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ld58/code/game/impl/player.c

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#include "../player.h"
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#include <SDL3/SDL_events.h>
#include <SDL3/SDL_keycode.h>
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#include <stdio.h>
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void PlayerInput(SDL_Event *event, Player *player)
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{
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SDL_KeyboardEvent key = event->key;
SDL_MouseButtonEvent mouseBtn = event->button;
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if(event->type == SDL_EVENT_KEY_DOWN || event->type == SDL_EVENT_KEY_UP) {
bool val = event->type == SDL_EVENT_KEY_DOWN;
switch (key.key)
{
case SDLK_W:
{
player->controls.upDown = val;
break;
}
case SDLK_A:
{
player->controls.leftDown = val;
break;
}
case SDLK_D:
{
player->controls.rightDown = val;
break;
}
case SDLK_S:
{
player->controls.downDown = val;
break;
}
}
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}
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if (
event->type == SDL_EVENT_MOUSE_BUTTON_DOWN
&& mouseBtn.button == SDL_BUTTON_LEFT
) {
if(player->bulletsLoaded > 0) {
// shooting
player->bulletsLoaded -= 1;
player->controls.shot = true;
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player->shotPos = player->world->mouseProjected;
printf("shot %f %f\n", player->shotPos.x, player->shotPos.y);
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} else if(player->reloadTimer == 0) {
player->reloadTimer = PLAYER_RELOAD_TIME;
printf("reloading\n");
};
}
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}
void PlayerUpdate(F32 delta, Player *player) {
player->controls.shot = false;
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V2f dir = V2F(0, 0);
if(player->controls.upDown) {
dir.y -= 1;
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}
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if(player->controls.downDown) {
dir.y += 1;
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}
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if(player->controls.leftDown) {
dir.x -= 1;
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}
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if(player->controls.rightDown) {
dir.x += 1;
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}
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if(player->reloadTimer > 0) {
player->reloadTimer-=delta;
if(player->reloadTimer <= 0) {
player->bulletsLoaded = PLAYER_BULLET_COUNT;
player->reloadTimer = 0;
}
}
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dir = V2f_Scale(NormaliseV2F(dir), PLAYER_SPEED*delta);
player->pos.x += dir.x;
player->pos.y += dir.y;
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}