKeyDown(keys[KC_UP]))
if (key_down(KC_UP))
camera.target.y += movement_speed ;
camera_bound(&camera, map.box, ninja_radius());
// NOTE: si on doit faire un screen shake, l'appliquer a cet variable
Vector2 cam_shake = {0};
if (IsMouseButtonDown(keys[KC_SHOOT]))
cam_shake = shake(12);
BeginDrawing();
{
@ -140,11 +109,12 @@ int main(void)
DrawTexture(map.texture, map.box.x, map.box.y, WHITE);
}
EndMode2D();
draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake));
draw_ninja(Vector2Add(SCREEN_MIDDLE, cam_shake), &camera);
}
EndDrawing();
}
CloseWindow();
return 0;
}

18
ninja.c
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@ -2,6 +2,8 @@
#include "raymath.h"
#include "stdio.h"
#include "keys.h"
Texture ninja_texture;
void load_ninja()
@ -14,10 +16,22 @@ float ninja_radius()
return fmax(ninja_texture.width, ninja_texture.height)/2;
}
void draw_ninja(Vector2 pos)
Vector2 ninja_dash(Vector2 pos)
{
Vector2 dash = {0};
Vector2 mouse = GetMousePosition();
Vector2 diff = Vector2Subtract(mouse, pos);
dash = Vector2Normalize(diff);
dash.x *= 100;
dash.y *= 100;
return dash;
}
void draw_ninja(Vector2 pos, Camera2D *cam)
{
if (key_pressed(KC_SHOOT))
cam->target = Vector2Add(cam->target, ninja_dash(pos));
Texture n = ninja_texture;
// DrawTexture(n, pos.x - n.width/2, pos.y - n.height/2, WHITE);
Rectangle source = {0, 0, n.width, n.height};
Rectangle dest = {pos.x, pos.y, n.width, n.height};

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@ -5,6 +5,6 @@ void load_ninja();
float ninja_radius();
void draw_ninja(Vector2 truc);
void draw_ninja(Vector2 pos, Camera2D *cam);
#endif // NINJA_H