cardinal movement
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160fb1f7c7
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3
Makefile
3
Makefile
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@ -3,5 +3,8 @@ $(shell mkdir -p build)
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all:
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all:
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gcc main.c -o build/main -lraylib
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gcc main.c -o build/main -lraylib
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release:
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gcc -O3 -DRELEASE main.c -o build/main -lraylib
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run: all
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run: all
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./build/main
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./build/main
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77
main.c
77
main.c
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@ -1,9 +1,11 @@
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#include <stdio.h>
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#include "raylib.h"
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#include "raylib.h"
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#define MIN(a, b) (a) < (b) ? (a) : (b)
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#define MIN(a, b) (a) < (b) ? (a) : (b)
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#define MAX(a, b) (a) > (b) ? (a) : (b)
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#define MAX(a, b) (a) > (b) ? (a) : (b)
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typedef struct {
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typedef struct Vec2i {
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union {
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union {
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int x;
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int x;
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int width;
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int width;
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@ -14,6 +16,27 @@ typedef struct {
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};
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};
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} Vec2i;
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} Vec2i;
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typedef enum Cardinal {
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CARDINAL_BEGIN_NOT_AT_ZERO = 0,
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NORD_OUEST, NORD, NORD_EST,
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OUEST, EST,
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SUD_OUEST, SUD, SUD_EST,
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CARDINAL_SIZE,
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} Cardinal;
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#ifndef RELEASE
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char *cardinal_text[CARDINAL_SIZE] = {
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[NORD_OUEST] = "NORD OUEST",
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[NORD] = "NORD",
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[NORD_EST] = "NORD EST",
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[OUEST] = "OUEST",
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[EST] = "EST",
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[SUD_OUEST] = "SUD OUEST",
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[SUD] = "SUD",
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[SUD_EST] = "SUD EST",
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};
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#endif
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Vec2i screen = {.width = 1344, .height = 756};
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Vec2i screen = {.width = 1344, .height = 756};
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const int trap_len = 200;
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const int trap_len = 200;
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@ -44,7 +67,8 @@ int point_rec_collision(Vec2i point, Rectangle rec)
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(point.y >= rec.y && point.y <= rec.y + rec.height);
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(point.y >= rec.y && point.y <= rec.y + rec.height);
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}
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}
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int move_player_inside_trap(Vec2i *player, Rectangle trap, const int speed, const float delta_time)
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int move_player_inside_trap(Vec2i *player, Rectangle trap,
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const int speed, const float delta_time)
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{
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{
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int step = speed * delta_time * 100;
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int step = speed * delta_time * 100;
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@ -57,10 +81,44 @@ int move_player_inside_trap(Vec2i *player, Rectangle trap, const int speed, cons
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return point_rec_collision(*player, trap);
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return point_rec_collision(*player, trap);
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}
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}
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void snap_player_inside_trap(Vec2i *player, const Rectangle trap)
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Cardinal snap_player_inside_trap(Vec2i *player, const Rectangle trap)
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{
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{
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player->x = MAX(MIN(player->x, trap.x + trap.width), trap.x);
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Cardinal pushing = 0;
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player->y = MAX(MIN(player->y, trap.y + trap.height), trap.y);
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int bound_n = player->y < trap.y;
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int bound_s = player->y > trap.y + trap.height;
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int bound_e = player->x > trap.x + trap.width;
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int bound_o = player->x < trap.x;
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int bound_ne = bound_n && bound_e;
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int bound_no = bound_n && bound_o;
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int bound_se = bound_s && bound_e;
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int bound_so = bound_s && bound_o;
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if (bound_n) {
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player->y = trap.y;
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pushing = NORD;
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} else if (bound_s) {
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player->y = trap.y + trap.height;
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pushing = SUD;
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}
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if (bound_e) {
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player->x = trap.x + trap.width;
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pushing = EST;
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} else if (bound_o) {
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player->x = trap.x;
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pushing = OUEST;
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}
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if (bound_ne)
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pushing = NORD_EST;
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else if (bound_no)
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pushing = NORD_OUEST;
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else if (bound_se)
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pushing = SUD_EST;
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else if (bound_so)
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pushing = SUD_OUEST;
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return pushing;
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}
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}
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int main(void)
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int main(void)
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@ -78,13 +136,16 @@ int main(void)
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BeginDrawing();
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BeginDrawing();
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{
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{
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ClearBackground(BLACK);
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ClearBackground(BLACK);
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const float delta_time = GetFrameTime();
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const float DT = GetFrameTime();
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if (IsWindowResized())
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if (IsWindowResized())
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handle_resize_window();
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handle_resize_window();
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if (!move_player_inside_trap(&player, trap, player_speed, delta_time)) {
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if (!move_player_inside_trap(&player, trap, player_speed, DT)) {
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snap_player_inside_trap(&player, trap);
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Cardinal direction = snap_player_inside_trap(&player, trap);
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#ifndef RELEASE
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printf("[%s]\n", cardinal_text[direction]);
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#endif
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}
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}
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DrawCircle(player.x, player.y, player_radius, BLUE);
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DrawCircle(player.x, player.y, player_radius, BLUE);
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